Bit late but two uploads in one day, my thoughts on the new warbond and coverage of the new additions felt like it was worth a video as I like covering the new bonds as they come. Have to say this one is the most interesting in a long while but I wish they would ditch the additional skins for things filling up space. Thanks for watching everyone!
I have one question and I'm certain you'd be the person who'd know this. The Bile Titan and spewers - is their spitting attack acid/gas based? IE: Would the new armor protective provide resistance against these attacks?
This looks amazing but will this all be enough? Old saying people wont remember what you said they will remeber how you made them feel! The game play loops keeps bouncing us back and forth planet to planet with usually no impact to the squad level gameplay. Couple that with no end game rewards to work towards. I fail to see where the emotional connection is going to come from for a Player resurgence after the emotional roller coaster AH took everyone on. Only to finally get back to the game we orginally bought, played, Loved, and had taken from us. I dont see the same level of emotional connection like we saw for player initiatives like divers taking back the CREEK. We dont have bonuses or spawn changes from owning planets so what is to keep players vested in the game do you think?
Just to clarify, the new armors passive will not give 100% resist to gas damage. The deves have corrected themselves on twiter. It will only deliver 80% gas resistance.
what a stupid decision gameplay and lore wise. even if they thought permanent 100% gas immune was too much, it would have made far more sense to keep 100% immunity but kept it on a short timer
NGL, I really wish they'd apply their new weapon buffing mentality to armors as well, because this sounds kinda pointless? Like, all this enables you to do is survive gas a few seconds longer, maybe stay inside it if you pop stims every 3 seconds? Why would I pick this if I could just not walk into my own gas and use an armor that actually enables me to do something unique instead?
Arrowhead seems to be building goodwill again between the revealed buffs and the cool warbond. I hope they can keep this up. I can’t wait to try running flame + gas dual DOT builds against the bugs
@@EravinVT Yeah, it sucks honestly. Wish it and the other two that just damage type resistances were all 100%, 'cause as it is they don't really change your playstyle at all. You can't safely wade into a Tesla Tower's range or a fire tornado or a gas cloud without taking damage, so you just stim and go through them only when you really have to just like any other armor.
I want them to do a warbond that is targeted towards the bot front and that's unique like this one. Maybe something like Acid or Ion weapons that are specifically good vs the bots. The last 2 warbonds seem bug focused and unique so I want them to do the same with the bots
Hearing that the gas from the new support weapon has a slowing effect is something I always wanted from the Orbital Gas Strike. That or an armor reduction.
Dog breath guard dog, flamethrower (primary) since they said flame weapons when they announced the flamethrower buff, EAT rockets, orbital gas strike, and orbital precision strike, that's the loadout I'm gonna be trying the second I get that stradagem, throw the stim pistol on there with the new armor and gas grenades or my personal favorite the thermite grenades (which are getting buffed) to top it off I'd say I got all bases covered for a DOT and anti tank damage loadout ready and waiting
At the end of the warbond trailer it shows something that could be an eagle strike. I'm not sure. It has an Eagle audio cue, but it could just be something to make the audio dramatic. 🤷♂️
@@EravinVTright basically what he means is that you're a top shagger mate and you've got a couple kids on the way so you're practicing the dad jokes which is probably correct because you're very handsome
Its not that it took them this long to put stratagems in warbonds (they did this in HD1 before), rather that at launch they explicitly told us that they dont want to do that for this game, but alas they changed their mind (to be expected)
I'm not sold on it yet. Considering the moments where I want to stim myself, I don't think there'll be many opportunities to stim a teammate before they stim themselves or are dead, that's considering if we'll even be able to hit a guy desperately running from enemies.
@@EravinVT I would've rather had the healing beam gun from the first game lol along with the Angel. Cause it healed everything, since it was nano machines that healed it could heal Vehicles lol
The way the pack looks made me think of a chem version of the jetpack. With that thought in mind, I want a fartpack. Being able to jump away while leaving behind deadly clouds of fart amuses me.
Oh boy, can't wait for the _Gas Gas Gas_ song meme videos The stim gun is going to help me live out my TF2 Medic build desires a bit better, super pumped for that one. I do think we're going to have a very enjoyable power trip for about a month...and then the squids will arrive making us rethink everything!
While I get that it was common for the first time, I'm not the biggest fan of stratagems being behind War Bonds. I'd like the Sterilizer be a free support weapon and the War Bond have a "mini" version as a primary. That said I'm not opposed to the Guard Dog being in the War Bond. I'm honestly more interested in the Stim pistol and how it'll work. Lot of people say it'll have it's own ammo much like the grenade pistol uses it's own ammo rather than player grenades, and I really hope it does, but I'm in a "believe it when I see it" mode. I do hope we have more medic based gear in the future. Also how funny/interesting we have a fire based war bond and yet not flamethrower Guard Dog but we're getting a gas spraying one. I like what I see but I'm on the line between "caution optimism" and "wary pessimism". I do my best to be positive but it's been a rough ride with this game.
