They do in part because currently they have very few units, every new unit type added is likely to shrink the viable loudout space more and more as you get more problems the loudout has to solve
Proverbs 24:16 "For though the righteous fall seven times, they rise again, but the wicked stumble when calamity strikes." This verse reminds us that failure is not the end for those who trust in God. It encourages perseverance and faith, knowing that God helps us rise after every fall.
Oh man, yeah those are some... Interesting picks to call S tier for the squids. This is my preferred loadout that i regularly get 1,000-1300 kill games, solo, against the illuminate. Primary - Breaker S&P The S&P has one job; Slaughter the voteless with extreme prejudice. It, combined with a few other picks, make the zombie hordes an absolute non factor for you. Secondary - Grenade Pistol Mostly for Warp Ship clear, but you can dunk it into those occasional packs of voteless for quick 15+ kill shots. Grenade - Gas Hands down the best crowd control nade in the game, able to disorient whole hordes to give you breathing room on demand. Armor - Street Sweeper Most subjective pick, but i like it mostly for the reload buff it gives the S&P to constantly mow down voteless. Support Weapon - AMR The AMR is your one stop shop for everything that isnt a voteless. Being able to one shot Watchers with great handling makes it so youre only ever fighting reinforcements if you want it to happen. Overseers can be taken down with a single headshot or jetpack shot, and in hecktic situations can be dealt with by hip firing 4-5 shots into their body extremely quickly. AMR is also a fantastic answer to harvesters, taking down the sheuld generator in 1 shot and then kills with only 4 shots to the leg joints. ARM also gets a pretty solid ammo supply, even more with the new armor set, so youre never really hurting for ammo. Stratagem - Guard Dog An extra gun to help with voteless clear and to have your back when trying to snipe harvesters/terminals. However it really shines by being able to quickly kill any overseer that gets too close to you, saving you time and ammo with the AMR. With a relatively long up time, and plethora of ammo drops in the cities, you'll always have your flying buddy around. Strategym - Flame Sentry Flame Sentry is by far the best sentry for the illuminate. Having a boat load of propellant, high DPS, and being surprisingly resilient, this sentry has the highest killing potential and up time compared to all the other sentrys. It can single handily lock down objectives and the only threat to this sentey are flying overseer. But more often than not, they hover too close and get burned. Throwing this sentry down every time it comes off cooldown will rack up hubdreds of kills on Voteless, and a tactic ive recently started using is tossing them right mext to problematic harvesters. The tripod will immediately switch focus to the sentry, but will attempt to use the Tesla canon on it instead of the laser. The flame sentry will respond by absolutely destroying the harvester with Flames that do not care about its durability, and then go on to mow down a ton of voteless as well. Strategym - Eagle Cluster You can put anything here really, the build is already so rounded out at this point but eagle cluster is just the icing on the cake of horde clear with its 5 strikes and huge AOE. Its also a solid overseer killer to drop on illuminate reinforcements if a watcher happens to slip by your AMR, or a POI to clear it in one go. The stars of the show for this build are the Flame Sentry and AMR. The AMR is so dominant against the overseers, watcher, and harvester that it lets the rest of the build be focused around voteless clear where the Flamer Sentry and S&P are just oh so satisfying to use. The only downside of the build is that you need to be pretty snappy with the AMR, so if you struggling with lining up headshots, you'll quickly be overrun by overseers. But if youre really good, the Railgun is actually a superior choice. Having the same one shot capabilities as AMR, but with even better Harvester clear, being able to 2 shot a leg with moderate charge. I however am not good enough to use the railgun's poor optics, so i opt for the AMR to be more consistent.
Try breaker incendiary and aim at legs of voteless. Pray and spray is good but extra fire damage over time helps and breakers incendiary is better at distance if you stuck with only it for harvester/overseer.
@@homm3bonedragon242 yea, I was about to refute this statement of gas grenades. It works against robot factories and bug holes, but not as advertized against illuminate spawners.
You gotta throw it just right, the door opening is misleading, its like theres a second invisible barrier inside.... many grenades have the same issue atm though @@rthj6446
@@rthj6446 It technically works, but if you're using any kind of timed explosive, you have to throw it in the left-side door specifically (Where the fin is the back of the ship, and the two horns are at the front - So the fin has to be on your right if you're looking directly into the door). If you're using a weapon that detonates on impact like the grenade pistol or crossbow, you can shoot it in either door and it will work.
@@muffinoffun1843Unironically, if you use it as a melee weapon then you deal with voteless hordes with ease (assume someone else took care of the overseers for you)
In general when you consider the faction units available and the unique defenses they deploy the best setup just becomes a checklist of the resources you need to solve all of the puzzles they offer. The main resources you want to have against the illuminates are: A- An Explosive Ballistic Weapon. Overseers have a unique armor that dissipates damage, using a explosive ballistic weapon means the AoE damage goes through that defensive layer (Plus their Hand Shield) and hits them in their health pool circumventing their defensive mechanics. That also applies to Harvesters Joints for a faster kill time. The Explosive Ballistic Weapon will also double down as the Demolition tool to take out Voteless Spawners; B- A Repeater Ballistic Weapon. Having a Repeater Weapon (Assault Rifle/Machinegun Style gun) is obvious due the ammount of zombies we have to kill all the time, we go for a Ballistic variant instead of a Plasma, Laser or Beam one because the Spawner and Harversters Barriers takes more damage from Ballistic weapons, so the Repeater Weapon doubles down as a main Voteless answer as well as a Bubble Breaker (The humble Redeemer sidearm takes out the spawners barrier in a single magazine on a fration of the time most S-Tier Primary weapons would); Any combination of build with those two things is a workable build, you can enhance your selection by taking extra double duty tools like the Gas Orbital Strike, which works as a voteless plus Overseers zoning option during objectives and reinforcements while also being a one-shot-kill tool for spawners, you dont even need to break their barriers, the demolition force alone from the orbital projectile will break it for you.
For the rocket sentry, as someone who uses it on bugs, its all about placement. Throw it right beside a breach, obviously it won't do squat. Put it at a distance however, it can almost clear it on its own as you pick off a few on the sides. With Illuminates its the same way. Although I do agree the other sentries are better for them especially in the city, but if you place it at a good spot and distance, it eats!
I was thinking the same thing haha You don’t throw it in the middle of a horde. the rockets are very good at a distance for taking out harvesters and flying overseers.
Guys, here's a tip if you want to save up on stratagem slot for support weapon if you want drone/supply backpack/shield or whatever. On Illuminates. There are POI's which has support weapons in it and one I noticed has ALWAYS got Machine Gun in it. So if you want to take something else, you may as well search for it if you pair loadout with FRV and drive to get one support weapon for yourself!
@@sportslover213 Same here. As soon as I started to stop bringing in support weapons I've had more and more games where I had to play without a support weapon the entire game because there was NOTHING on the map. It's very RNG and I wouldnt rely on that strategy.
