@@AnonD38 well then the scientists on super earth watched too many ww2 movies when they designed the mines. I apologize for my inaccuracies, I havent stepped on too many real mines myself, and have only seen them on tv
Honestly, Anti Tank Mines should be less likely to do teamkills just from how they usually work. Humans aren't heavy enough to trigger them, so you and your squad should be able to run over them. But in this game they are just mines with a bigger boom, that still gets triggered in the normal way, even if a tiny scavenger steps on them. And with the issue of mines sometimes being invisible, they have just the same issue as every other mine.
Not only that, it also detonates the first time it gets anywhere near an enemy. So I learned quickly that if you are trying to shoot past nearby enemies at something in the distance, it will just blow up in your face
I find it funny he says it's lvl 9 difficulty but it's nothing like lvl 9 difficulty....hardly any tanks hulks or heavy devs..even factory striders...on lvl 9 difficulty I get 2 factory strider drops at least
The idea with airburst is to fire over the enemies to spread the burst over a larger area. You don't just shoot straight at them like a normal launcher.
That does not work as well as it should either, since the explosives it throws out do not go straight down at all - They only fly out to the back/front/sides in a circle.
This seems like a good crowd control weapon. People are disappointed because it cant kill heavies, but we already have EATS, RR, SPEAR, QC for heavies. If it was able to kill heavies, it would render the other rocket stratas useless. Also it seems to trigger the cluster based on proximity instead of direct impact. Can be a good weapon with the right player
The problem is that "crowd control" support weapons are kinda relegated to the low tier by default. It's like how noone runs the Stalwart at above-mid difficulties. This is because primary weapons can handle crowds, but they can't deal with heavies well. So by default, you want your support weapon to fill that niche. If it can't, you're kind of throwing (If you're playing at any kind of higher difficulty, where you will be constantly drowning in heavies).
And also, I think if you shoot in the weakspoints, it can do some damages. But this weapon seems to be really great for crowd control ! Maybe it will become one of my favorite support weapon !
@@BackwardsPancake It seems like the only Primary the Airburst could be paired with is the Eruptor. It's the only one with any hope against heavies. But you better be the top percentile in accuracy, cuz that ammo conservation is going to be tough.
Always good to have variety in a squads loadout as you can always get a spare off a friend if one isn't working out. I think this thing will be welcome as long as the players using it know how to use it and aren't teamkilling everyone.
This weapon is definitely meant to function well in a "crowd control" loadout where you kill all of the small to medium enemies so then the other members in the squad can effectively take out the heavy enemies without the constant pressure of being over-runned.
Thing is, this just isn't a real problem that needs solving in practice. One cluster bomb strike will do the same job with way less risk. Not to mention, literally every player carries a means to deal with small and medium enemies by default.
Small bugs and bots are really a problem only for level 10 player at best. Primaries are meant for these things. Cluster should take out mediums. Getting overrun ny devastators is much more serious threat than by usual small bots.
The point of the Air Burst Rocket Launcher is that it doesn't need to impact a surface or enemy to detonate, just the proximity is enough to set off the charge and make a cluster of bomblets to cover the area below it. Shooting just slighty above enemy groups or buildings will make so the explosive detonates marginally later, but gives a lot more height for the bomblets to disperse into a wider area, greatly increasing its efficiency.
The only meaningful use I've found for this thing is to sit 300m away and bombard objectives, until you get lucky and hit one of the submunitions into a fabricator vent. If nothing else, it eventually clears up the enemies on the point just by sheer volume of fire, and when you're that far away the slow reload and annoying targeting isn't as problematic. It can work for ambushing light patrols too of course, but I think it's way too slow and random at it. You just can't ever rely on it to kill everything, and it ends up taking more time than just shooting everyone.
The trick for throwing Seaf shells and explosive barrels is that picking them up sucks them towards your hands, but if you cancel the pickup in time it won't stop at your hands and will instead continue onward in the same direction with the same momentum. So if the thing is slightly behind you it'll get a medium upwards and forwards momentum, if it's at the max distance behind you where you can still pick it up it'll get a very high forward momentum at a low angle. And if it's too far in front of you, you'll throw it behind you.
That works with explosive barrels as well. And they will reliably take you along. So if you do that technique with a far away barrel, you get your very own skateboard.
I wish you could manual trigger the air detonation, like destiny 2 breach load GL’s, hold shoot and release shoot when you want the submunitions to come out
@@norrecvizharan1177 Right now the trigger is just stupid in the first place. That death at 7:00 shows how it activates with the slightest bit of foliage, which honestly it shouldn't. And the intro deaths show just how absurdely far the clusters can fly.
24:44 Worth noting, the Penta maps seem to have the automaton spawn bug very consistently - That's why the rounds are easier there. That is to say - Bot patrols will walk to the center of the map and not despawn like they should, so eventually the enemy cap stays full and new patrols don't spawn anymore. I almost wonder if it's intentional, since you could probably get some impressive streaks with the new launcher if you wait 20 minutes and then go to the center...
My last map seriously liked to disagree. Every second patrol had a homing hulk, not to mention the dropships, and the extraction point was a full blown base with a factory strider and gunships in range. But I also had a lake in the middle, so patrols simply couldn't go there to get stuck. So I am kinda thinking the devs tried to do some jank workaround for that bug, but when it doesn't happen at all it throws everything out of whack.
@BenOfficial94 sounds like not my problem. Especially since so many others in this community do the Same. Damn. THING. Lucky for me, I dont allow randos into matches. Only Steam/In-game friends can join me mid-mission.
I changed my mind from fighting for airburst to liberating Menkent and then go on to Choohe(?) for the mines. Lost a completed Helldive mission with 80% of the Samples collected as a Helldiver fired it and it blew up in our faces. No enemy in sight.
My first game on Penta one of my teamates decided to try the Airburst. He immediately got me and himself killed. Everyone in the game started shit talking the weapon and saying it's garbage... "Bro it can't even kill bots", "It can't even kill a hulk wth..." As if it's primary use wasn't against large groups and aerial enemies.... at a distance.