With this Toxic theme warbond rolling out, our Redditors will finally have some representation in game. I am looking forward, a mix DOT loadout can be extremely potent. and given the improved TTK after the buffs, Stun grenades might be 'less' needed. Thinking Cookout, Senator, Gas Nade combo
The stim pistol looks cool, but unless it allows you to stim yourself (and thus giving you extra overall stims to use) it’ll be difficult to take with a team of randoms since communication is key unless you have really good aim from a distance. It’d be best for pre-made team comps, but nonetheless it’s a cool way to add more support options that people were asking for. Also, the new patterns reminds me of the Constructicons from Transformers, gonna definitely throw that on my mechs.
@@EravinVT What would add more usefulness to the stim pistol is if future boosts are created that change the property of stims like the one included in the Viper Commando war bond. I could imagine shooting a stim into someone that’s about to go flamethrower happy that reduced their drag so it’s easier to turn while firing, or a stim that lowered recoil, basically things that would buff allies for a short time to make them better at combat. It’s why Arrowhead really needs to revisit and rework the boost system. As things are there’s only four worth taking: increased limb health, increased stamina, full ammo loadout starting off and stim boost for speed/lower damage taken, which makes all the other options either useless or situationally useful like the muscle boost for difficult terrain. They need to spread out the passives more and make the ones that are weaker more potent so you’d ever consider taking it.
I think the stim pistol could be useful to keep teammates alive while they are firing and taking reduced damage over time in their own toxic clouds, or when a teammate with flame armor is fighting in their own flames. They wouldn’t have to waste stims to heal damage over time effects, basically. It would also allow for more “hold your ground” fights by giving your team way more healing sustainability when fighting. Because 4 stims goes pretty quick when stuck in a major firefight with no resupply. A stim pistol + supply pack could put out a lot of heals.
I'm really hoping we can get back to just having fun and blasting our (hopefully) powerful weapons into the enemies of Super Earth going forward after this coming patch. 👍 It's good to see the devs realizing we just want to have fun.
Other ideas: 1. earning some how a second booster slot/ and/or another stratagem to bring. 2. More comms on the comm wheel would be super fun. 3. Earning medals for certain tasks, shown maybe in a game profile. 4. Maybe the stim gun if it hits a bug, makes the bug go crazy reacting extremely strong and aggressive, killing bugs and team for the duration of the stem.
That thing about the armor not being 100% immune to the gas damage was something I saw coming, coz the previous 'elemental resist' armors also weren't entirely immune. Arc was 95% so you could tank a Tesla zap, Fire was 75% or something... So this I figured would be 75% or similar. It just tracks with everything else, really...
This looks so awesome to me! I like fire, energy, and gas stuff way more than standard ballistic weapons just because of the fun and flavor. The bug front just keeps getting more and more fun
Ill play devil's advocate for the stim pistol: It may not be particularly practical for randos or even just healing players often. But what it DOES do is trade your pistol slot for even more stims. Now, if you want stim extension for your inventory, you can run this and wear a different set of armor instead to round out your build in a different way. Alternatively, you can run this pistol with medic armor and use your excess stims just for giving your team boosts. It will probably remain niche, but i can see some fun with this, and it fulfills more of a support fantasy that I'm sure supply pack and medic armor runners have been waiting a while for.
Build plans for bugs. Gas Guard Dog, Flamethrower (if fixed), Blitzer and heal side arm when your allies are either burning or gasping for air from poison.
Something I noticed no one is really talking about is the eagle gas strike at the end of the warbond trailer when they're doing the emote. So now we'll have a support weapon, orbital, guard dog, grenade, and eagle gas strikes. I'm so pumped for my fire / gas build combos
@dominikbury2 You're probably right. I could have swore I heard eagle 1 fly by right before it hits, but it may have been the cannister breaking atmosphere I heard instead.
that guard dog is going to become little more than a source of self-inflicted pain if that armor isn't gas immunity. even if it were up to 95% resistance. which is honestly a shame, a tactical gas specialist kit would enable some very fun playstyles if your team can work around it the gas grenades combined with the post-buff flamethrower might be shockingly fun tho, depending on how big their AoE is and how quickly it spreads
I'm guessing the gas grenades won't actually close bug holes, just for some balance. That or they'll have fairly long fuses. Also, the drip in this one is absolutely unmatched (at least on the armors)
Eravin, do you have thoughts on the reduction of content, not necessarily the shift of content, coming out in these warbonds? Specifically with the price tag not decreasing? No modifier, not that I think we need more of these. Less armor. Used to be three guns, then turned to two, now arguably back to three gun value since the items still use three slots to bring into a mission. I will say that two strats and a sidearm seems better than a primary and a sidearm, but the even with the content shifting to more cosmetic than equipment, it seems… lacking. And still costs 1000 sc… Would love to hear your thoughts on that. I will say the bright colors are awesome strictly for finding pods easier in a gunfight. I might use mustard just to differentiate from a friend, but the orange has been very nice.
I can already see myself running the gas-thrower with the dog breath back pack, cookout primary, crisper secondary and stun grenades along with orbital ems and orbital gas. For the ultimate stun and damage over time build.
