They've even buffed fire damage weapons (which resulted in buffing enemy fire damage, resulting in insane instant deaths to those enemies) multiple times
They have this weird obsession with making the game physics "realistic", so instead of having one set of fire parameters for player weapons and another for enemies and another for environment, they have these universal parameters that all of those draw from. Like when people are complaining about the scope on the anti-material rifle being off of where the bullet actually hits, the devs explained that the problem actually has something to do with recoil and bullet drop, and affects all weapons but you only notice it on long range weapons. Now normal people would simply tweak the scope and call it a day but these devs want to instead muck with the basic physics of the game engine. Another example is the rockets in the mech. The mech would explode if you fired a rocket while turning because the mech would physically run into the rocket. So they changed how the mech fired rockets, including making it impossible to fire them downward now, rather than make the mechs impervious to their own rockets or give the rockets a minimum arming distance or whatnot.
Mind you, this is a 3rd person shooter, not a combat simulator like Arma.
Like when people are complaining about the scope on the anti-material rifle being off of where the bullet actually hits, the devs explained that the problem actually has something to do with recoil and bullet drop, and affects all weapons but you only notice it on long range weapons.
The anti-material rifle's scope has always been off, and the bullets are impacting up and to the left, regardless of distance.
I shoot guns as another hobby. I'm knowledgeable on the subject. If what the devs said is true (regarding their reasoning for all the scopes being off) then they're fucking morons. The devs claim to come from military backgrounds (I think it's mandatory in the country they're in). If so, they must've gotten the worst training possible.
Recoil doesn't affect bullet impact. If rapid successive shots are made (either in full auto or fast trigger pull semi auto) with the shooter not having proper aim, then the bullet impacts will be less accurate, but the recoil itself only affects a shooter after the trigger has been pulled and the bullet has left the barrel. A weapon like the anti-material rifle (in the game), which is semi auto, has always been hitting up and to the left, even on a perfectly lined up first shot.
Bullet drop also wouldn't explain the perpetually off scopes. Any non retarded shooter can make a shot group, see it's always hitting up and to the left, and just adjust their scope to compensate. In game, the weapons with misaligned scopes are predictably hitting the same spots, regardless of range.
The only things that should be affecting bullet impacts at average engagement distances seen in Helldiver 2 are wind (which isn't implemented in game, and would be negligible), gravity differences on various planets (which isn't implemented in the game), and improperly manufactured barrels heating up and causing bullet impacts to change as the barrel warps. For those unaware, some barrels will warp under temperature variance (mostly caused by poor manufacturing and quality control). As an example, I've gone to the range and shot one of my AR15s in winter, and as the barrel warmed up from successive fire, the point of impact changed 8-12 inches up and to the right, at 100 yards. But, like the other variables, this hasn't been implemented in the game.
If the devs did want to implement more accurate bullet physics, then the scopes should be zeroed at a specific distance, and the bullet will impact above or below that zero outside of that zero distance. If they did that, the devs would also need to implement much better scopes (most of the ones in game are laughably bad), so the player has notch marks to identify and range a target before shooting, and to account for bullet drop.
But, this discussion is merely academic, as the current map layouts and massive amounts of volumetric fog in game reduces all engagement distances to under 200 yards, and mostly under 100, so bullet physics would be a near useless addition.
They have this weird obsession with making the game physics "realistic", so instead of having one set of fire parameters for player weapons and another for enemies and another for environment, they have these universal parameters that all of those draw from. Like when people are complaining about the scope on the anti-material rifle being off of where the bullet actually hits, the devs explained that the problem actually has something to do with recoil and bullet drop, and affects all weapons but you only notice it on long range weapons. Now normal people would simply tweak the scope and call it a day but these devs want to instead muck with the basic physics of the game engine. Another example is the rockets in the mech. The mech would explode if you fired a rocket while turning because the mech would physically run into the rocket. So they changed how the mech fired rockets, including making it impossible to fire them downward now, rather than make the mechs impervious to their own rockets or give the rockets a minimum arming distance or whatnot.
Mind you, this is a 3rd person shooter, not a combat simulator like Arma.
The anti-material rifle's scope has always been off, and the bullets are impacting up and to the left, regardless of distance.
I shoot guns as another hobby. I'm knowledgeable on the subject. If what the devs said is true (regarding their reasoning for all the scopes being off) then they're fucking morons. The devs claim to come from military backgrounds (I think it's mandatory in the country they're in). If so, they must've gotten the worst training possible.
Recoil doesn't affect bullet impact. If rapid successive shots are made (either in full auto or fast trigger pull semi auto) with the shooter not having proper aim, then the bullet impacts will be less accurate, but the recoil itself only affects a shooter after the trigger has been pulled and the bullet has left the barrel. A weapon like the anti-material rifle (in the game), which is semi auto, has always been hitting up and to the left, even on a perfectly lined up first shot.
Bullet drop also wouldn't explain the perpetually off scopes. Any non retarded shooter can make a shot group, see it's always hitting up and to the left, and just adjust their scope to compensate. In game, the weapons with misaligned scopes are predictably hitting the same spots, regardless of range.
The only things that should be affecting bullet impacts at average engagement distances seen in Helldiver 2 are wind (which isn't implemented in game, and would be negligible), gravity differences on various planets (which isn't implemented in the game), and improperly manufactured barrels heating up and causing bullet impacts to change as the barrel warps. For those unaware, some barrels will warp under temperature variance (mostly caused by poor manufacturing and quality control). As an example, I've gone to the range and shot one of my AR15s in winter, and as the barrel warmed up from successive fire, the point of impact changed 8-12 inches up and to the right, at 100 yards. But, like the other variables, this hasn't been implemented in the game.
If the devs did want to implement more accurate bullet physics, then the scopes should be zeroed at a specific distance, and the bullet will impact above or below that zero outside of that zero distance. If they did that, the devs would also need to implement much better scopes (most of the ones in game are laughably bad), so the player has notch marks to identify and range a target before shooting, and to account for bullet drop.
But, this discussion is merely academic, as the current map layouts and massive amounts of volumetric fog in game reduces all engagement distances to under 200 yards, and mostly under 100, so bullet physics would be a near useless addition.