Honestly, if there was a way to control when it detonates into cluster, this would be way better. Right now, I'm having difficulty figuring out if shooting it will hit my targets or just kill me.
People took the leaked videos of this rocket launcher as a basic that it one shots elites. Devs already knew about it and changed it. Basically it’s an eagle cluster bomb. Expect a lot of TKs at the bug front.
@@norrecvizharan1177 It's called my comment was meant as a joke. I watched the video and thought it was funny. I haven't even logged into the game yet today to even try the stratagem since I've been at work. Lol. 😂
@@IgorZhuravlev Looking at his deaths, this weapon just seems completely out of whack. For the three intro deaths: Why do the clusters fly so far backwards in the first place? And especially at 7:00, why does this little bit of foliage trigger it directly when shooting it?
@@Schilani Three intro deaths look clearly like trigger by the ground. So far backwards - because well - thats the area it covers. At 7th minute I bon't think it was triggered by foliage but yep this one was strange. Most problems with this weapon are generated by combo: it is ready to trigger right in the barrel (without any ignition time) + it triggers not just on enemies but it seems like on any structure it can destroy (mines etc), teammates and also it has some radius that triggers it before impact if it is on collision course to anything (including ground) it can't pass through. So there can be something to trigger it right next to you, under your feet or mb even behind (didn't try that) - and it will go, which is stupid ofc. I mean yep, the weapon itself is problematic but the user here adds to it.
I might be wrong, but shouldn't the air burst rocket be fired above the enemies instead of at them? I mean the idea behind airburst weapons is to detonate in the air and rain death down on them for bigger area coverage.
It doesn't - The submunitions spread out to all sides in a circle pattern, but they do not go straight up or down at all. If you manage to get it to detonate directly above a patrol, anything directly below will usually walk away unscathed.
@@BackwardsPancake Strange. I've had the complete opposite effect. Maybe the blast doesn't go all down but surely much more concentrated than if you just use it like a normal rocket launcher. Also pretty easy to get it to detonate over enemies (and friendlies). Seems to be completely proximity triggered.. But then again. Given all that doesn't work properly in this game I so no reason why this should.
ITS A TRAP! SWITCH WHILE YOU CAN FOR THE ANTI TANK MINES. Btw this weapon is bugged and cant shoot through shield generators. So youll just team wipe while shielded with this thing
@@Adeon55 I shot in front of the generator, and it exploded inside with ever single mini shot also blowing up inside the generator. So no stupid, go sit down and rethink why you should shut your mouth before making yourself look stupid.
@@Adeon55 so I'm running tests on it now, it can one shot tanks. It does horrendous against hulks, haven't tried air ships yet but it doesn't do anything to drop ships but does wipe out the enemies before the drop down. Thing is it's just bugged in the sense that the proximity is janky. But for the most part if you hit them dead on its never an issue. As for the shield I think it may have to do with group play as I tested it and it does shoot through it but the explosions OUTSIDE can still rag doll you to oblivion. I'm wondering if enemies grenades or shots also cause the proximity to go off so I'll be testing that next
I believe this is more effective to use when initiating a fight at 30m above rather than midfight due to it’s proximity trigger which can detonate upon rushing melee enemies during a fight.
Well after all this is prototype technology since the people on the planets are under seige by the bots. Should we liberate them they can add in new failsafes and tweaks once they are safe and have our combat data for calibration
It's just like with the mechs: they were rushed prototypes that often blew themselves up, but shortly after the tech was secured, the newly produced models were tweaked and upgraded to fix that (aka the devs updated things so that it wouldn't happen, but I like explaining it away in a lore sense).
Any turret or shield generator or hellpod will trigger the airburst btw. Resupps, weapons backpacks, even the extract ship will proxy and the rocket will blow up point blank. Explosive barrels trigger it as well, certain walls will too
backpacks do not set it off. I tested by dropping the airburst backpack and firing over it, and it flew past it and exploded downrange. Ammo boxes do set it off though
I was trying it solo on Penta on a chill lvl 4 mission. It's best use might be first striking bases, point of interests, patrols, etc, at a distance to clear out all the little guys that can call in drop ships. Whenever I try to first strike with an orbital or eagle it always seems like the dropship call goes through. For whatever reason, my map had a massive group patrol and I killed 18 in one shot. That felt good
Looks fun but seems like a cluster bomb is just better in most scenarios. The cluster can be thrown safely from behind cover, doesn’t accidentally explode, doesn’t take a weapon slot, doesn’t take a pack slot, doesn’t require ammo, etc. The advantages of the rocket seem to only be that it shoots the air units and could be shot from further away than a cluster can be thrown.
Don't forget that it can also be used while inside the range of a strategem jammer, whereas a cluster bomb can't (you can also say the rocket is more "on demand" than the cluster as well, especially with complex strategem plotting active)
@@NoNo-xh7ru True, but you gotta remember, once the trial period expires this thing will be competing for the same stratagem slots that could be used to pick anything else instead. So in that sense, it's a valid comparison.
@@CBeavr Yeah but when that hulk comes running your way while you're jammed, hope your team has a better heavy weapon or you'll have to deal with it using your primary.
@@KillFrenzy96 everyone brings along at least SOME anti tank support weapon nowadays, you can instead fill the role of clearing the small annoying chaff that usually calls in reinforcements before you even *see* them (potentially anyway, the airburst needs more testing to see how reliable it is and how to properly use it)
Im pretty sure the airburst detonates based on proximity instead of direct impact. I.E. you should be shooting above enemy clusters rather than directly at an enemy as it will detonate closer to you and kill you.
This rpg is amazing as long as you aim above the enemies it’s actually ridiculous the crowd clearing you can do it’ll definitely be one hell of a bug clearer
Worth noting, it is also sensitive to a bunch of weird things that it really shouldn't be - Such as your own equipment stratagems. If you try to shoot it past a supply drop or an objective (like the geological survey drill), it will trigger. It will also trigger on a bunch of random enemy equipment, like certain walls, or mines, or the automatic cutter arms in some of the automaton outposts.