Hmmm, maybe we could emphasise the difference between Fire and Gas. Maybe both deal 112 DPS in total, or Fire slighly higher with the upgrade, but Fire has a 75/25% split while Gas has 25/75% or similar values. Though as of writing this comment, I am not sure how durable damage affects light enemies. If they dont take any, then I think this could make both DoTs different enough.
Using the stim gun to heal I dont think will be the main draw. I'd rather have it used in conjunction with the enhanced stims booster for the infinite stamina, increased speed, and DR to buff teammates. The shaky aim debuff never seemed too debilitating to make me not want to use it, so being able to send out buffs to friendlies in times of need sounds pretty neat.
Idk about the stim pistol. Aside from the reasons you listed if our arsenal is growing in power as much as it seems to be I don't forsee the extra support really being needed anywhere.
I wonder how the Stim Pistol will interact with Medkit armor - will it give that extra 2 seconds to allies too? That would really unlock a support strategy right there.
Love your channel - unfortunately gonna be shelving this game. The games instability seems to have no end in sight. I was playing with a friend yesterday and he got booted right as I ran into extract. Then next day he got booted right at the beginning of a mission. I dunno if the developers cant get a grip on the game or just don't care. These issues have been going on since day one, and its just played out at this point :( Its become unfun to be in the thick of it blowing things up and once again....freeze crash.
Imagine gasmask actually filtering away gas so you won't choke to death. But you still choke to death anyways even with a specialized protective suit specific to it. This reminds me of amazon bullet proof cap only for it to carve a hole into your skull sending you to concussion or ricocheting it straight to your eyeball sending you to a hell lot of pain. Feels like the armor is just there to give you time to inject HP back to your health and its probably better to just use medic armor since it does the same shit. (But actually keeps you alive longer.)
While it’s sucks stratagems replaced weapons in this war bond, it also makes sense long term. You can’t add 2 new primaries every month without there being some that just aren’t fun or useful, or being redundant. I can’t wait though, for the silenced liberator that was leaked ages ago. Wonder what the warbond theme will be
Oh. this one is the one that'll get me real into it. Poison are my favs. i also really vote "buff over debuff" even if shit gets crazy easy or something. the point is to have fun~
This is one of the two warbond types I've been waiting for (let's go lightning warbond, come onnn) but I'm disappointed that once again we're getting gimmick armor that doesn't even do a good job of a gimmick. The arc resist armor being a 95% resist at least meant that you could tank a handful of tesla tower hits, but taking 80% less gas damage just means I still can't stand in the gas and I still have to heal afterwards. If they're not going to give it immunity or at least 95% resistance, they need to put a secondary effect on the armor (and the arc and fire armor, imo) that has a more universally useful utility.
I'm so interested in whether or not the stim pistol will do any dmg/heal to enemies 😂. I'd also like to apply the stim booster to a charger, wouldnt that be fun 🤣
NGL, while at first I wasn't too interested by it, and the lack of a primary sucks, it has grown on me a bit. It might make for a great solo strat for those objectives where you have to stay on them while the bugs swarm you. Just hug the objective, gas the hell out of it, and provided no bile titans, chargers, or Impalers show up you should be fairly immune from it. Also I'd be wary of using ANY fire weapons with the gas as you won't be able to tell what's on the other side of the gas, and if you're in the gas you can't tell what's around you at all. It will be very very very easy to set teammates on fire that you can't see. Considering how often I'm set on fire by friendlies with the cookout and the Breaker Incendiary in areas with great visibility I think there will be a lot of teamkills not directly from the gas. I wonder if you'll be able to use the stim pistol on yourself... They should have added a gas mortar to the Warbond. My First gas loadout: Stratagems: Orbital Raillcannon, Orbital Gas Strike, Jump Pack, Gas gun Booster: Staminal Enhancement Armor: Light Gas Primary: Explosive Crossbow (for bugholes) Secondary: Stim Pistol. Grenade: Gas
They clarified the armor is only 80% resistant which is incredibly sad, why the background in the video says "its not really 100%, Arrowhead hates fun" as I was done editing when the news broke
The Stim gun is going to be really sick, if they add more stim effect boosters. But the question there will be how to manage stims with multiple booster effects? Just give them all? You'd just become Captain America for a few seconds every time you stim up or get stim shot.
I wonder if the stim pistol might do fun stuff to bugs such as making them spasm. Could even do the same to bots due to nanomachines or stuff just gumming up the joints. Would be lazy if they just healed enemies exactly the same as humans.
im curious, i highly doubt it but since the armor protect you from gas (technically acid since it also affect bots & it is specified on the orbital gas strike description) would it technically protect you from bile spewer / titan's spit
It's not like they're FORCING themselves to add skins to the Warbond and that's holding them back from putting other more useful items in there. There was going to be these weapons, this stratagem, etc regardless of whether there were skins or not.
On the skins, honestly, if they did an April fool's drop pod skin with nutating rainbow RPG, laser lights and a discoball, I'd run it every single day. *So I can see the cursed resupply pods when I'm more than 5m away from it!*
I didn't realise the Steralizer wasn't a primary. With how competitive strat slots are, I wonder who would be willing to take both the Steralizer and dog breath?