Jump pack and HMG work well in synergy. I use it with engineering armor for the two extra grenades and recoil reduction. Surround yourself with fire/gas to clear the chaffe then focus on the flying units/harvesters. You can reload your HMG in the air using the jump pack.
The MG is like the most important part of the build- It'll deal with the Overseers, Harvesters, and the chaff. The Rocket sentry does a lot better when you have a full squad who can keep the zombies off of the turret, although there are likely better
Unironically. If you have 4 competent people you can run anything and do well because of synergies. Solo play is so boring tbh, especially since there is less enemies
Rocket sentry is great but depends on placement, but yes you do have to watch it as the harvester will always auto target it. I like using arc thrower to stun lock enemies and let the rocket sentry destroy everything. Plasma Purifier is great once you're used to charge mechanic to take out everything except harvesters.
You don't need to charge up to fire it, it just loses the blast damage and radius, otherwise it's basically the old scorcher and single shots bring down voteless.
Rocket sentries are amazing, however their placement is extremely important. They're unable to defend themselves very well, so put them on high ground. The best thing they have is range since they don't have a damage falloff to my knowledge, so put them on a hill outside the city and they'll fire at things down within it. It's hard to use them solo though.
Stratagems I really like are the Guard Dog, Heavy Machine Gun and Strafing Run. The 4th slot can be changed depending on what I feel like. I’ve been using the tenderiser since I find that light armour penetrating weapons work just fine, not meta, but you aren’t screwing yourself by using them
I’m obsessed with HMG on bots, but idk why bring it against illuminate exactly. You can kill tripods by hitting leg joints with the regular MG I heard. I’ve gotten away with the stalwart and using the rest of my kit for tripods
@@muscularclassrepresentativ5663medium mg is ridiculous. shreds anything, barely any recoil and takes out harvesters way easier and more efficiently than the hmg
@@muscularclassrepresentativ5663 If you already have your hand trained on the HMG, using it against Illuminates instead of the MG-43, gives you a Shorter Time to Kill, in potentia. Again it all depends on how well you can handle the HMG's recoil. If you are good with it, then it will be faster than 43. But if you arent as good with it, the TTK will be about the same or even longer.
Bit off topic but i've been enjoying fighting against bugs with the melee spear. You can actually stun chargers through their leg/front armor and i found it really funny. 🙂
You can do that to all the big enemies in the other factions too! I was keeping 5 Overseers stun locked with the spear, it’s so OP with the shield. Fun to play as a Spartan also haha
@KenobiStark1 yeah they are actually amazing against them! You can stun them for a while even with just a one hit. It is really helpful when they try to melee you. Them staff whoopers are no joke!
Gas grenades are a bit buggy for the ships right now. You can destroy the ships in one of the doors with them, but it won't work for some reason in the other one.
An actual S tier solo loadout: Mandatory: Same armor, Same primary or crossbow, Keep the guard dog. But take the machine pistol for casually dropping shields and frag grenades instead. Take the commando rocket to stomp the walkers (4 shots to body at any range or 1 shot to leg with shield down) Preference picks: One or both of the machine gun sentries for clearing both the zombies and the fliers and or 500 kg or precision strike for the ships and the walkers. Also since the enemies are so slow, you can often just objective rush instead of chasing down the call in drones. Slow enemies getting dropped on a finished objective behind you are not threating. (this is most viable for the illuminate and only with a loadout capable of objective rushing)
Can’t have enough machine guns vs illuminate. I’ll bring mg sentry for its super low cooldown, and guard dog and MG support weapon to just rain bullet hell on mobs from at least 3 angles at a time. I manage to not kill teammates with the eagle cluster too, really can easily clear any chaffe and MG takes out walker joints plus I’ll often bring the 95% arc resistance armor to walk right up to walkers and boop em with grenades
I love the loadout from your previous video, slightly tweaked: Siege-ready armor Scorcher Grenade pistol (for ships) Incendiary impact Strafing run Commando Guard Dog Machine Gun Sentry This gives you all the crowd control you want, focused fire for Overseers, and easy Harvester takedowns. I know we're all interested to see how this changes as more Illuminate units are introduced.
I like how the devs really designed the illuminates (for now). They're pretty much in between the terminids and automatons in terms of gameplay + the shields mechanic. While there are many loadouts that can work, there is not one single best in slot that everybody is forced to play and I like that. However, arrowhead probably just showed the tip of the iceberg for the illuminates, it's just gonna get harder from this point
I've been noticing some heavy intermittent framerate drops in your last couple videos. Have you changed your recording settings or maybe your rendering settings in your editing softwares output recently since the move? I'm only poiting it out because your videos are usually so consistently high framerate all throughout and it seems like a sudden change. Love your content and guides btw, hope this is helpful rather than frustrating.
Actually, I have the same issues in-game with Illuminates since they came out. Maybe here it also have to do with a game and with a fact that it's not optimized yet? CPU just dies on them. My bet is a sheer amount of AI calculations needed for hoards
Personally i like the plasma shotgun a lot against the illuminate. It takes a few more shots but its consistant and takes good care of the jetpack overseers
Loadout recomendation: eagle strafing run, commando, resuply pack, flame sentry, scorcher weapon, grenade pistol, gas grenade, and medium armour, that has that stealth pasive (like technician)
Gas grenade can kill ships btw. They changed them. All fuse grenades can be a bit iffy with the doors though. You need to make sure it lands close to door light. If it hits the light and bounces to far back it wont blow it. Same goes for regular fuse nades.
Yea, charge-up and burst fire is not something mentionen together with "I love how this mechanic feels". But it can help reign in powerful weapons. For instance, the current rail gun is the best charge-up I have experienced by a wide margin, and since it is so powerful, it feels worth the effort. But even though the current purifyer is miles better than their first attempt, I will avoid it until it gets a rework. Perhaps a larger mag, charge eats more ammo but has a functionality that is the right choice to a lesser extent. But if that charge-up is the majority of how it is used, it is not something I will ever use unless in a competition with a monetary reward. That, or aiming starts the charge, and pressing the fire button releases it.
@@darthwoopv573 You need to land it ON the ship. It's like the impact takes out shield and the gas explosion breaks the ship. But you have to have something that deals with 1 or 2 more ships since there aren't many sites with only one and you'll have to wait a minute without any other options.
@@Mistrblank precision strike has the same effect. Together with gas strike is solid utility in most situations. I’ll have an MG as a support to take out shield and my grenade pistol to get any left over ships during the cooldown if I’m not already running for my life to circle back ( I play solo a lot)
Stratagems - Napalm orbital, laser cannon, Gatling sentry, eagle cluster strike Equipment - arc shotgun, senator, impact grenades Armor - servo for safe throwing of napalm and eagles as well as great flanking angles on sentry More of a do it all crowd control load out, I mostly take the anti tank role with bots and hybrid of the 2 with bugs
Is there any chance for ultimate videoguide for weapon, mission type or or situation guide for new divers? Pls and thanks I've been playing on and off following you for a while keep up the great work
You can dodge the tesla tower if you juke/dive as soon as you see the arc come out, it doesn't follow you it just hits where you were when the arc started
How do you like the purifier compared the the scorcher? I ask mostly because I started using the scorcher after one of your recent videos and was blown away by how good it is against the overseers. Would not have tried that gun for a while otherwise considering the ability to bring down the spawner ship shields was something I had been prioritizing in my primary.