I didn't get why the missile seemed to randomly go off early until i saw the description after we fully unlocked it. It goes off when it's somewhat close to any enemy, but the game also considers buildings, mines etc. as enemies. So 1:55 the mine set it off immediatly, and at 7:00 it was the little soldier near you. You just have to be really aware of your surroundings when you use it but ultimately I think it's too unpredictable to be worth using atm. Hopefully they tweak it
Looking at the war map, Penta will be liberated before Menkent is done. But maybe the planet modifier for the Anti Tank Mines will stay for the time of the Major Order.
tbh, I imagined it to be like the orbital airburst, when it gets to a certain distance, it'll explode into a cone to wipe a wide area. This acts more like a cluster bomb.
Tossing the shells on the SEAF artillery kind of depends on where you're standing compared to the shell when picking it up before weapon swapping, as well as how late you swap. Basically, the force that acts on the shell when you pick it up stays on it, as long as you swap weapons before your hands hold it to cancel that force. It's quite useful once you get used to it.
I might prefer the mines to this squad killing stratagem. At least with the mines I can avoid them, but I can’t avoid a random firing that thing next to me and wiping the whole squad. As it is now I don’t like this rocket launcher. There already are better stratagems to choose.
It seems to me that it needs to have different effects depending on how far away the rocket explodes from the user. As in if the rocket hits a target say within 50 meters it just explodes as an HE blast and the user is outside of the effective blast radius, but it won’t go through heavy armor like EAT 17. It’s intended to be an anti-air and crowd control weapon. This is going to be the Mortar Sentry on steroids with how many accidental deaths there are going to be.
I think the underlying issue it suffers is likely the same as is suffered by the spear and the arc thrower. All three of them have trouble that comes down to misidentifying inanimate objects as a thing to trigger the airburst/arc to/conflict the locking process. I'd spitball that a fix is likely to come to all three at once when/if they refine a way to make the weapons with that common thread of a target identification mechanic more selective about picking up only on "mobs".
I'm gonna be honest, I don't think they playtested this. The proximity fuse is abysmal. Every single speck of dust in the air will make it explode 2m in front of you
Confident with it now. Pretty sure it detonates when detecting a specific distance from ground or Rocky outcrop terrain. Also having pretty drastic bullet drop for a rocket. Once you learn to aim it, it becomes truly deadly. A horde chasing you on your tail? Aim right above heads should explode just far enough back to clear most and their back up. Sometimes will lightly clip you but the ragdolling shoves ya further to safety
I really wanted anti-heavy mines to deal with tanks, hulks, chargers, etc. Instead everyone rushed to get us this suicide stick. I hope it's effective against gunships at least.
for some detector tower layouts (like the one in this video), you can walk up to the outside perimeter closest to the detector tower and call the hellbomb there, the detonation will still take the tower out
also for tossing the SEAF artillery shells, it helps to be walking slightly ahead of where you want to throw it before picking it up and swapping back to your weapon
I think the airburst would be a lot better if it gave us manual control of the fuse. Something like you holding down the trigger and releasing it when you want to to go off. The way it is I only see it being useful from a high vantage point where you can shoot into the center of a group, but needing a backpack means you can't take something like the jump pack to help with that.
Tonight I picked my first one up, fired it at a pack of enemies about 50-60 yards away, and it instantly blew up in my face. I decided after that to put all my efforts into liberating the anti-tank mines. Although maybe a more open map without trees everywhere would make this thing look a bit more favorable. Can't wait to see it against bug breaches, since it looks really unlikely that the community will change their minds and go for the AT mines
So what i am seeing, we should push for the anti tank mines. This launcher does what several stratagems already do. The mines at least will kill armored targets and create area denial or at least a delay of enemy advancement.
The anti tank mines were the obviously right choice from the start. Airburst Rocket Launcher just sounded way more fun. And it still seems more fun, they just have to make the proximity detonation not consider every little bit of foliage. Also I want the anti tank mines to be actual anti tank mines. If a scavi can trigger some anti tank mine, that's just a random mine with a bigger boom.
Actually this thing can kill hulks and annihilator tanks. For hopes you either aim at their backside directly or you shoot below their feet and then the explosions circle around it and blow up their backside. With annihilator tanks you would add bare minimum shoot it from the side so that the explosions can circle around and blow the back or the back side, shooting it directly from the front isn't going to allow the explosions to circle around enough to blow it up.
I'm just stoked we have a rocket launcher that's literally an RPG-7, the devs just have to add a safety fuse/arming distance and tweak the proximity fuse sensitivity
you can one shot hulks and tank , aim above the belt slightly behind for the hulk (ideally an ennemy right behind him) , for tank if you aim slightly above the tail it should one shot the heatsink but it's a bit inconsistent. But for the hulk i could reproduce it everytime
After using it a for a few missions, I would say the Airburst support weapon definitely needs some changes, but with the right changes it could be a fun weapon. As of right now though it will take more team lives than it saves
I like the ABRL. I accept that it is not going to upset the solo dive meta, but its fine. I've been taking it with scorcher, orbital rail, and rocket pods and I've been able to deal with most threats (solo 7 for context).
I just played a game where someone was using it. We were waiting for extraction and we were past the mission time, so no reinforcement. Dude tried to shoot his weapon at the enemy instead it exploded a second after he shot it and it killed all of us. What a silly goose
I think if they made it not trigger on trees and leaves, but still trigger near rocks and the ground, it would be perfect. Some maps have so many plants it would be impossible to use this on them
The devs did say this is not the final version of the weapon and it will be changed in the next patch. Why they would release a broken weapon I’m not sure.
To toss the shell, make sure its behind you. Youll notice when you pick it up it kinda jumps into your hands. When you switch weapons you "drop" the shell but it keeps its momentum.