I think its more a either/or situation, you do not take both since the DoTs afaik does not stack with each other when both are gas. You could bring the Flamethrower and the drone to have both fire and gas DoTs stack or maybe take Steralizer + Napalm eagle + Incendiary grenades or gas grenade and a incendiary weapon etc etc etc. By having the gas effect available in different slots it opens up a lot of different combinations. I am a bit sad that there is no primary though but could just be that they thought people would rather bring a incendiary shotgun + Steralizer anyway.
The new warbond looks awesome but I am BEGGING them to make the armor appearance and their passives separate, I don't want to have to select armor I don't like just for it's passive! (Looks at Medic armor) and I don't want to select armor I like but feel held back by it's situational passive (looks at Arc Resist armor and Fire Resist armor)
They are essentially giving the guard dog (Friendly fire machine) a flamethrower lmfao. I can say that will effectively get kills but not the kind you want
I really hope they don't nerf the laser guard dog. It's great, but it's not nerf worthy for the slot it takes. Dog breath sounds great on paper, but if that AI isn't spot on, that thing will kill you and your teammates CONSTANTLY.
Bit late but two uploads in one day, my thoughts on the new warbond and coverage of the new additions felt like it was worth a video as I like covering the new bonds as they come. Have to say this one is the most interesting in a long while but I wish they would ditch the additional skins for things filling up space. Thanks for watching everyone!
I have one question and I'm certain you'd be the person who'd know this. The Bile Titan and spewers - is their spitting attack acid/gas based? IE: Would the new armor protective provide resistance against these attacks?
This looks amazing but will this all be enough? Old saying people wont remember what you said they will remeber how you made them feel! The game play loops keeps bouncing us back and forth planet to planet with usually no impact to the squad level gameplay. Couple that with no end game rewards to work towards. I fail to see where the emotional connection is going to come from for a Player resurgence after the emotional roller coaster AH took everyone on. Only to finally get back to the game we orginally bought, played, Loved, and had taken from us. I dont see the same level of emotional connection like we saw for player initiatives like divers taking back the CREEK. We dont have bonuses or spawn changes from owning planets so what is to keep players vested in the game do you think?
B Vitamin said she was most excited about the update Tomorrow and Saturday 👀
Homie said he wasn't gonna be uploading daily 😂 the content been too good
I don't mind them, but I'd rather they all took up one slot rather than multiple
Just to clarify, the new armors passive will not give 100% resist to gas damage.
The deves have corrected themselves on twiter. It will only deliver 80% gas resistance.
what a stupid decision gameplay and lore wise. even if they thought permanent 100% gas immune was too much, it would have made far more sense to keep 100% immunity but kept it on a short timer
Unfortunate, all the specialized armors for this, flame and electricity should negate dmg by 95% or 100%
NGL, I really wish they'd apply their new weapon buffing mentality to armors as well, because this sounds kinda pointless? Like, all this enables you to do is survive gas a few seconds longer, maybe stay inside it if you pop stims every 3 seconds? Why would I pick this if I could just not walk into my own gas and use an armor that actually enables me to do something unique instead?
@@mikedasilva9752the fire one makes sense since you can remove the debuff, but for gas, a higher one would have been nice
Im pissed 😂
Arrowhead seems to be building goodwill again between the revealed buffs and the cool warbond. I hope they can keep this up. I can’t wait to try running flame + gas dual DOT builds against the bugs
they are certainly cooking although them revealing the armor is actually 80% not 100% is kinda wild
@@EravinVT Yeah, it sucks honestly. Wish it and the other two that just damage type resistances were all 100%, 'cause as it is they don't really change your playstyle at all. You can't safely wade into a Tesla Tower's range or a fire tornado or a gas cloud without taking damage, so you just stim and go through them only when you really have to just like any other armor.
@@EravinVT they ain't even committed to building goodwill
I want them to do a warbond that is targeted towards the bot front and that's unique like this one. Maybe something like Acid or Ion weapons that are specifically good vs the bots. The last 2 warbonds seem bug focused and unique so I want them to do the same with the bots
Imagine your ally gets knocked in the air by a impaler and u shot a stim at them mid air and save them from the fall damage
"oops! Zat was not medicine."
Eravin, you're a mad scientist, Fire DPS from Cookout and stagger mixed with Gas DPS. I love it
The PyroCaustic Pete build
@@iamkablam8096 but are you invincible
bold of you to assume i have trouble hitting my teammates
lol
Just make sure you don’t forget to swap out your grenade pistol lmao
I, personally, am *very* good at hitting my teammates
Hearing that the gas from the new support weapon has a slowing effect is something I always wanted from the Orbital Gas Strike.
That or an armor reduction.
Um The Gas Strike does do that, the slow effect i mean.
@@jaywerner8415 doesn't feel like it tbh.
@@GameFuMaster bc is not that much, is like 25% i think, in the chaos is not that noticeable
I feel like combining both the dog breath drone and flamethrower build just for that added chaos.
It'll be fun that's for sure
I was thinking the same thing. Goodbye personal shield generator, hello dog breath.
Also gattling Barrage. Having that going on a gassed bug breach gets hella kills.