Gas grenade is good...but DON'T sleep on the standard incendiary grenade. It is VERY strong, just gotta remember to cook it off a few seconds. Incendiary impact is weak in comparison.
I rarely do Diff10 but my picks for Illuminate: Straffing Barrage Precision Strike Guard Dog Stalward Light Machinegun Heavy Machinegun Railgun Gantling Sentry Machinegun Sentry A combination of any of these. Sometimes I just pick Guard Dog and pick the support weapon when I get into the cities, since there is so many weapons just lying around, anything you pick up does the trick. But for the life of me, I need that Gantling Sentry cause it just melts voteless, specially if you throw it at a choke point. It takes care of them so fast, they barely have time to get close to it. Guard Dog, even if others commenters say it ain't great, I disagree. If the dog picks up an overseer... it can kill it on its own. As for the voteless it actually aims at their heads so just by strolling around it picks enemies for you.
Last night my guard dog wouldn't shoot enemies. I tried calling in a new one and it still refused to shoot. I'm not sure what caused it but it made me switch to the jump pack for the rest of the night.
Think the orbital napalm some people see as S tier is because the fire dot can kill harvesters. It also allows them to skip bringing a flame thrower. I might consider testing an all gas build to see if certain weapons and packs could be viable in the illuminate front due to the voteless swarms.
I so agree with your assessment on the strats There is no world where Napalm Barrage belongs in S-Tier for Illuminate. MG is really good, but you can almost reliably find one on the perimeter of the city part of the map. Guard Dog is S-Tier though as is the MG Sentry but bringing the emplacement is also acceptable. Rocket sentry just doesn't do what it needs to before getting blasted. And supply pack is worthless, city maps have ammo and supplies everywhere. Jump Pack is the only other backpack that's S-Tier and that's primarily because you can put a lot of distance from all of their current mobs and gets you out of the city rather than finding every road blocked off by a wall. Primary, Lib Penetrator is peak, Crossbow below that. While I love the Purifier, it does struggle with shields where the other's do not which really puts it at the top of A-tier. Secondary Crispr is my fav since it can deal with all manner of horde. Gas Grenade coming with an explosion to blow up any mob generator on all 3 fronts has made it my solid choice for grenade. I only consider thermite for bugs if my loadout will struggle for killing chargers and titans if I'm on cooldowns otherwise gas all around.
Almost forgot, if you really don't want to deal with ammo, Blitzer or Arc Thrower are also great picks for weapons. It shreds overseers and can fully stunlock a harvester. I'll typically bring it with the sickle. Blitzer just handles hordes well but you really feel it when needing to take out a flying overseer at the back.
While I agree for general use since it's like supreme overkill and you're not going to get good usage out of it a lot of the time, I would say Napalm Barrage is S Tier but only in Defense missions. All of the enemies are typically funneled down one path, and Barrages i've done on those missions have yielded 80-90 kills at times. It pretty much decimates everything but Harvesters there, i've found. Can take out a whole wave out of the 8 you've gotta' get through. Work with others on a rotation, and it becomes super easy.
For me the rocket sentry just gets torn apart by the harvesters almost immediately and then you've got to wait for that cooldown to even try again. The MG sentry doesn't draw as much attention, shreds voteless and can be called back in super quickly. Also any explosive or charge up type gun is not great for solo play, it goes great with group play since your teammates can get the enemies that get close to you, because you just blast and hurt yourself if you let them get too close. My preferred S-tier illuminate primary is the punisher plasma, no charge up but you get that explosive clearing ability that can get rid of 15-20 voteless in one magazine.
It's guard dog, gatling turret, strafing run, amr for me. I feel like I could grab an mg along the way to free up a second turret slot, but golly if a few good amr shots isn't just the thing for overseers and walkers. Making an A+ case for that purifier though.
Right now Illuminates don't have that many unit types but I'm not sure about objectives. For me, I run stealth armor, crossbow, shield gen (light stealth) or jet pack (medium stealth), AMR for oneshot headshot overseers and few shots on Harvester weakpoints, then 500kg and strafing run. If I'm feeling silly I'll completely forgo a support weapon and run a vehicle strictly for completing objectives. Defense type missions like evac assets or elimination is different, could go anything, just so long as you kill. S tier is different for everyone, but in the end, it's whether or not you got the mission done or not.
for strategems i think the best options would be: Commando, machine gun sentry, strafing run, guard dog for the equipment loadout tho, I think purifier and gas grenade or the best
My loadout is diligence counter/grenade pistol/gas grenade, strafing run/machine gun sentry/commando/guard-dog with killzone medium armor and I think it's pretty good. I know that scorcher and purifier are better at dealing with overseers, but I hate energy weapons and getting killed by my own explosive damage, so I prefer diligence counter.
My loadout is: Engineering kit armor StA-52 Assault Rifle (Or Liberator penetrator) Senator Thermite grenade (It can insta-kill Harvesters, letting me just kinda walk away and forget about them) Orbital Gatling Barrage Eagle 500kg Bomb Guard Dog Machine Gun (Or Arch thrower) And sometimes a Mech instead (either works)
For full clear, super helldive solo no death runs I’ve done. Gatling Sentry and Machine Gun Sentry are the goes to for me on the illuminate. I think Rocket Sentry was chosen only for the Overseers and Harvesters, other than that I don’t see a use for it for a solo run. In pubs, it probably performs better. Guard Dog is so goated against any of the factions tbh, I find myself using it often against the bots now, especially utilizing the on and off toggle to prevent agro.
@Antique-nova lol nah. my playstyle always makes me want to fight a few patrols here and there, so im always going to take some sort of damage. either chip damage, or some sort of fall damage. and stimming up is like an addiction at this point lol.
@@NoxGlvdiusif I didn’t burn thru 40+ stims it wasn’t a fun mission lol. Nah but I just spam stim too much cus of no sprint or I take like 10% damage lol
my favorite loadout for illuminate so has been any machine gun, guard dog, machine/gatling sentry and precision strike, but I also always play with atleast one friend.