It seems similar to the spear in that you need to understand how it works and be willing to adjust how you play to use it effectively. I killed myself a lot the first time I used it but realizing it seemed proximity based fixed that problem, mostly lol. Like the spear this is not a peeking weapon. With some experience it looks like it will be fun
If the mines would be done right, they would be true anti tank mines. But instead they just are normal mines with a bigger boom. If a scavi can trigger an anti tank mine, that mine isn't anti tank.
Modern air-burst munitions have target detection (e.g. detecting car-sized metal) and/or a time fuse (activate after some ms exiting the barrel). I cannot believe superearth technology is so backward.
This weapons is bugged, I’ve tried to stand 40m away but it’s exploding too soon. And It’s killing is inconsistent, one moment it kills 12 enemies (including one shoting a hulk) and the next it kills one enemy in the burst on a patrol. It needs a patch, for the explosion proximity timing or let us manually detonate the rocket. So far I’ve found this weapon is best paired with sentries like autocannon, rocket sentry, gattling sentry, etc. and bring an orbital to deal with heavies. Idk if this weapon is recommendable right now.
That rocket should really have a minimum arming distance. Also, the little cluster bombs should blow up immediately after spreading out rather than dropping a bit.
as crazy as this sounds I wonder if it has any use in stealth play, being able to take out poi's from a distance with no aggro. classic aggressive stealth
When I logged off last night, we hadn't even liberated the precursor planets to Choohe and Penta, and now we already have the new weapons. This game has an incredible community.
Neither Choohe nor Penta have been liberated yet. You just get temporary access to the launcher when playing missions on Penta (doesn't seem like Choohe is available at the moment)
pretty late, but for the SEAF artillery speed up strat you need to switch *before* the shelll reaches your hands. think of it as like the shell bouncing off your weapon as scuffed as it sounds
ironically, the anti tank mines would have killed fewer teammates
The anti-tank mines only work on heavier enemies, a helldiver can walk all over them and as long as none of them get shot they’re fine
@@lornaxc7110 where did u get that info from?
@@lornaxc7110 anti tank mines will trigger when a player steps off of them, but not initially when they step on. like a real mine
@@BizcazReal mines go off the moment you step on them.
The "only triggers when you let go" is only in movies.
@@AnonD38 well then the scientists on super earth watched too many ww2 movies when they designed the mines. I apologize for my inaccuracies, I havent stepped on too many real mines myself, and have only seen them on tv
Never underestimate a Helldiver's willingness to end himself.
And his teammates. For democracy!
And we have a whole plethora of means to.
For democracy!
Or to lie about what difficulty he is playing on
Helldivers community: We'll unlock the air burst rocket launcher because it's less likely to team kill.
Arrowhead: Are you sure about that?
Honestly, Anti Tank Mines should be less likely to do teamkills just from how they usually work. Humans aren't heavy enough to trigger them, so you and your squad should be able to run over them. But in this game they are just mines with a bigger boom, that still gets triggered in the normal way, even if a tiny scavenger steps on them. And with the issue of mines sometimes being invisible, they have just the same issue as every other mine.
@@Schilanithat's not how helldivers 2 anti tank mines work
@@emojothejojo yes, that's why I wrote "should"
I find it funny they give us this weapon to test on a planet full of small rocks and trees that can set off the cluster bomb pre-emptively.
They definitely do that stuff on purpose, its hilarious
U can shoot it up in the air so u don't hit rocks no?
Not only that, it also detonates the first time it gets anywhere near an enemy. So I learned quickly that if you are trying to shoot past nearby enemies at something in the distance, it will just blow up in your face
I find it funny he says it's lvl 9 difficulty but it's nothing like lvl 9 difficulty....hardly any tanks hulks or heavy devs..even factory striders...on lvl 9 difficulty I get 2 factory strider drops at least
@@flammableelmo4966cool story bro, it’s level 9 difficulty though
The idea with airburst is to fire over the enemies to spread the burst over a larger area. You don't just shoot straight at them like a normal launcher.
That does not work as well as it should either, since the explosives it throws out do not go straight down at all - They only fly out to the back/front/sides in a circle.
The explosive radius should be smaller for a direct fire weapon, or it should fly like a spear and come from top down.
We even already have an airburst orbital strike that does the job well. What do we need this launcher for?
You need to hit something for it to blow up, so if you shoot the air and nothing's there, then that rocket will fly into space.
and hit what the air ?
This seems like a good crowd control weapon. People are disappointed because it cant kill heavies, but we already have EATS, RR, SPEAR, QC for heavies. If it was able to kill heavies, it would render the other rocket stratas useless. Also it seems to trigger the cluster based on proximity instead of direct impact. Can be a good weapon with the right player
The problem is that "crowd control" support weapons are kinda relegated to the low tier by default. It's like how noone runs the Stalwart at above-mid difficulties.
This is because primary weapons can handle crowds, but they can't deal with heavies well. So by default, you want your support weapon to fill that niche. If it can't, you're kind of throwing (If you're playing at any kind of higher difficulty, where you will be constantly drowning in heavies).
And also, I think if you shoot in the weakspoints, it can do some damages. But this weapon seems to be really great for crowd control ! Maybe it will become one of my favorite support weapon !
Come on let’s me honest. Is dog shit
@@BackwardsPancake It seems like the only Primary the Airburst could be paired with is the Eruptor. It's the only one with any hope against heavies. But you better be the top percentile in accuracy, cuz that ammo conservation is going to be tough.
Always good to have variety in a squads loadout as you can always get a spare off a friend if one isn't working out. I think this thing will be welcome as long as the players using it know how to use it and aren't teamkilling everyone.
This weapon is definitely meant to function well in a "crowd control" loadout where you kill all of the small to medium enemies so then the other members in the squad can effectively take out the heavy enemies without the constant pressure of being over-runned.
Devastators can survive it... So yeah no...
The weapons mid at best. We fucked up and should go for anti tank minew
Thing is, this just isn't a real problem that needs solving in practice. One cluster bomb strike will do the same job with way less risk. Not to mention, literally every player carries a means to deal with small and medium enemies by default.
Small bugs and bots are really a problem only for level 10 player at best.
Primaries are meant for these things.