Dog breath guard dog, flamethrower (primary) since they said flame weapons when they announced the flamethrower buff, EAT rockets, orbital gas strike, and orbital precision strike, that's the loadout I'm gonna be trying the second I get that stradagem, throw the stim pistol on there with the new armor and gas grenades or my personal favorite the thermite grenades (which are getting buffed) to top it off I'd say I got all bases covered for a DOT and anti tank damage loadout ready and waiting
@@big_gucci_scorpio328 I'm gonna democratically steal that! Thanks lol
Can't wait for the *Sponsored by PermaCura* build: Stim pistol, Medic armor, Supply pack, stim booster, and some other stuff
Ok, hear me out: Eagle gas bombs
Since we already tested the orbital napalm, let's get eagle gas bombs
i second this
At the end of the warbond trailer it shows something that could be an eagle strike.
I'm not sure. It has an Eagle audio cue, but it could just be something to make the audio dramatic. 🤷♂️
Eravin speed running the dad jokes like he's knocked a couple lady friends.
wha
@@EravinVTright basically what he means is that you're a top shagger mate and you've got a couple kids on the way so you're practicing the dad jokes which is probably correct because you're very handsome
@@ElewIV lol as a dad of three, these dad jokes will get you cuffed before you know it. 😂
If they nerf gas damage on the 17th I will cry laughing
pls no
Giving them ideas...
@@EravinVT pls YES
Redditors will say it is a good change (less weapon variety somehow makes the game take more “skill”)
Yeahh...
Its not that it took them this long to put stratagems in warbonds (they did this in HD1 before), rather that at launch they explicitly told us that they dont want to do that for this game, but alas they changed their mind (to be expected)
That skull helmet looks so cool!
I like the armor designs
So edgy
@@jamesa6693agreed! The space lookin one is sweet too
Gives me some Jin-Roh vbes
looks like they got inspiration from ghost in mw2 but a little rat like cuz the mouth side sticks out a little
A major patch two days before a warbond drop….. I feel like I’ve seen this episode before.
The stim pistol seems promising
unsure
I'm not sold on it yet. Considering the moments where I want to stim myself, I don't think there'll be many opportunities to stim a teammate before they stim themselves or are dead, that's considering if we'll even be able to hit a guy desperately running from enemies.
@@EravinVT I can go back to my days when I played TF2, using the Crusader's Crossbow. Man, there were a lot of players saying I had bad aim. :)
Helldivers 2 needs a button that allows Helldivers to shoot themselves with whatever weapon they have at the time. That would be funny, I think.
@@EravinVT I would've rather had the healing beam gun from the first game lol along with the Angel. Cause it healed everything, since it was nano machines that healed it could heal Vehicles lol
'no no no no no...I said DART GUN, not...' *gags
'oh. Yes, I was wondering, in what scenario would you use this...'
The way the pack looks made me think of a chem version of the jetpack. With that thought in mind, I want a fartpack. Being able to jump away while leaving behind deadly clouds of fart amuses me.
introducing: the sm-311 shartpack
I bet you main Wario in smash bros.
I'm really hoping the patch on the 17th has no nerfs to gas/chemicals before the gas/chemical warbond 2 days later on the 19th.
Strange the things we need to live in fear of
Please god I hope they nerf it again because it would be so funny
Oh boy, can't wait for the _Gas Gas Gas_ song meme videos
The stim gun is going to help me live out my TF2 Medic build desires a bit better, super pumped for that one.
I do think we're going to have a very enjoyable power trip for about a month...and then the squids will arrive making us rethink everything!
While I get that it was common for the first time, I'm not the biggest fan of stratagems being behind War Bonds. I'd like the Sterilizer be a free support weapon and the War Bond have a "mini" version as a primary. That said I'm not opposed to the Guard Dog being in the War Bond. I'm honestly more interested in the Stim pistol and how it'll work. Lot of people say it'll have it's own ammo much like the grenade pistol uses it's own ammo rather than player grenades, and I really hope it does, but I'm in a "believe it when I see it" mode. I do hope we have more medic based gear in the future.
Also how funny/interesting we have a fire based war bond and yet not flamethrower Guard Dog but we're getting a gas spraying one. I like what I see but I'm on the line between "caution optimism" and "wary pessimism". I do my best to be positive but it's been a rough ride with this game.
The Guard Dog Rover's laser sets enemies ablaze ;)
With this Toxic theme warbond rolling out, our Redditors will finally have some representation in game.
I am looking forward, a mix DOT loadout can be extremely potent.
and given the improved TTK after the buffs, Stun grenades might be 'less' needed.
Thinking Cookout, Senator, Gas Nade combo
lol
The stim pistol looks cool, but unless it allows you to stim yourself (and thus giving you extra overall stims to use) it’ll be difficult to take with a team of randoms since communication is key unless you have really good aim from a distance. It’d be best for pre-made team comps, but nonetheless it’s a cool way to add more support options that people were asking for.
Also, the new patterns reminds me of the Constructicons from Transformers, gonna definitely throw that on my mechs.
