You might have been wondering why this wasn’t out yesterday, well it took me 14 more hours of filming and editing than expected haha. Also this video has a small easter egg absolutely not worth your time to hunt for, and it plays far to quickly to see normally. Gonna get some sleep but i'll be back to work on the other videos on Monday :)
This shotty and the game in general needs to have a hud display somewhere which Programmable Ammo type you are using as I always tend to get mixed up while using this thing.
You can bind an ADDITIONAL separate key for ammo swap. Posted the guide on r/Helldivers, called "ADD a separate key to switch Halt's ammunition, but keep your original bindings".
please do a Loyalist breakdown. also if you haven’t already try using the Halt and Flamethrower together on bugs, the stun rounds trivializes bad matchups like Bile Spewers and Stalkers
A tip on console is to change the swap weapon function right to X and press. Leave the weapon function wheel to square and hold and tap x to swap ammo types. This doesn’t break any interaction or constantly pop up menus like i’ve seen on other recommendations.
wish they standardized ammo types to all be the left function on the weapon wheel, that way the quick switch would work for both AC/RR and the Halt at the same time
@@pitbullsensei179 i run jump pack 95% of the time, as long as you do a quick tap on X to change the ammo type on the Halt, it will not interfere with your jump pack at all as it requires a long press to activate. Though if you do long press X while swapping ammo types your jump pack will activate and your ammo type will switch at the same time which can come in handy depending on the situation.
Fleet Admiral Fez aka "Free of Thought" Moose Agrees, this man and his tips have helped me help lower level divers (my favorite way to despense democracy, helping those lower level then me.) Levels up slow, but I feel like SGT Zim from Starship Troopers "I Demoted myself so I can get more action."
@mansgotplans because in the first game it was a primary? Lore accurate...buff divers 2.0 if you will, there will be more difficulties bringing him more heavily armored enemy's so the stalwart was a primary won't be bad considering the senator kills hulks with relative ease now. The regular machine gun and heavy out preform the stalwart in a aspect of killing more valued enemy's
@@Yogowafel I am I’m pc and cannot find neither the weapon function keybind, the weapon function right, and I don’t even see a reload keybind. I only have movement, hud, and stratagem categories and they are not in any of them. Where do you find the bindings?
@@syrozzz but unless im wrong, doesnt this mess with any other weapons where you could need to swap any settings (scope, firerate, light, different ammo type) Which means it's somethign I wouldnt need to swap back to the normal settings if I want to use another weapon... Granted, most of the time the only one I changed is the firerate on the lmgs but still. It's a temporary solution which I hope they do adjust.
The rebinding tip is so fucking amazing. It turned already a new fav shotgun into an absolute killing machine. Stunning chargers mid charge is so clutch. TY man.
@@Jim26D A quick video tutorial and showing the difference it makes would have been nice. I don’t have the Warbond yet, but I will keep it in mind when I have enough Super Credits.
I always love putting your videos on through my headphones while im at work, beautifully clear and mannered voice for taking in all the information every helldiver needs for optimal mission success
Petition to double (or triple, even) the Pummeler's stun power per bullet so it can once again see use- Also it having high spread explains SO much. No wonder I wasn't enjoying it against bots very much lmao
Pummeler's stun power is fine tbh, it's an SMG PRIMARY that being able to stun Spewers and Alpha COmmanders in 3-4 shots is downright great enough. Halt's stun power is borderline unreasonable for a PRIMARY lmao, I'd get it if you can stun a Charger shooting at the butt, but ANYWHERE in just 2-3 shots is just...makes you think.
@@sivel7493 bro the stun rounds on it deal no damage, it takes two shots to kill a wilbur, the halt is fine, The pummler, a smg primary that can stun alpha commanders in 3-4 shots, there are guns that can kill in that amount so what would you rather have?? A halt that actually stuns properly, or a pummler hat doesn't stun properly or do damage
@@Flameshot_ngl, alpha commanders are the issues here. These punks have so much effective health its unreal. Not to mention the bullshit death charge.
Ecclesiastes 4:12: "Though one may be overpowered, two can defend themselves. A cord of three strands is not quickly broken." This verse speaks to the power of unity and teamwork, essential qualities in a game where survival depends on working together.
The problem with the concussive is its inability to kill stuff. I admittedly haven't used it since the recent changes to all the weapons so idk if it's much better at it now but it just kinda feels bad to not have any offensive capability with a primary. I feel like if we had gotten a sidearm that was identical in terms of DPS it'd have been much more interesting.
@@zaferophyoure not missing out hombre. The 60 round mag doesnt make up for its laughable fire rate, penetration and limited optic. It ironically works better for bots because bots dont fly around everywhere when theyre staggered backward.
A really fun combo is running the halt on stun with an autocannon. Just create a wall of stunned enemies with two or three shots of the halt and switch to the autocannon to kill them all with a couple more shots. I've been using the dagger to kill scavengers and running 2 anti tank strats.