Cluster should take out mediums.
Getting overrun ny devastators is much more serious threat than by usual small bots.
Yeah. And also kill all your teammates too.
It's like a handheld cluster bomb
Dude i die everytime i touch this thing
everytime isn't a word
Well you can@@RickMyBalls lol
@@xxmcdustyxx3435 well that shut it down
The point of the Air Burst Rocket Launcher is that it doesn't need to impact a surface or enemy to detonate, just the proximity is enough to set off the charge and make a cluster of bomblets to cover the area below it.
Shooting just slighty above enemy groups or buildings will make so the explosive detonates marginally later, but gives a lot more height for the bomblets to disperse into a wider area, greatly increasing its efficiency.
If someone thinks it detonates on impact, I beg of you to read the wepaon description on the loadout screen
I'm sold! Anti-tank mines it is.
The only meaningful use I've found for this thing is to sit 300m away and bombard objectives, until you get lucky and hit one of the submunitions into a fabricator vent. If nothing else, it eventually clears up the enemies on the point just by sheer volume of fire, and when you're that far away the slow reload and annoying targeting isn't as problematic.
It can work for ambushing light patrols too of course, but I think it's way too slow and random at it. You just can't ever rely on it to kill everything, and it ends up taking more time than just shooting everyone.
The trick for throwing Seaf shells and explosive barrels is that picking them up sucks them towards your hands, but if you cancel the pickup in time it won't stop at your hands and will instead continue onward in the same direction with the same momentum.
So if the thing is slightly behind you it'll get a medium upwards and forwards momentum, if it's at the max distance behind you where you can still pick it up it'll get a very high forward momentum at a low angle. And if it's too far in front of you, you'll throw it behind you.
That works with explosive barrels as well. And they will reliably take you along. So if you do that technique with a far away barrel, you get your very own skateboard.
I wish you could manual trigger the air detonation, like destiny 2 breach load GL’s, hold shoot and release shoot when you want the submunitions to come out
fighting lion my beloved
@@KawaiiPotat0 precisely
It's tricky, but I imagine it's a matter of "firing slightly above the target, but not so high that it doesn't sense it", or something like that.
@@norrecvizharan1177 Right now the trigger is just stupid in the first place. That death at 7:00 shows how it activates with the slightest bit of foliage, which honestly it shouldn't. And the intro deaths show just how absurdely far the clusters can fly.
24:44 Worth noting, the Penta maps seem to have the automaton spawn bug very consistently - That's why the rounds are easier there.
That is to say - Bot patrols will walk to the center of the map and not despawn like they should, so eventually the enemy cap stays full and new patrols don't spawn anymore.
I almost wonder if it's intentional, since you could probably get some impressive streaks with the new launcher if you wait 20 minutes and then go to the center...
My last map seriously liked to disagree. Every second patrol had a homing hulk, not to mention the dropships, and the extraction point was a full blown base with a factory strider and gunships in range. But I also had a lake in the middle, so patrols simply couldn't go there to get stuck. So I am kinda thinking the devs tried to do some jank workaround for that bug, but when it doesn't happen at all it throws everything out of whack.
Im convinced this is a troll weapon. The developers want inept users to squad wipe
They're gonna get that in spades. And honestly, Im probably gonna kick whoever attempts to bring this into a match.
@@nephalos666 Kicking another player for their loadout is shameful.
@@nephalos666shame… you might as well go back to citizen life…
@@nephalos666 Sounds like Treason
@BenOfficial94 sounds like not my problem. Especially since so many others in this community do the Same. Damn. THING.
Lucky for me, I dont allow randos into matches. Only Steam/In-game friends can join me mid-mission.
Arrowhead: “were gonna make an airburst rocket launcher.”
*Airburst rocket launcher killing everything but enemies*
I changed my mind from fighting for airburst to liberating Menkent and then go on to Choohe(?) for the mines. Lost a completed Helldive mission with 80% of the Samples collected as a Helldiver fired it and it blew up in our faces. No enemy in sight.
My first game on Penta one of my teamates decided to try the Airburst. He immediately got me and himself killed.
Everyone in the game started shit talking the weapon and saying it's garbage... "Bro it can't even kill bots", "It can't even kill a hulk wth..." As if it's primary use wasn't against large groups and aerial enemies.... at a distance.
Imagine this rocket launcher on a pouncer planet, all the bugs and divers dead 😂
@@TheInfidel_SlavaUA It's definitly a dumb weapon but we are having a lot of fun with it with the boys
@@TheInfidel_SlavaUA womp womp
It triggers over any objects that are close to the rocket, it has an AOE on its own that makes it detonate.
Honestly, if there was a way to control when it detonates into cluster, this would be way better. Right now, I'm having difficulty figuring out if shooting it will hit my targets or just kill me.
People took the leaked videos of this rocket launcher as a basic that it one shots elites. Devs already knew about it and changed it. Basically it’s an eagle cluster bomb. Expect a lot of TKs at the bug front.
Launcher that kills you (and teammates) 50% of the time you shoot it, ✅.
Joel: Mission accomplished.
😅😂
The guy just don't get how it works
It's called "skill issue". Learn when and how to use it so that doesn't happen.
@@norrecvizharan1177 It's called my comment was meant as a joke. I watched the video and thought it was funny. I haven't even logged into the game yet today to even try the stratagem since I've been at work. Lol. 😂
@@IgorZhuravlev Looking at his deaths, this weapon just seems completely out of whack. For the three intro deaths: Why do the clusters fly so far backwards in the first place? And especially at 7:00, why does this little bit of foliage trigger it directly when shooting it?
@@Schilani Three intro deaths look clearly like trigger by the ground. So far backwards - because well - thats the area it covers. At 7th minute I bon't think it was triggered by foliage but yep this one was strange.
Most problems with this weapon are generated by combo: it is ready to trigger right in the barrel (without any ignition time) + it triggers not just on enemies but it seems like on any structure it can destroy (mines etc), teammates and also it has some radius that triggers it before impact if it is on collision course to anything (including ground) it can't pass through.