Yeah it's not likely to be useful just unique
@@EravinVT What would add more usefulness to the stim pistol is if future boosts are created that change the property of stims like the one included in the Viper Commando war bond. I could imagine shooting a stim into someone that’s about to go flamethrower happy that reduced their drag so it’s easier to turn while firing, or a stim that lowered recoil, basically things that would buff allies for a short time to make them better at combat.
It’s why Arrowhead really needs to revisit and rework the boost system. As things are there’s only four worth taking: increased limb health, increased stamina, full ammo loadout starting off and stim boost for speed/lower damage taken, which makes all the other options either useless or situationally useful like the muscle boost for difficult terrain. They need to spread out the passives more and make the ones that are weaker more potent so you’d ever consider taking it.
It also can't repair Mechs or other vehicles. I wish we had gotten the Angel drone from HD 1 instead as that one does that as well as Helldivers.
Geneva convention? more like Geneva suggestion.
true
I don't think the Geneva convention specified what type of enemy it could be used on. So I think there is a little wiggle room
The Geneva Convention does not apply to XENOS.
@@GooNSaGeGeneva convention only applies when both parties have signed.
@@Ztech222 🤣🤣🤣🔥🔥
Place your bets ladies and gentlemen, will they nerf the orbital gas strike?!
5 bucks says yes
@@CBRN-11510 Says no
Geneva suggestion officer would have been amazing
I think the stim pistol could be useful to keep teammates alive while they are firing and taking reduced damage over time in their own toxic clouds, or when a teammate with flame armor is fighting in their own flames. They wouldn’t have to waste stims to heal damage over time effects, basically.
It would also allow for more “hold your ground” fights by giving your team way more healing sustainability when fighting. Because 4 stims goes pretty quick when stuck in a major firefight with no resupply. A stim pistol + supply pack could put out a lot of heals.
funny hulk at the end, amazing how deceptive they are
was not expected
lol they actually did the stim pistol. Love it
Imagine everyone bringing flamethrower , guard dogs, sterilizers its gonna be friendly fire galore
I'm really hoping we can get back to just having fun and blasting our (hopefully) powerful weapons into the enemies of Super Earth going forward after this coming patch. 👍 It's good to see the devs realizing we just want to have fun.
Other ideas: 1. earning some how a second booster slot/ and/or another stratagem to bring. 2. More comms on the comm wheel would be super fun. 3. Earning medals for certain tasks, shown maybe in a game profile. 4. Maybe the stim gun if it hits a bug, makes the bug go crazy reacting extremely strong and aggressive, killing bugs and team for the duration of the stem.
"It's not a war crime the first time" ayyyyyy someone watches the fat electrician
I was looking for this comment, nice to see someone else got the reference
Never heard of this guy, but I've heard the saying for many years. Fairly sure he didn't coin such a basic term.
@@LethalOwl makes sense. I've only ever heard it from him, so I had assumed he made it up.
@@JaySlosh Fair assumption!
That thing about the armor not being 100% immune to the gas damage was something I saw coming, coz the previous 'elemental resist' armors also weren't entirely immune. Arc was 95% so you could tank a Tesla zap, Fire was 75% or something... So this I figured would be 75% or similar. It just tracks with everything else, really...
This looks so awesome to me! I like fire, energy, and gas stuff way more than standard ballistic weapons just because of the fun and flavor. The bug front just keeps getting more and more fun
Eravin, also thank you for still posting HD2 content, Pipz and Thickfilla have been on vacation lately
Ill play devil's advocate for the stim pistol: It may not be particularly practical for randos or even just healing players often. But what it DOES do is trade your pistol slot for even more stims.
Now, if you want stim extension for your inventory, you can run this and wear a different set of armor instead to round out your build in a different way. Alternatively, you can run this pistol with medic armor and use your excess stims just for giving your team boosts.
It will probably remain niche, but i can see some fun with this, and it fulfills more of a support fantasy that I'm sure supply pack and medic armor runners have been waiting a while for.
1:20
They changed the description of the passive. You're now 80 or 85% (I forgor) resistant to gas damage rather than completely immune.
Build plans for bugs. Gas Guard Dog, Flamethrower (if fixed), Blitzer and heal side arm when your allies are either burning or gasping for air from poison.
Something I noticed no one is really talking about is the eagle gas strike at the end of the warbond trailer when they're doing the emote. So now we'll have a support weapon, orbital, guard dog, grenade, and eagle gas strikes. I'm so pumped for my fire / gas build combos
I believe it's the orbital gas strike we already have in the game, but maybe the eagle will be added later
@dominikbury2 You're probably right. I could have swore I heard eagle 1 fly by right before it hits, but it may have been the cannister breaking atmosphere I heard instead.
that guard dog is going to become little more than a source of self-inflicted pain if that armor isn't gas immunity. even if it were up to 95% resistance. which is honestly a shame, a tactical gas specialist kit would enable some very fun playstyles if your team can work around it
the gas grenades combined with the post-buff flamethrower might be shockingly fun tho, depending on how big their AoE is and how quickly it spreads
Always thought the gas should drop armor while active, like the corrosive rain change. Would be something cool to differentiate from fire.
thanks for keeping up and reviewing the helldivers news
I'm guessing the gas grenades won't actually close bug holes, just for some balance. That or they'll have fairly long fuses.