I recommend taking a rover whenever you bring a halt, the guard dog that uses ap3 is actually really solid for both bugs and bots. The increased mag capacity from buffs allows it to stay in the fight for much longer, and takes away from draining your primarys ammo due to the precise shots. It also has a good overwatch for your team, because I find compared to the laser variant you friendly fire a lot less often. Then you can take something like a railgun or a las cannon in your support slot. I usually top this off with a stim pistol, and a grenade of your choice.
Ive been loving this as a primary for a gas build, good damage in the close quarters you typically fight in with gas as well as being able to stun whole groups in the clouds to keep everything nice and controlled for your team.
Best set up for controller: Use the same button you use for reloading but bind it to open weapon wheel long press, then bind the same button to weapon wheel right long press. This allows you to use only one button for reloading when you tap and swapping fire mode when holding and it just cycles through every time you do a long press. This works also for changing fire rates on different guns like the HMG or other ARs, the only caveat is that you have to cycle through each setting, i.e. the HMG. I have to long press for each rpm and just cycle through them. But for the HALT this is the best setting I’ve tried.
1:12 I was experimenting with key bind and macro without succes, thx for the trick you're the best! A dedicated key bind to swap ammo is gamechanging for this weapon.
Your videos are the best. You're the clearest and most informative. Thank you for all the hard work you put into these videos. They are such high quality. Your videos have helped me get so much better and more comfortable at the higher difficulties. And yes please make a video on the Loyalist!
The halt makes a huge difference if you have 1 person on your squad assisting with it and a supply pack, I like to run it with grenade pistol and gas grenades for bugs. Having 4 gas grenades on bug breaches only requiring picking up 1 supply is op especially when you can stun them to stay in the gas. The gamemodes with raise the flag, geological survey, and nuke nursery and their multiple bug breaches is almost a must with this setup.
Man the halt is a ton of fun once you get used to it. I dont feel as confident as i would with cookout or incen breaker on bugs, but its still great and a nice change of pace. Pocket purifier is imo the GOAT. So good.
Hell yeah, thanks for the keybind tip. I checked binds the first day this released and couldn't figure out how to do it, so I gave up on the Halt. Definitely going to give this another shot. I'm loving the Reprimand though, so it's gonna take a lot to replace it.
Oh boy I’m early! The halt is super strange. I’ve tried it once on Gacrux and it has WAY more spread than I figured. I had a hard time hitting those shriekers with flechertes. Edit: maybe they were just outside effective range
That's weird, I actually found I was able to hit shriekers, even if far away, pretty consistently (due to the spread I think). Far away it takes two shots per shrieker but that's still managable.
been building my build since i started playing and this shotgun REALLY helps my playstyle, im running heavy medic with supply backpack, smoke/impact grenades depending on the enemy type, commando/grenade launcher also depending on the enemy type and LAS-7 dagger (which im planning to remove for stim pistol), i also always run experimental/vitality. being able to stun big monsters for my teammates to gun down using their dps machines is insanely good for a support build like myself.
I love this as a medic weapon. You can watch over your team with the stun shells and stunning your team makes for an easy stim pistol target. Since you're already burning through ammo, a supply pack is a good excuse for more grenades and stims too.
1:17 Thank you! I've changed it to my side mouse button for split second changes. It compleatly changed the feel of the weapon althought i wish AH will add separate button mapping for amunition swap.
Maybe I'm crazy but I feel like this video ended with "Great for bugs, good enough for bots" so if you like it or think it's cool you can and should use it
5:05 It's much easier to rip apart a squad of Devastators with heavy machine gun fire when they're stunned and motionless 7:18 It's much easier to roast a line of bugs when they're stunned and motionless 9:05 It's much easier to rip apart a Hulk with heavy machine gun fire when it's stunned and motionless
@EravinVT Shameless self-promotion aside, I love the HALT, even if all I ever do is zap the enemy so my teammates can destroy them. That's *my* solution to the ammo economy.
The hot swap mod is such a game changer. Ive been swapping to the senator in cqc because the wheel swap sucks. Hopefully it doesnt mess with other weapon wheel changes we need. Great video as always.
I don't really ever see a reason to use either over the grenade pistol tbh No, not really. Tho it is true that 9 out of 10 times I'll probably use the grenade pistol as my sidearm.
@@EravinVTHey boss. Could you gently encourage our forces to take Martale? It's the one planet in that sector we don't have, and once we X that planet off the list, the automaton map gets smaller.
I do like the concept of a support oriented weapon, but what kills it for me is that the two types of ammunition require separate reloads, it feels awful having to keep basically two weapons fed all the time, but just one ammo pool. It is specially uncomfortable because of it reloading a single bullet at a time.
I agree it’s way too much work to switch ammo in the middle of a firefight. An alternate fire button would be appreciated. I usually forget I even have flak rounds on the autocannon most of the time.