Honestly the rocket turret is probably one of the worst. It dies so fast and doesn’t really do the damage it should. The auto cannon turret is great against harvesters though with the ship upgrade when you mark for priority. Also guard dog is great for clutch, can’t really sneak with it unless you put it away. Fire sentry is awesome in illuminate, can’t stand the charge up feature of purifier, and I typically use thermites to kill harvesters. Don’t know why that dude thinks this load out is s-tier. It most definitely is not.
i feel like the whole “s tier” mentality is kind of irrelevant. people can find so many different weapons and stratagems fantastic or awful depending on their play style especially with the illuminate
Im not a solo player and I dont think I will be anytime soon because playing a group is far more fun, but I was able to solo super helldive the Illuminate by bringing the machine gun and gatling sentry. The Rocket Sentry is my only disagreement with that "S-tier loadout" because the HMG emplacement can work wonders if placed and timed correctly while having a machine gun/gatling and the guard dog to cover your flanks. Peace!!
i feel like the rocket sentry is S tier not because its a add-clear sentry, like most of the other sentries are, but because its anti-overseer and anti-harvester. you lose part of the sentry utility (being able to throw it and let it kill stuff) to let it kill the really big stuff
Gas grenade actually can blow up bugs hole, automaton fabricator and illuminate ship since it got a destruction upgrade from 10 to 30 in patch 01.002.001
I’m telling you BRING THE BREAKER. Whether it be the incendiary or the spray and pray. Both phenomenal for hoards. Guard dog annihilates overseers and the watchers. HMG for overseers if need be or the harvesters.
Personally I would go infinite ammo weapons so I don't need to worry about ammo solo, and bring the arc immunity armor and flamer vrs squid since it bypasses armor and hordes die with a little bit of flame.
I want to preface my whole comment with: I appreciate you and your content and you are intilted to play how you want.- That being said you die a LOT and not to things that are bad luck but poor choices like shooting at targets farther away from you, not taking cover and moving though enemies slow as if they can't hurt you. I play a lot against bots and when the illuminate came out I thought they were just impossible until I stopped treating them like they were something special, they are just bots with numbers and shields, that's the only difference and I can solo helldive bots all day every day, and the illuminate have become nothing more then an inconvenience on my rampage though the galaxy.
My go to run is always Jump pack Laser cannon Strafing run Gatling sentry Incendiary grenades Grenade pistol The funky killzone sniper And any armor that is straight drip
Scorcher and the base machine gun are my usual picks vs Squiths. Haven’t been all that successful with HMG emplacement when getting swarmed or L(MOA)’d by harvesters (i call them moa’s).
Purifier can't kill Tripod.. need ~20-25 shots.. If you want one primary weapon that can deal with anything it's The Jar-5 Dominator. It can one-tap Overseers, quickly remove the shields, and kill Tripod from far away with 8 shots. But of course it is bad for zombies, and anyway for Tripod better have a proper support weapon))) The Rocket Sentry doesn't look good here, but it really can solo Tripod, if you take attention first) My usual build: Granade Pistol, Sickle, HMG or AMR, Orbital Gas, Guard Dog
Idk which youtubers you are referencing the rating from, but I agree those don't seem very synergistic. Rocket sentry is likely rated high because of the Explosive damage, which makes it good against overseers and harvesters with a high uptime, its only weakness is the minimum range. HMG is powerful but requires someone to watch your back and a more static play-style. MG sentry is bae on the squids.
It astonishes me that the gatling sentry isn't S tier om every list. It chews everything the illuminate has to pieces faster than you can say "for democracy!"
I feel like mines are so underrated, vs bugs are like godly, vs automatons are a little weak and versus illuminates are good, if we had gas mines they would be "s tier" also vs illu and autom
I think the illuminate let you be a lot more flexible in builds than bugs and bots. That guard dog though, that thing absolutely has to come with you
They do in part because currently they have very few units, every new unit type added is likely to shrink the viable loudout space more and more as you get more problems the loudout has to solve
I find the jump pack essential. I get out of so many insane situations with it
@@Redfog-z6u this is very true, good point
@@mattm3023 The urban maps are just made for it. I never liked the jump pack much against other factions, but I can't drop it vs. the illuminate.
@@Redfog-z6u"Rely on your teammates"🤣🤣🤣
I AM the meta.
Most deadly thing to bring to a mission is me.
Especially to your fellow Helldivers. If the stratagems aren't danger close they arent worth throwing.
AUTOMATONS, FEAR ME.
FOR I *AM* THE SAM SITE.
OOORAH
Proverbs 24:16
"For though the righteous fall seven times, they rise again, but the wicked stumble when calamity strikes."
This verse reminds us that failure is not the end for those who trust in God. It encourages perseverance and faith, knowing that God helps us rise after every fall.
Me with my orbital barrage load out and Gatling sentry
Oh man, yeah those are some... Interesting picks to call S tier for the squids.
This is my preferred loadout that i regularly get 1,000-1300 kill games, solo, against the illuminate.
Primary - Breaker S&P
The S&P has one job; Slaughter the voteless with extreme prejudice. It, combined with a few other picks, make the zombie hordes an absolute non factor for you.
Secondary - Grenade Pistol
Mostly for Warp Ship clear, but you can dunk it into those occasional packs of voteless for quick 15+ kill shots.
Grenade - Gas
Hands down the best crowd control nade in the game, able to disorient whole hordes to give you breathing room on demand.
Armor - Street Sweeper
Most subjective pick, but i like it mostly for the reload buff it gives the S&P to constantly mow down voteless.
Support Weapon - AMR
The AMR is your one stop shop for everything that isnt a voteless. Being able to one shot Watchers with great handling makes it so youre only ever fighting reinforcements if you want it to happen. Overseers can be taken down with a single headshot or jetpack shot, and in hecktic situations can be dealt with by hip firing 4-5 shots into their body extremely quickly. AMR is also a fantastic answer to harvesters, taking down the sheuld generator in 1 shot and then kills with only 4 shots to the leg joints. ARM also gets a pretty solid ammo supply, even more with the new armor set, so youre never really hurting for ammo.
Stratagem - Guard Dog
An extra gun to help with voteless clear and to have your back when trying to snipe harvesters/terminals. However it really shines by being able to quickly kill any overseer that gets too close to you, saving you time and ammo with the AMR. With a relatively long up time, and plethora of ammo drops in the cities, you'll always have your flying buddy around.
Strategym - Flame Sentry
Flame Sentry is by far the best sentry for the illuminate. Having a boat load of propellant, high DPS, and being surprisingly resilient, this sentry has the highest killing potential and up time compared to all the other sentrys. It can single handily lock down objectives and the only threat to this sentey are flying overseer. But more often than not, they hover too close and get burned. Throwing this sentry down every time it comes off cooldown will rack up hubdreds of kills on Voteless, and a tactic ive recently started using is tossing them right mext to problematic harvesters. The tripod will immediately switch focus to the sentry, but will attempt to use the Tesla canon on it instead of the laser. The flame sentry will respond by absolutely destroying the harvester with Flames that do not care about its durability, and then go on to mow down a ton of voteless as well.
Strategym - Eagle Cluster
You can put anything here really, the build is already so rounded out at this point but eagle cluster is just the icing on the cake of horde clear with its 5 strikes and huge AOE. Its also a solid overseer killer to drop on illuminate reinforcements if a watcher happens to slip by your AMR, or a POI to clear it in one go.