Also, the drip in this one is absolutely unmatched (at least on the armors)
Eravin, do you have thoughts on the reduction of content, not necessarily the shift of content, coming out in these warbonds? Specifically with the price tag not decreasing? No modifier, not that I think we need more of these. Less armor. Used to be three guns, then turned to two, now arguably back to three gun value since the items still use three slots to bring into a mission.
I will say that two strats and a sidearm seems better than a primary and a sidearm, but the even with the content shifting to more cosmetic than equipment, it seems… lacking. And still costs 1000 sc…
Would love to hear your thoughts on that. I will say the bright colors are awesome strictly for finding pods easier in a gunfight. I might use mustard just to differentiate from a friend, but the orange has been very nice.
I can already see myself running the gas-thrower with the dog breath back pack, cookout primary, crisper secondary and stun grenades along with orbital ems and orbital gas. For the ultimate stun and damage over time build.
Hmmm, maybe we could emphasise the difference between Fire and Gas.
Maybe both deal 112 DPS in total, or Fire slighly higher with the upgrade, but Fire has a 75/25% split while Gas has 25/75% or similar values.
Though as of writing this comment, I am not sure how durable damage affects light enemies. If they dont take any, then I think this could make both DoTs different enough.
Today I woke up and chose kindness *cocks stim pistol.
Yeah you got me good. For a second i really thought you got that Raid Shadow Legends bag 💰 😂
:)
I'm a recovering stim addict THEY HAVE FENTANYL IN THEM
This month was my first month break from HD2. This war bond looks good enough to come back
Using the stim gun to heal I dont think will be the main draw. I'd rather have it used in conjunction with the enhanced stims booster for the infinite stamina, increased speed, and DR to buff teammates. The shaky aim debuff never seemed too debilitating to make me not want to use it, so being able to send out buffs to friendlies in times of need sounds pretty neat.
I personally think they should have named the guard dog Bug Breath as I feel it flows better and is flavourful with the terminids.
"more meat to be put on the bones of our bonds."
A good warbond is like a stake, no skin(s), pure muscle.
Idk about the stim pistol. Aside from the reasons you listed if our arsenal is growing in power as much as it seems to be I don't forsee the extra support really being needed anywhere.
0:36 If there is no Geneva!
I wonder how the Stim Pistol will interact with Medkit armor - will it give that extra 2 seconds to allies too? That would really unlock a support strategy right there.
Armor is 80% resistance, not 100%. It’s said 100% originally but was change a few minutes after the blog post. Similar to the fire armor.
Love your channel - unfortunately gonna be shelving this game. The games instability seems to have no end in sight. I was playing with a friend yesterday and he got booted right as I ran into extract. Then next day he got booted right at the beginning of a mission. I dunno if the developers cant get a grip on the game or just don't care. These issues have been going on since day one, and its just played out at this point :( Its become unfun to be in the thick of it blowing things up and once again....freeze crash.
I'm definitely combining these new gas weapons with the flame ones for a Hideous Zippleback build
I am so excited for the new patch and warbond, I am quivering!
same
Imagine gasmask actually filtering away gas so you won't choke to death.
But you still choke to death anyways even with a specialized protective suit specific to it.
This reminds me of amazon bullet proof cap only for it to carve a hole into your skull sending you to concussion or ricocheting it straight to your eyeball sending you to a hell lot of pain.
Feels like the armor is just there to give you time to inject HP back to your health and its probably better to just use medic armor since it does the same shit.
(But actually keeps you alive longer.)
Great review, Eravin! Looking forward to using the Cookout or Torcher with the Dog Breath.
While it’s sucks stratagems replaced weapons in this war bond, it also makes sense long term.
You can’t add 2 new primaries every month without there being some that just aren’t fun or useful, or being redundant.
I can’t wait though, for the silenced liberator that was leaked ages ago. Wonder what the warbond theme will be
You did actually get me with that raid bit.
Well done
Oh. this one is the one that'll get me real into it. Poison are my favs.
i also really vote "buff over debuff" even if shit gets crazy easy or something. the point is to have fun~
they can always adjust difficulty later with new difficulties and enemies
I know you probably misspoke, but "incinerary" sounds pretty cool.
This is one of the two warbond types I've been waiting for (let's go lightning warbond, come onnn) but I'm disappointed that once again we're getting gimmick armor that doesn't even do a good job of a gimmick. The arc resist armor being a 95% resist at least meant that you could tank a handful of tesla tower hits, but taking 80% less gas damage just means I still can't stand in the gas and I still have to heal afterwards. If they're not going to give it immunity or at least 95% resistance, they need to put a secondary effect on the armor (and the arc and fire armor, imo) that has a more universally useful utility.
A Guard Dog spitting DOTs "by accident" at you. Sure, can't see where that can go wrong.
The pistol would be useful for saving fellow helldivers from gas. You might also buff other helldivers if the stim booster takes effect.