So there can be something to trigger it right next to you, under your feet or mb even behind (didn't try that) - and it will go, which is stupid ofc.
I mean yep, the weapon itself is problematic but the user here adds to it.
I might be wrong, but shouldn't the air burst rocket be fired above the enemies instead of at them? I mean the idea behind airburst weapons is to detonate in the air and rain death down on them for bigger area coverage.
Aim over the enemies and the blast will go downwards.
It doesn't - The submunitions spread out to all sides in a circle pattern, but they do not go straight up or down at all. If you manage to get it to detonate directly above a patrol, anything directly below will usually walk away unscathed.
@@BackwardsPancake Strange. I've had the complete opposite effect. Maybe the blast doesn't go all down but surely much more concentrated than if you just use it like a normal rocket launcher. Also pretty easy to get it to detonate over enemies (and friendlies). Seems to be completely proximity triggered..
But then again. Given all that doesn't work properly in this game I so no reason why this should.
I was expecting the explosions to pull you in like the eruptor
We've had it all run, the Eruptor shoots micro blackholes.
I love the eruptor but can't stand how it pushes you right into the swarm of bugs if you shoot one a little too close.
@@croom332 Yeah, I'm eager for them to fix it. Its gotten me killed a few times fighting automatons getting pushed into the arms of a berserker.
ITS A TRAP! SWITCH WHILE YOU CAN FOR THE ANTI TANK MINES.
Btw this weapon is bugged and cant shoot through shield generators. So youll just team wipe while shielded with this thing
It probably can shoot through shield generators, but if you tried to fire it from slightly behind the generator itself, that would trigger it lol
@@Adeon55 I shot in front of the generator, and it exploded inside with ever single mini shot also blowing up inside the generator.
So no stupid, go sit down and rethink why you should shut your mouth before making yourself look stupid.
@@Adeon55 no it cannot, I tested it multiple times. You will die if you shoot inside a shield no matter what.
Shits bugged
@@Lordoftherobe Well that's lame, but not too surprising. It seems like they didn't test it in group play at all lol
@@Adeon55 so I'm running tests on it now, it can one shot tanks. It does horrendous against hulks, haven't tried air ships yet but it doesn't do anything to drop ships but does wipe out the enemies before the drop down.
Thing is it's just bugged in the sense that the proximity is janky. But for the most part if you hit them dead on its never an issue. As for the shield I think it may have to do with group play as I tested it and it does shoot through it but the explosions OUTSIDE can still rag doll you to oblivion.
I'm wondering if enemies grenades or shots also cause the proximity to go off so I'll be testing that next
I believe this is more effective to use when initiating a fight at 30m above rather than midfight due to it’s proximity trigger which can detonate upon rushing melee enemies during a fight.
The airburst is so cool but it really needs a fix asap
Good thing the devs said it's the play testing version and not the final version
Well after all this is prototype technology since the people on the planets are under seige by the bots. Should we liberate them they can add in new failsafes and tweaks once they are safe and have our combat data for calibration
It's just like with the mechs: they were rushed prototypes that often blew themselves up, but shortly after the tech was secured, the newly produced models were tweaked and upgraded to fix that (aka the devs updated things so that it wouldn't happen, but I like explaining it away in a lore sense).
Good thing the patch is coming in a few days
Any turret or shield generator or hellpod will trigger the airburst btw.
Resupps, weapons backpacks, even the extract ship will proxy and the rocket will blow up point blank.
Explosive barrels trigger it as well, certain walls will too
backpacks do not set it off. I tested by dropping the airburst backpack and firing over it, and it flew past it and exploded downrange. Ammo boxes do set it off though
I was trying it solo on Penta on a chill lvl 4 mission. It's best use might be first striking bases, point of interests, patrols, etc, at a distance to clear out all the little guys that can call in drop ships. Whenever I try to first strike with an orbital or eagle it always seems like the dropship call goes through.
For whatever reason, my map had a massive group patrol and I killed 18 in one shot. That felt good
Looks fun but seems like a cluster bomb is just better in most scenarios. The cluster can be thrown safely from behind cover, doesn’t accidentally explode, doesn’t take a weapon slot, doesn’t take a pack slot, doesn’t require ammo, etc. The advantages of the rocket seem to only be that it shoots the air units and could be shot from further away than a cluster can be thrown.
Don't forget that it can also be used while inside the range of a strategem jammer, whereas a cluster bomb can't (you can also say the rocket is more "on demand" than the cluster as well, especially with complex strategem plotting active)
When the hand held munition is less effective than the vehicle launched munition: 🤯
@@NoNo-xh7ru True, but you gotta remember, once the trial period expires this thing will be competing for the same stratagem slots that could be used to pick anything else instead. So in that sense, it's a valid comparison.
@@CBeavr Yeah but when that hulk comes running your way while you're jammed, hope your team has a better heavy weapon or you'll have to deal with it using your primary.
@@KillFrenzy96 everyone brings along at least SOME anti tank support weapon nowadays, you can instead fill the role of clearing the small annoying chaff that usually calls in reinforcements before you even *see* them (potentially anyway, the airburst needs more testing to see how reliable it is and how to properly use it)
Always aim higher with the airburst, it's not just an rpg that goes point A to point B... it also has point C, D, E, F and G
The whole alphabet and you can shoot 😅
Looks incredibly fun from a gameplay aspect, definitely worth it. Love the great content, keep it up!
lol 😭 me a mine lover watching people slowly reconsider the air burst launcher 🤞🏿🤞🏿🤞🏿
Well, the planet will still be liberated first. So we will have to wait until we get the mines with another method.
...on lvl 9 difficulty i never see u get more than 2 dropships on a reinforcement call in....hardly any heavy devs tanks or hulks
Me and the boys learned this the hard way when I shot it at a rock on the far side of extract. Complete wipe.
Imagine the airburst with the jumpback
Call that the baby eagle build 😂
That might be the play with how this thing explodes your face if a leaf is nearby 🤣
Too bad you’d only have one shot
Make a team build out of it. One has the weapon and the jumppack, another has the ammo to team-reload.