The stars of the show for this build are the Flame Sentry and AMR. The AMR is so dominant against the overseers, watcher, and harvester that it lets the rest of the build be focused around voteless clear where the Flamer Sentry and S&P are just oh so satisfying to use. The only downside of the build is that you need to be pretty snappy with the AMR, so if you struggling with lining up headshots, you'll quickly be overrun by overseers. But if youre really good, the Railgun is actually a superior choice. Having the same one shot capabilities as AMR, but with even better Harvester clear, being able to 2 shot a leg with moderate charge. I however am not good enough to use the railgun's poor optics, so i opt for the AMR to be more consistent.
Try breaker incendiary and aim at legs of voteless. Pray and spray is good but extra fire damage over time helps and breakers incendiary is better at distance if you stuck with only it for harvester/overseer.
5:20 oh boy, he must be loving the new sniper rifle then
Gas grenades destroy the landed UFOs as long as you pop the shield before throwing it in.
Anything with a fuse only works on one side of the ships currently, seemingly a bug
@@homm3bonedragon242 yea, I was about to refute this statement of gas grenades. It works against robot factories and bug holes, but not as advertized against illuminate spawners.
You gotta throw it just right, the door opening is misleading, its like theres a second invisible barrier inside.... many grenades have the same issue atm though @@rthj6446
@@rthj6446 It technically works, but if you're using any kind of timed explosive, you have to throw it in the left-side door specifically (Where the fin is the back of the ship, and the two horns are at the front - So the fin has to be on your right if you're looking directly into the door).
If you're using a weapon that detonates on impact like the grenade pistol or crossbow, you can shoot it in either door and it will work.
The best weapon is the weapon you're best with.
Constitution is meta, I fuckin' knew it!
Personally I'm having a very hard time using the railgun against the illuminates, especially the flying fuckers, I hit them but they don't die hahah.
railgun my beloved
Wholesome take. Super salute to you, sir
@@muffinoffun1843Unironically, if you use it as a melee weapon then you deal with voteless hordes with ease (assume someone else took care of the overseers for you)
In general when you consider the faction units available and the unique defenses they deploy the best setup just becomes a checklist of the resources you need to solve all of the puzzles they offer.
The main resources you want to have against the illuminates are:
A- An Explosive Ballistic Weapon.
Overseers have a unique armor that dissipates damage, using a explosive ballistic weapon means the AoE damage goes through that defensive layer (Plus their Hand Shield) and hits them in their health pool circumventing their defensive mechanics. That also applies to Harvesters Joints for a faster kill time.
The Explosive Ballistic Weapon will also double down as the Demolition tool to take out Voteless Spawners;
B- A Repeater Ballistic Weapon.
Having a Repeater Weapon (Assault Rifle/Machinegun Style gun) is obvious due the ammount of zombies we have to kill all the time, we go for a Ballistic variant instead of a Plasma, Laser or Beam one because the Spawner and Harversters Barriers takes more damage from Ballistic weapons, so the Repeater Weapon doubles down as a main Voteless answer as well as a Bubble Breaker (The humble Redeemer sidearm takes out the spawners barrier in a single magazine on a fration of the time most S-Tier Primary weapons would);
Any combination of build with those two things is a workable build, you can enhance your selection by taking extra double duty tools like the Gas Orbital Strike, which works as a voteless plus Overseers zoning option during objectives and reinforcements while also being a one-shot-kill tool for spawners, you dont even need to break their barriers, the demolition force alone from the orbital projectile will break it for you.
I like the dominator with the arc thrower
Crossbow or grenade pistol+MG43+supply pack
breaker + autocannon
breaker incendiary hit vote less in limbs the damage from fire and limb loss can take a horde. Arc throw and arc armor for sure.
For the rocket sentry, as someone who uses it on bugs, its all about placement. Throw it right beside a breach, obviously it won't do squat. Put it at a distance however, it can almost clear it on its own as you pick off a few on the sides. With Illuminates its the same way. Although I do agree the other sentries are better for them especially in the city, but if you place it at a good spot and distance, it eats!
I was thinking the same thing haha
You don’t throw it in the middle of a horde. the rockets are very good at a distance for taking out harvesters and flying overseers.
Guys, here's a tip if you want to save up on stratagem slot for support weapon if you want drone/supply backpack/shield or whatever. On Illuminates.
There are POI's which has support weapons in it and one I noticed has ALWAYS got Machine Gun in it. So if you want to take something else, you may as well search for it if you pair loadout with FRV and drive to get one support weapon for yourself!
I've noticed that the normal points of interest haven't had a machine gun in the last couple days. Not sure if anyone else has noticed this.
Don't forget that every FOV is basically bringing an HMG.
@@Mistrblankyeah I’m an HMG medic and use the car for an ambulance 🚑. This update is great as it now gives heavy medics 2 HMG’s 😅
@@sportslover213 Same here. As soon as I started to stop bringing in support weapons I've had more and more games where I had to play without a support weapon the entire game because there was NOTHING on the map. It's very RNG and I wouldnt rely on that strategy.
Jump pack and HMG work well in synergy. I use it with engineering armor for the two extra grenades and recoil reduction. Surround yourself with fire/gas to clear the chaffe then focus on the flying units/harvesters. You can reload your HMG in the air using the jump pack.
The guard dog is so good against them it aimbots headshots the zombies and one taps them
2:58
It has medium pen so it kills the overseers in like 4-5 shots too
@@Mandalorian1997exactly, it dumped a whole magazine without killing a single voteless 🤣
It always has gone for headshots, it’s amazing against bugs too. Not to good when it headshots it’s own diver lol
The MG is like the most important part of the build- It'll deal with the Overseers, Harvesters, and the chaff. The Rocket sentry does a lot better when you have a full squad who can keep the zombies off of the turret, although there are likely better
I disagree, meta is the friends we made along the way. Like seriously, 4 divers if better than 1.
Unironically. If you have 4 competent people you can run anything and do well because of synergies. Solo play is so boring tbh, especially since there is less enemies
4 divers is better than 1 is dependant on the other 3 ppl. a lot of people i find in quickplay are literal negative modifiers.
40:44 That voteless went straight to super earth LMAO
He heard the last call of Super Earth and decided to leave
Rocket sentry is great but depends on placement, but yes you do have to watch it as the harvester will always auto target it. I like using arc thrower to stun lock enemies and let the rocket sentry destroy everything. Plasma Purifier is great once you're used to charge mechanic to take out everything except harvesters.
And I run updated guard dog with every build. It makes up for the slow charge of Purifier keep you safe from chaff
I agree with the charge up mechanic on the purifier. Most weapons with a delay before firing feel clunky to me.
You don't need to charge up to fire it, it just loses the blast damage and radius, otherwise it's basically the old scorcher and single shots bring down voteless.
@Mistrblank True. I found that my preference is the Tenderizer or Diligence CS.