I'm so interested in whether or not the stim pistol will do any dmg/heal to enemies 😂. I'd also like to apply the stim booster to a charger, wouldnt that be fun 🤣
“It’s not a war crime the first time…” is a wild thing to say
NGL, while at first I wasn't too interested by it, and the lack of a primary sucks, it has grown on me a bit.
It might make for a great solo strat for those objectives where you have to stay on them while the bugs swarm you. Just hug the objective, gas the hell out of it, and provided no bile titans, chargers, or Impalers show up you should be fairly immune from it.
Also I'd be wary of using ANY fire weapons with the gas as you won't be able to tell what's on the other side of the gas, and if you're in the gas you can't tell what's around you at all. It will be very very very easy to set teammates on fire that you can't see. Considering how often I'm set on fire by friendlies with the cookout and the Breaker Incendiary in areas with great visibility I think there will be a lot of teamkills not directly from the gas.
I wonder if you'll be able to use the stim pistol on yourself...
They should have added a gas mortar to the Warbond.
My First gas loadout:
Stratagems: Orbital Raillcannon, Orbital Gas Strike, Jump Pack, Gas gun
Booster: Staminal Enhancement
Armor: Light Gas
Primary: Explosive Crossbow (for bugholes)
Secondary: Stim Pistol.
Grenade: Gas
They clarified the armor is only 80% resistant which is incredibly sad, why the background in the video says "its not really 100%, Arrowhead hates fun" as I was done editing when the news broke
@@EravinVT They really should stick with the 95% resist
The Stim gun is going to be really sick, if they add more stim effect boosters. But the question there will be how to manage stims with multiple booster effects? Just give them all? You'd just become Captain America for a few seconds every time you stim up or get stim shot.
I wonder if the stim pistol might do fun stuff to bugs such as making them spasm. Could even do the same to bots due to nanomachines or stuff just gumming up the joints.
Would be lazy if they just healed enemies exactly the same as humans.
Glad your still here with HD2.
im curious, i highly doubt it but since the armor protect you from gas (technically acid since it also affect bots & it is specified on the orbital gas strike description) would it technically protect you from bile spewer / titan's spit
I'm 100% making a Zippleback Build (named around that two headed dragon from HTTYD that shot green gas and ignited it)
Really excited to do some DOT builds after this warbond.
That skull helmet is giving me Sid Wilson from Slipknot and I'm here for it.
just to note they have changed the protection down to what the flame resistant is
it's not 100 percent?
@@dominikbury2 the 100 was a place holder its 85%
The "Silent But Deadly" build:
Crossbow
Tox-thrower
Molotov grenade
Free backpack
Free sidearm
if stim gun does dot then has them explode then it would be so much better than just a range stim
Not sure how I feel about warbond stratagems, feels like a bit of a line crossed since before this strats were free for everyone.
2:03
Of course they're ugly, we're the Death Guard now!
Let's show our enemies the gifts of grampa Nurgle!
It's not like they're FORCING themselves to add skins to the Warbond and that's holding them back from putting other more useful items in there. There was going to be these weapons, this stratagem, etc regardless of whether there were skins or not.
On the skins, honestly, if they did an April fool's drop pod skin with nutating rainbow RPG, laser lights and a discoball, I'd run it every single day.
*So I can see the cursed resupply pods when I'm more than 5m away from it!*
AH gives you the ability to heal your allies.
Lone wolves - No, we need it for ourselves.
Stim pistol should be a splash damage gun so multiple people can heal at once.
4:15 Is that considering the 33% damage buff on Flamethrower based weapons?
I didn't realise the Steralizer wasn't a primary. With how competitive strat slots are, I wonder who would be willing to take both the Steralizer and dog breath?
I think its more a either/or situation, you do not take both since the DoTs afaik does not stack with each other when both are gas.
You could bring the Flamethrower and the drone to have both fire and gas DoTs stack or maybe take Steralizer + Napalm eagle + Incendiary grenades or gas grenade and a incendiary weapon etc etc etc.
By having the gas effect available in different slots it opens up a lot of different combinations. I am a bit sad that there is no primary though but could just be that they thought people would rather bring a incendiary shotgun + Steralizer anyway.
I hate gas since it range is slight larger and it lingers after the animation ends, allies die to it when they don’t see it.
The new warbond looks awesome but I am BEGGING them to make the armor appearance and their passives separate, I don't want to have to select armor I don't like just for it's passive! (Looks at Medic armor) and I don't want to select armor I like but feel held back by it's situational passive (looks at Arc Resist armor and Fire Resist armor)
If devs will nerf both bugs and bots, then chem guard dog will be surely most dangerous thing for a helldivers.
They are essentially giving the guard dog (Friendly fire machine) a flamethrower lmfao. I can say that will effectively get kills but not the kind you want
Raid bug spray is a actual sponsor I’d love to see😊
I really hope they don't nerf the laser guard dog.
It's great, but it's not nerf worthy for the slot it takes.
Dog breath sounds great on paper, but if that AI isn't spot on, that thing will kill you and your teammates CONSTANTLY.
This makes me sad because so far, this warbond and the previous are bug focused.
yeaaaa
I don't have problem with it, but does anyone remember they say: "we will not put stratagem behind paywall"?