Makes the spear more fun too :D
4:29 pre WHAT? 💀
lmaoooo
you heard the man
Im pretty sure the airburst detonates based on proximity instead of direct impact. I.E. you should be shooting above enemy clusters rather than directly at an enemy as it will detonate closer to you and kill you.
I could be wrong.
This rpg is amazing as long as you aim above the enemies it’s actually ridiculous the crowd clearing you can do it’ll definitely be one hell of a bug clearer
I found out that the proxy fuse is very sensitive. You have to aim above bots heads for it to have a higher success rate.
Worth noting, it is also sensitive to a bunch of weird things that it really shouldn't be - Such as your own equipment stratagems. If you try to shoot it past a supply drop or an objective (like the geological survey drill), it will trigger.
It will also trigger on a bunch of random enemy equipment, like certain walls, or mines, or the automatic cutter arms in some of the automaton outposts.
What is funny is that the rocket also works well as fireworks at the end of a mission.
7:33 asOhDdough said , Air Molecules
I didn't get why the missile seemed to randomly go off early until i saw the description after we fully unlocked it. It goes off when it's somewhat close to any enemy, but the game also considers buildings, mines etc. as enemies. So 1:55 the mine set it off immediatly, and at 7:00 it was the little soldier near you. You just have to be really aware of your surroundings when you use it but ultimately I think it's too unpredictable to be worth using atm. Hopefully they tweak it
Can we test out the mines before we finish liberating Penta?
Looking at the war map, Penta will be liberated before Menkent is done. But maybe the planet modifier for the Anti Tank Mines will stay for the time of the Major Order.
It is my "little 380mm Cluster Rocket" and it does make sense for a cluster+380mm barrage enjoyer like me
tbh, I imagined it to be like the orbital airburst, when it gets to a certain distance, it'll explode into a cone to wipe a wide area. This acts more like a cluster bomb.
We don't even get to try the mines...
If you shoot inbetween a hulks legs its usually a one shot and prevents any of the clusters from hitting you
Tossing the shells on the SEAF artillery kind of depends on where you're standing compared to the shell when picking it up before weapon swapping, as well as how late you swap.
Basically, the force that acts on the shell when you pick it up stays on it, as long as you swap weapons before your hands hold it to cancel that force. It's quite useful once you get used to it.
would much prefer the mines instead of the team killing machine :D
The mines also are a team killing machine with randoms
@@emojothejojo but easier to avoid, cause they dont just appear out of thin air
@@emojothejojo If they're AT mines they shouldn't trigger from teammates and small enemies
I might prefer the mines to this squad killing stratagem. At least with the mines I can avoid them, but I can’t avoid a random firing that thing next to me and wiping the whole squad. As it is now I don’t like this rocket launcher. There already are better stratagems to choose.
@@thegrunch6448that would be no fun
It seems to me that it needs to have different effects depending on how far away the rocket explodes from the user. As in if the rocket hits a target say within 50 meters it just explodes as an HE blast and the user is outside of the effective blast radius, but it won’t go through heavy armor like EAT 17. It’s intended to be an anti-air and crowd control weapon. This is going to be the Mortar Sentry on steroids with how many accidental deaths there are going to be.
God i wish we got the anti-tank mines. The community is just too full of sympathizers that hate effective gameplay lmao
I think the underlying issue it suffers is likely the same as is suffered by the spear and the arc thrower. All three of them have trouble that comes down to misidentifying inanimate objects as a thing to trigger the airburst/arc to/conflict the locking process. I'd spitball that a fix is likely to come to all three at once when/if they refine a way to make the weapons with that common thread of a target identification mechanic more selective about picking up only on "mobs".
As fun as it was to use this today it goes into my “waste of a stratagem slot” tier of stratagem
I'm gonna be honest, I don't think they playtested this. The proximity fuse is abysmal. Every single speck of dust in the air will make it explode 2m in front of you
Do they ever play test anything
@@daddygravely4673 Probably not. I wish they would
Confident with it now. Pretty sure it detonates when detecting a specific distance from ground or Rocky outcrop terrain. Also having pretty drastic bullet drop for a rocket.
Once you learn to aim it, it becomes truly deadly. A horde chasing you on your tail? Aim right above heads should explode just far enough back to clear most and their back up. Sometimes will lightly clip you but the ragdolling shoves ya further to safety
I really wanted anti-heavy mines to deal with tanks, hulks, chargers, etc. Instead everyone rushed to get us this suicide stick.
I hope it's effective against gunships at least.
It's not atm, you can shoot down like 3-4 gunships with an autocannon in the time it takes you to miss and reload with the rl.
for some detector tower layouts (like the one in this video), you can walk up to the outside perimeter closest to the detector tower and call the hellbomb there, the detonation will still take the tower out
also for tossing the SEAF artillery shells, it helps to be walking slightly ahead of where you want to throw it before picking it up and swapping back to your weapon
Did you upload a video against bugs aswell?
If so i like to see it!
This thing with an assisted reload is actually insane. How quick you can shoot and clear weaker enemies is a blast!
You need a support weapon to clear the little guys?
I think the airburst would be a lot better if it gave us manual control of the fuse. Something like you holding down the trigger and releasing it when you want to to go off. The way it is I only see it being useful from a high vantage point where you can shoot into the center of a group, but needing a backpack means you can't take something like the jump pack to help with that.
the airburst rocket is cool and all but now that i got killed so many time by it, the anti tank mine doesn't sound that bad
The anti-tank mines don't do much to bile titans, apparently because they are too tall
@@emojothejojo Eh, they would at least be useful for bots, especially on defence missions.
@@skrybosaw4448seems right
Pro tip, run any armor with 50% reduction to explosives
I don't care if it's not the best. Cluster bomb rpg is cool looking and makes my neurons go crazy
SO THATS WHAT HAPPENED!!!
I was so confused on how my teammates killed 2 of us not using a strategem, guard dog, or even basic fire.