@@Mistrblank Charged up shots do more damage
Rocket sentries are amazing, however their placement is extremely important. They're unable to defend themselves very well, so put them on high ground. The best thing they have is range since they don't have a damage falloff to my knowledge, so put them on a hill outside the city and they'll fire at things down within it. It's hard to use them solo though.
Incendiary impacts are the goated nade choice for me, melts groups of zombies, severely damages overseers, and can blow up ships in a pinch
Stratagems I really like are the Guard Dog, Heavy Machine Gun and Strafing Run. The 4th slot can be changed depending on what I feel like. I’ve been using the tenderiser since I find that light armour penetrating weapons work just fine, not meta, but you aren’t screwing yourself by using them
I’m obsessed with HMG on bots, but idk why bring it against illuminate exactly. You can kill tripods by hitting leg joints with the regular MG I heard. I’ve gotten away with the stalwart and using the rest of my kit for tripods
Guard dogs sucks
@@muscularclassrepresentativ5663medium mg is ridiculous. shreds anything, barely any recoil and takes out harvesters way easier and more efficiently than the hmg
@@muscularclassrepresentativ5663 If you already have your hand trained on the HMG, using it against Illuminates instead of the MG-43, gives you a Shorter Time to Kill, in potentia. Again it all depends on how well you can handle the HMG's recoil. If you are good with it, then it will be faster than 43. But if you arent as good with it, the TTK will be about the same or even longer.
Bit off topic but i've been enjoying fighting against bugs with the melee spear. You can actually stun chargers through their leg/front armor and i found it really funny. 🙂
You can do that to all the big enemies in the other factions too! I was keeping 5 Overseers stun locked with the spear, it’s so OP with the shield. Fun to play as a Spartan also haha
@KenobiStark1 yeah they are actually amazing against them! You can stun them for a while even with just a one hit. It is really helpful when they try to melee you. Them staff whoopers are no joke!
@ I haven’t used the baton yet though haha
1:58 Gas grenade: "I'm a joke to you?"
14:06 Average rocket sentry:
Gas grenades are a bit buggy for the ships right now. You can destroy the ships in one of the doors with them, but it won't work for some reason in the other one.
An actual S tier solo loadout:
Mandatory:
Same armor, Same primary or crossbow, Keep the guard dog.
But take the machine pistol for casually dropping shields and frag grenades instead.
Take the commando rocket to stomp the walkers (4 shots to body at any range or 1 shot to leg with shield down)
Preference picks:
One or both of the machine gun sentries for clearing both the zombies and the fliers and or 500 kg or precision strike for the ships and the walkers.
Also since the enemies are so slow, you can often just objective rush instead of chasing down the call in drones. Slow enemies getting dropped on a finished objective behind you are not threating. (this is most viable for the illuminate and only with a loadout capable of objective rushing)
5:29 this guy hates the accelerator rifle with his whole soul💀💀💀💀
Can’t have enough machine guns vs illuminate. I’ll bring mg sentry for its super low cooldown, and guard dog and MG support weapon to just rain bullet hell on mobs from at least 3 angles at a time. I manage to not kill teammates with the eagle cluster too, really can easily clear any chaffe and MG takes out walker joints plus I’ll often bring the 95% arc resistance armor to walk right up to walkers and boop em with grenades
I love the loadout from your previous video, slightly tweaked:
Siege-ready armor
Scorcher
Grenade pistol (for ships)
Incendiary impact
Strafing run
Commando
Guard Dog
Machine Gun Sentry
This gives you all the crowd control you want, focused fire for Overseers, and easy Harvester takedowns. I know we're all interested to see how this changes as more Illuminate units are introduced.
I like how the devs really designed the illuminates (for now). They're pretty much in between the terminids and automatons in terms of gameplay + the shields mechanic. While there are many loadouts that can work, there is not one single best in slot that everybody is forced to play and I like that. However, arrowhead probably just showed the tip of the iceberg for the illuminates, it's just gonna get harder from this point
I've been noticing some heavy intermittent framerate drops in your last couple videos. Have you changed your recording settings or maybe your rendering settings in your editing softwares output recently since the move? I'm only poiting it out because your videos are usually so consistently high framerate all throughout and it seems like a sudden change. Love your content and guides btw, hope this is helpful rather than frustrating.
Actually, I have the same issues in-game with Illuminates since they came out. Maybe here it also have to do with a game and with a fact that it's not optimized yet? CPU just dies on them. My bet is a sheer amount of AI calculations needed for hoards
@@Pettree_Grassflower yep illuminate maps are barely playable for me while on bots and bugs i get plus 100 fps
Merry Christmas legend!
Personally i like the plasma shotgun a lot against the illuminate. It takes a few more shots but its consistant and takes good care of the jetpack overseers
Loadout recomendation: eagle strafing run, commando, resuply pack, flame sentry, scorcher weapon, grenade pistol, gas grenade, and medium armour, that has that stealth pasive (like technician)
Gas grenade can kill ships btw. They changed them. All fuse grenades can be a bit iffy with the doors though. You need to make sure it lands close to door light. If it hits the light and bounces to far back it wont blow it. Same goes for regular fuse nades.
Yea, charge-up and burst fire is not something mentionen together with "I love how this mechanic feels". But it can help reign in powerful weapons. For instance, the current rail gun is the best charge-up I have experienced by a wide margin, and since it is so powerful, it feels worth the effort. But even though the current purifyer is miles better than their first attempt, I will avoid it until it gets a rework.
Perhaps a larger mag, charge eats more ammo but has a functionality that is the right choice to a lesser extent. But if that charge-up is the majority of how it is used, it is not something I will ever use unless in a competition with a monetary reward.
That, or aiming starts the charge, and pressing the fire button releases it.
Let’s goooooo!
🎉🎉🎉
It's not the loadout, it's your skill that won day. You and Sarge prove you can run almost anything in the game still succeed.
Gas strike one shots the ships with their shields up and clears hordes with a fast cooldown
For real? I shall try that out! I love the gas strike for the bugs
@@darthwoopv573 You need to land it ON the ship. It's like the impact takes out shield and the gas explosion breaks the ship. But you have to have something that deals with 1 or 2 more ships since there aren't many sites with only one and you'll have to wait a minute without any other options.
@Mistrblank ahhh, I see. That's why I take the 380, for the multiple ships. Might swap the 500kg out for the gas strike tho, see what's up🤷♂️
@@Mistrblank precision strike has the same effect. Together with gas strike is solid utility in most situations. I’ll have an MG as a support to take out shield and my grenade pistol to get any left over ships during the cooldown if I’m not already running for my life to circle back ( I play solo a lot)
Stratagems - Napalm orbital, laser cannon, Gatling sentry, eagle cluster strike
Equipment - arc shotgun, senator, impact grenades
Armor - servo for safe throwing of napalm and eagles as well as great flanking angles on sentry
More of a do it all crowd control load out, I mostly take the anti tank role with bots and hybrid of the 2 with bugs
Is there any chance for ultimate videoguide for weapon, mission type or or situation guide for new divers? Pls and thanks I've been playing on and off following you for a while keep up the great work
You can dodge the tesla tower if you juke/dive as soon as you see the arc come out, it doesn't follow you it just hits where you were when the arc started
I disactivated the ability to "park" the guard dog as I'd accidently hit the button during a battle and not notice till after at time.
How do you like the purifier compared the the scorcher? I ask mostly because I started using the scorcher after one of your recent videos and was blown away by how good it is against the overseers. Would not have tried that gun for a while otherwise considering the ability to bring down the spawner ship shields was something I had been prioritizing in my primary.
Purifier is just objectively better. Two taps overseers and the horde clear is unmatched.
Gas grenade is good...but DON'T sleep on the standard incendiary grenade. It is VERY strong, just gotta remember to cook it off a few seconds.
Incendiary impact is weak in comparison.
Does the normal incendiary have a bigger blast radius?
@@anthonyjoy9719 I think it was listed in a recent patch that they increased the radius.
I rarely do Diff10 but my picks for Illuminate:
Straffing Barrage
Precision Strike
Guard Dog
Stalward
Light Machinegun
Heavy Machinegun
Railgun
Gantling Sentry
Machinegun Sentry
A combination of any of these.
Sometimes I just pick Guard Dog and pick the support weapon when I get into the cities, since there is so many weapons just lying around, anything you pick up does the trick.
But for the life of me, I need that Gantling Sentry cause it just melts voteless, specially if you throw it at a choke point. It takes care of them so fast, they barely have time to get close to it.
Guard Dog, even if others commenters say it ain't great, I disagree. If the dog picks up an overseer... it can kill it on its own. As for the voteless it actually aims at their heads so just by strolling around it picks enemies for you.
Last night my guard dog wouldn't shoot enemies. I tried calling in a new one and it still refused to shoot. I'm not sure what caused it but it made me switch to the jump pack for the rest of the night.
If you press 5 on M+KB, you’ll deactivate the guard dog (good for stealth or manual reloading). You probably pressed it on accident
Think the orbital napalm some people see as S tier is because the fire dot can kill harvesters. It also allows them to skip bringing a flame thrower. I might consider testing an all gas build to see if certain weapons and packs could be viable in the illuminate front due to the voteless swarms.
I so agree with your assessment on the strats There is no world where Napalm Barrage belongs in S-Tier for Illuminate. MG is really good, but you can almost reliably find one on the perimeter of the city part of the map. Guard Dog is S-Tier though as is the MG Sentry but bringing the emplacement is also acceptable. Rocket sentry just doesn't do what it needs to before getting blasted. And supply pack is worthless, city maps have ammo and supplies everywhere.
Jump Pack is the only other backpack that's S-Tier and that's primarily because you can put a lot of distance from all of their current mobs and gets you out of the city rather than finding every road blocked off by a wall.
Primary, Lib Penetrator is peak, Crossbow below that. While I love the Purifier, it does struggle with shields where the other's do not which really puts it at the top of A-tier. Secondary Crispr is my fav since it can deal with all manner of horde. Gas Grenade coming with an explosion to blow up any mob generator on all 3 fronts has made it my solid choice for grenade. I only consider thermite for bugs if my loadout will struggle for killing chargers and titans if I'm on cooldowns otherwise gas all around.
Almost forgot, if you really don't want to deal with ammo, Blitzer or Arc Thrower are also great picks for weapons. It shreds overseers and can fully stunlock a harvester. I'll typically bring it with the sickle. Blitzer just handles hordes well but you really feel it when needing to take out a flying overseer at the back.
While I agree for general use since it's like supreme overkill and you're not going to get good usage out of it a lot of the time, I would say Napalm Barrage is S Tier but only in Defense missions. All of the enemies are typically funneled down one path, and Barrages i've done on those missions have yielded 80-90 kills at times. It pretty much decimates everything but Harvesters there, i've found. Can take out a whole wave out of the 8 you've gotta' get through. Work with others on a rotation, and it becomes super easy.
TAKIBO SALUTING THE FLAG MAKES IT GO UP FASTER 🤯🤯🤯🤯
For me the rocket sentry just gets torn apart by the harvesters almost immediately and then you've got to wait for that cooldown to even try again. The MG sentry doesn't draw as much attention, shreds voteless and can be called back in super quickly. Also any explosive or charge up type gun is not great for solo play, it goes great with group play since your teammates can get the enemies that get close to you, because you just blast and hurt yourself if you let them get too close. My preferred S-tier illuminate primary is the punisher plasma, no charge up but you get that explosive clearing ability that can get rid of 15-20 voteless in one magazine.
Is the new armore passive still bugged for support?
It's guard dog, gatling turret, strafing run, amr for me. I feel like I could grab an mg along the way to free up a second turret slot, but golly if a few good amr shots isn't just the thing for overseers and walkers. Making an A+ case for that purifier though.
Heavy MG, Blitzer, Senator, Impact fire, Lazer dog, 500kg, and 380. And the shock resist armor. That's my jam for the squids. I rarely die with it
Fun is the meta
Right now Illuminates don't have that many unit types but I'm not sure about objectives.
For me, I run stealth armor, crossbow, shield gen (light stealth) or jet pack (medium stealth), AMR for oneshot headshot overseers and few shots on Harvester weakpoints, then 500kg and strafing run. If I'm feeling silly I'll completely forgo a support weapon and run a vehicle strictly for completing objectives.
Defense type missions like evac assets or elimination is different, could go anything, just so long as you kill.
S tier is different for everyone, but in the end, it's whether or not you got the mission done or not.
for strategems i think the best options would be: Commando, machine gun sentry, strafing run, guard dog
for the equipment loadout tho, I think purifier and gas grenade or the best
is there a chance that you make a tier list for stratagems and weapons ?
Man. You did like the whole mission without the guard dog!! 😆 Making it harder for yourself I see!
I think if you bring auto cannon or rocket sentry you have you bring a fast firing sentry as well to cover for it. It helps a ton
If you don’t like the purifier I’d recommend xbow, which is also insane with the new armor. I preferred it on illuminate for the lack of charge time.
Guard dog is single best stratagem against Illuminate, im not going without it.
My loadout is diligence counter/grenade pistol/gas grenade, strafing run/machine gun sentry/commando/guard-dog with killzone medium armor and I think it's pretty good. I know that scorcher and purifier are better at dealing with overseers, but I hate energy weapons and getting killed by my own explosive damage, so I prefer diligence counter.