Tonight I picked my first one up, fired it at a pack of enemies about 50-60 yards away, and it instantly blew up in my face. I decided after that to put all my efforts into liberating the anti-tank mines. Although maybe a more open map without trees everywhere would make this thing look a bit more favorable. Can't wait to see it against bug breaches, since it looks really unlikely that the community will change their minds and go for the AT mines
So what i am seeing, we should push for the anti tank mines. This launcher does what several stratagems already do. The mines at least will kill armored targets and create area denial or at least a delay of enemy advancement.
yeah I'd much rather have the mines to take care of factory strider, airbrurst is cool and all but it just seems kinda gimmickie.
The anti tank mines were the superior choice :( I sunk hours in with both and the utility on the mines are amazing 😊
The anti tank mines were the obviously right choice from the start. Airburst Rocket Launcher just sounded way more fun. And it still seems more fun, they just have to make the proximity detonation not consider every little bit of foliage.
Also I want the anti tank mines to be actual anti tank mines. If a scavi can trigger some anti tank mine, that's just a random mine with a bigger boom.
Actually this thing can kill hulks and annihilator tanks. For hopes you either aim at their backside directly or you shoot below their feet and then the explosions circle around it and blow up their backside. With annihilator tanks you would add bare minimum shoot it from the side so that the explosions can circle around and blow the back or the back side, shooting it directly from the front isn't going to allow the explosions to circle around enough to blow it up.
I've stated "WE GONNA TEAMKILL WITH THIS ONE 🗣🗣🗣🔥🔥🔥" on one of the preview videos
I WAS FUCKING SPOT ON
What he's trying to say is, it will proxy fuse if it comes near anything, including your cover.
Hopefully this gets people to want to test the anti tank mines. I really hope we get both
I'm just stoked we have a rocket launcher that's literally an RPG-7, the devs just have to add a safety fuse/arming distance and tweak the proximity fuse sensitivity
you can one shot hulks and tank , aim above the belt slightly behind for the hulk (ideally an ennemy right behind him) , for tank if you aim slightly above the tail it should one shot the heatsink but it's a bit inconsistent. But for the hulk i could reproduce it everytime
After using it a for a few missions, I would say the Airburst support weapon definitely needs some changes, but with the right changes it could be a fun weapon. As of right now though it will take more team lives than it saves
I like the ABRL. I accept that it is not going to upset the solo dive meta, but its fine. I've been taking it with scorcher, orbital rail, and rocket pods and I've been able to deal with most threats (solo 7 for context).
Hope they'll add a minimum detonation distance or manual detonation.
It seems like it suffers from the same bug as other weapons that can't shoot through foliage
I just played a game where someone was using it. We were waiting for extraction and we were past the mission time, so no reinforcement. Dude tried to shoot his weapon at the enemy instead it exploded a second after he shot it and it killed all of us. What a silly goose
I think if they made it not trigger on trees and leaves, but still trigger near rocks and the ground, it would be perfect. Some maps have so many plants it would be impossible to use this on them
7:00 Rocket "connects" with the fern to the left even though there appears to be plenty of clearance.
Hey takibo, have you done a laser only build? Not sure how much of a "challenge" run it would be, but it might be fun to run against Automatons.
The devs did say this is not the final version of the weapon and it will be changed in the next patch.
Why they would release a broken weapon I’m not sure.
To toss the shell, make sure its behind you. Youll notice when you pick it up it kinda jumps into your hands. When you switch weapons you "drop" the shell but it keeps its momentum.
Hopefully the air burst will be good at preventing enemy calls for reinforcements at objectives
I won’t lie, I do love the solo helldive runs. However I would still like to see the occasional full stack fun runs.
It seems similar to the spear in that you need to understand how it works and be willing to adjust how you play to use it effectively. I killed myself a lot the first time I used it but realizing it seemed proximity based fixed that problem, mostly lol. Like the spear this is not a peeking weapon. With some experience it looks like it will be fun
Aim _above_ the enemy. The idea is to set off the proximity charge directly above the enemy to maximize cluster damage.
If this thing was going to end us as often as the mines, we should have just gone for the mines.
If the mines would be done right, they would be true anti tank mines. But instead they just are normal mines with a bigger boom.
If a scavi can trigger an anti tank mine, that mine isn't anti tank.
Modern air-burst munitions have target detection (e.g. detecting car-sized metal) and/or a time fuse (activate after some ms exiting the barrel). I cannot believe superearth technology is so backward.
When you start using this weapon all the invisible walls around objects become real problem.
This weapons is bugged, I’ve tried to stand 40m away but it’s exploding too soon. And It’s killing is inconsistent, one moment it kills 12 enemies (including one shoting a hulk) and the next it kills one enemy in the burst on a patrol. It needs a patch, for the explosion proximity timing or let us manually detonate the rocket.
So far I’ve found this weapon is best paired with sentries like autocannon, rocket sentry, gattling sentry, etc. and bring an orbital to deal with heavies. Idk if this weapon is recommendable right now.
The Devastator armor is essential when using this launcher 😂
That rocket should really have a minimum arming distance. Also, the little cluster bombs should blow up immediately after spreading out rather than dropping a bit.
Named Airbust rocket: proceeds to shoot it at the ground
as crazy as this sounds I wonder if it has any use in stealth play, being able to take out poi's from a distance with no aggro. classic aggressive stealth
When I logged off last night, we hadn't even liberated the precursor planets to Choohe and Penta, and now we already have the new weapons. This game has an incredible community.
Neither Choohe nor Penta have been liberated yet. You just get temporary access to the launcher when playing missions on Penta (doesn't seem like Choohe is available at the moment)
@@DuyLeNguyen Oh that makes sense. I love when arrowhead does the "weapons experimentation" thing.
pretty late, but for the SEAF artillery speed up strat you need to switch *before* the shelll reaches your hands. think of it as like the shell bouncing off your weapon as scuffed as it sounds
Also DO NOT fire this thing when behind teammates because it WILL trigger on them and possibly wipe out your entire squad!