My loadout is:
Engineering kit armor
StA-52 Assault Rifle (Or Liberator penetrator)
Senator
Thermite grenade (It can insta-kill Harvesters, letting me just kinda walk away and forget about them)
Orbital Gatling Barrage
Eagle 500kg Bomb
Guard Dog
Machine Gun (Or Arch thrower) And sometimes a Mech instead (either works)
For full clear, super helldive solo no death runs I’ve done. Gatling Sentry and Machine Gun Sentry are the goes to for me on the illuminate. I think Rocket Sentry was chosen only for the Overseers and Harvesters, other than that I don’t see a use for it for a solo run. In pubs, it probably performs better.
Guard Dog is so goated against any of the factions tbh, I find myself using it often against the bots now, especially utilizing the on and off toggle to prevent agro.
Are you crazy enough to try no stim runs too? Cos that's my jam.
@Antique-nova lol nah. my playstyle always makes me want to fight a few patrols here and there, so im always going to take some sort of damage. either chip damage, or some sort of fall damage. and stimming up is like an addiction at this point lol.
@@NoxGlvdiusif I didn’t burn thru 40+ stims it wasn’t a fun mission lol. Nah but I just spam stim too much cus of no sprint or I take like 10% damage lol
The problem with rocket sentry is you cant pick what it shots at so half the time it just shoots zombies.
@@MrDUCKMAN5555 Even worse, if the voteless get too close, it can't shoot a thing.
Takibo "i hate charge weapons" also Takibo in every video I see "ooh arc thrower, should I swap?" EVERYTIME arc thrower shows up. LMAO
💀
my favorite loadout for illuminate so has been any machine gun, guard dog, machine/gatling sentry and precision strike, but I also always play with atleast one friend.
Dude he's right the guard dog is S teir
Honestly the rocket turret is probably one of the worst. It dies so fast and doesn’t really do the damage it should. The auto cannon turret is great against harvesters though with the ship upgrade when you mark for priority. Also guard dog is great for clutch, can’t really sneak with it unless you put it away. Fire sentry is awesome in illuminate, can’t stand the charge up feature of purifier, and I typically use thermites to kill harvesters. Don’t know why that dude thinks this load out is s-tier. It most definitely is not.
You can destroy ships with gas grenades now
Was going to say this too :-)
i feel like the whole “s tier” mentality is kind of irrelevant. people can find so many different weapons and stratagems fantastic or awful depending on their play style especially with the illuminate
Im not a solo player and I dont think I will be anytime soon because playing a group is far more fun, but I was able to solo super helldive the Illuminate by bringing the machine gun and gatling sentry. The Rocket Sentry is my only disagreement with that "S-tier loadout" because the HMG emplacement can work wonders if placed and timed correctly while having a machine gun/gatling and the guard dog to cover your flanks. Peace!!
i feel like the rocket sentry is S tier not because its a add-clear sentry, like most of the other sentries are, but because its anti-overseer and anti-harvester. you lose part of the sentry utility (being able to throw it and let it kill stuff) to let it kill the really big stuff
Gas grenade actually can blow up bugs hole, automaton fabricator and illuminate ship since it got a destruction upgrade from 10 to 30 in patch 01.002.001
I’m telling you BRING THE BREAKER. Whether it be the incendiary or the spray and pray. Both phenomenal for hoards.
Guard dog annihilates overseers and the watchers.
HMG for overseers if need be or the harvesters.
Hi, new here, Can you make a new video (not sure if you got one) for solo lvl 10 automatons? I know next to nothing about them
Agree on charge up and burst fire. Especially burst fire for me. I can't do it. For charge up, I can deal with it if it's like the quasar.
I agree about the purifier. Feels like I’m using a bow. Definitely not my bag
How you can call stratagems and still walking at the same time??
Personally I would go infinite ammo weapons so I don't need to worry about ammo solo, and bring the arc immunity armor and flamer vrs squid since it bypasses armor and hordes die with a little bit of flame.
I want to preface my whole comment with: I appreciate you and your content and you are intilted to play how you want.- That being said you die a LOT and not to things that are bad luck but poor choices like shooting at targets farther away from you, not taking cover and moving though enemies slow as if they can't hurt you. I play a lot against bots and when the illuminate came out I thought they were just impossible until I stopped treating them like they were something special, they are just bots with numbers and shields, that's the only difference and I can solo helldive bots all day every day, and the illuminate have become nothing more then an inconvenience on my rampage though the galaxy.
at around 17:00 why you keep redeploying your guarddog? xD fatfingering the 4 key?? 😂😂😂
My go to run is always
Jump pack
Laser cannon
Strafing run
Gatling sentry
Incendiary grenades
Grenade pistol
The funky killzone sniper
And any armor that is straight drip
Scorcher and the base machine gun are my usual picks vs Squiths. Haven’t been all that successful with HMG emplacement when getting swarmed or L(MOA)’d by harvesters (i call them moa’s).
8:20 - "need to find POIs" as he runs by two that often have secondaries. 😆
What is your preferred primary then ?
Purifier can't kill Tripod.. need ~20-25 shots.. If you want one primary weapon that can deal with anything it's The Jar-5 Dominator. It can one-tap Overseers, quickly remove the shields, and kill Tripod from far away with 8 shots. But of course it is bad for zombies, and anyway for Tripod better have a proper support weapon))) The Rocket Sentry doesn't look good here, but it really can solo Tripod, if you take attention first)
My usual build:
Granade Pistol, Sickle, HMG or AMR, Orbital Gas, Guard Dog
Idk which youtubers you are referencing the rating from, but I agree those don't seem very synergistic.
Rocket sentry is likely rated high because of the Explosive damage, which makes it good against overseers and harvesters with a high uptime, its only weakness is the minimum range.
HMG is powerful but requires someone to watch your back and a more static play-style.
MG sentry is bae on the squids.
It astonishes me that the gatling sentry isn't S tier om every list. It chews everything the illuminate has to pieces faster than you can say "for democracy!"
Laz Cannon is real good. Poppin heads and burnin bodies. Long range too.
I feel the same about the Purifier. I can see how good it is. Great dmg, great AoE, good ammo economy. But that charge up mechanic is so slow.
Do a vid where you do a run against Lumen using only the weapons/strata/equipment that was in the game when it launched. Would be cool to see.
Use the scorcher primary and TX-41 sterilizer, some double thrower action, it works really well for me on bugs
I used a full flame build against them last night and it went surprisingly well.
Next: F tier only gear run.
anyone know the video settings he's running? it looks like hes zoomed out more?
orbital napalm is S tier. If u trigger an alert use it at enemy flare. Most of enemy come from drop ship will be killed.
People sleep on the Stalwart, the ability to reload while running is huge.
Whaaats up legend.
I feel like mines are so underrated, vs bugs are like godly, vs automatons are a little weak and versus illuminates are good, if we had gas mines they would be "s tier" also vs illu and autom
Gas grenades can kill spawners now so you don’t really need a grenade pistol
You didn’t have to take grenade pistol. The gas grenades destroy bug holes, fabricators, and illuminate ships now.
Light armour without a shield on lvl 10 is wild
I think the rocket is only S+ on the defence ones it was destorying the ships and only about 2 or 1 would drop some in