Wasn’t the Concussive Liberator supposed to be a crowd stunning support weapon? Granted, I haven’t used it since the buffs since I tend to wander on my own.
@@alexanderrobins7497 it was supposed to be but it's too weak to fill the role properly as it doesn't let you feel like you'll kill anything and the stun is both not very long and also limited in its aoe.
I started using this weapon against illuminate while experimenting with my loadouts and had a lot of fun with it, picking off overseers with the stun rounds and letting my team deal with the squid horde makes for some real smooth missions. Havent tried it against the harvesters yet, but i dont doubt it'll help massively
1:37 : incredible tip for all weapons with programmable ammo overall. People underestimate rebinding keybinds. I'm always surprised to see people playing on computer and still using wasd for stratagems after hundreds of hours.
This makes it even stranger that we haven't seen a back pedal on the pummler nerf yet, lol. But yeah this weapon is super cool, and opens up allot of lower tier support weapons to use (looking at you mg-43). Hell, i could even see no support weapons at all, as the stun shell plus a senator triple tap will put hulks down fast. Overall this playstyle would be ammo hungry, so you may consider a supply pack, but on the other hand it could also open up 4 slots for heavy ordanance while providing you a decent amount of self defense. Something like strafe run, air strike, perc strike, and maybe either airbursts/ gatling barrage.
@EravinVT hey, thanks for the reply! While i got your attention, I think you should consider doing a dive into using the jetpack with heavy armor. Ive been having allot of success with that set up, using fortified commando, but i still get funny looks from people who don't seem to see the synergy of being mobile AND durable. Allot of people use the jetpack with medium or light armor, and i think its almost a mistake because your already fast! Just a video suggestion, no pressure, but id like to see what you think because ive been using jet pack, fortified commando, and a laser/ quasar cannon against diff 10 bots as a sort of lone wolf, using bits of stealth tech like smokes between my fights to make sure im never really overwhelmed. Cheers!
Also, this Gun seems like it'd pair specifically with the longer ranged Support Weapons on bots. An AMR will cover a vast majority of the weaknesses, with a Strafing Run to blow up Fabs. From there any backpack will be a huge boon, Jump Packs for aggressive and mobile play to rushdown Hulk Backs, Shields for Defense, or Support Packs for vomiting bullets and empowering your team. Man Helldivers has never been better.
@EravinVT no, you tell me how to create such a button, and it requires a double press unless I misunderstood. What meant to say was that I wish there was a dedicated single button keybind to "change ammo type" now that they decided to make this mechanic more common
That’s a good workaround! Though an option for a dedicated button would still be nice, as with this we lose the ability to change the other options in the weapon wheel and can’t change the ammo type on the RR and AC anymore as they are in a different position of the wheel, right?
This shotgun has entirely replaced my Shotgun / close range loadouts. It also has sated my stun grenade addiction and now I actually can try to run Thermites of Incendiary nades. Learning the swap gameplay loop was just fun. It’s not just spam spam spam until dead. It also helps with my laziness to aim properly since I can just vaguely aim and stun them.
It is incredibly fun running a stun shotgun with laser cannon against bots. It is particularly good when you have dedicated anti tank players and somebody who's on light bot duty with a cookout. We were able to slow down every engagement and it felt very surgical. I thoroughly enjoy the utility over raw DPS.
The Halt's immediately found itself as my favorite Terminid primary. I loved the time I had with the Punisher and the Slugger in the past, but this is just way better than both of them in practically every scenario, and it would largely remain so even if it didn't have the stun.
This new Warbond seems like an excellent return to solid weapons like the earlier Warbonds. I'm pretty happy with how its turning out! Might grind to get it over time.
For controller players might be doable to ask Arrowhead to be able to map the ammo switching to two buttons pressed at the same time, like circle and X.
The only problem with changing the keybinds so that reload and weapon wheel are separate keys is that for whatever reason you can't spin the senator unless they're bound to the same key
I like using the stun shells full time while paired with guard dog and machine gun secondaries, as well as close quarters stratagems like the strafe run and orbital gatling.
My GOD the new armor in the Urban legend warbond makes this slap even harder. faster reload, more ammo. PERFECT comes in heavy and light flavor with no reduction to the bonus!
i was thinking "man the autocannon would that much better if it wasnt for the clunky ammo ui you should be able to change the keybind" ty for enlightening me
I think its good to have a bit of loadout variety in HD2, since the Reprimand and Halt now add a healthy addition of better CQB options against the bots
As a Bot player I really enjoy the Halt, but up until hearing about the keybind ammo-swap trick I've just been playing with it as if it was a half-magazine Punisher. Going to have to try it out, stun rounds and all!
1:38 I was using it with old school ammo swap, and still, I could tell : this is simply the most powerful weapon in the game, period, stratagems and support weapons included !
14:50 Worth noting, at least in the case of this footage, the effectiveness is probably severely compromised by the planet you're on. The jungle planets' tree branches have extremely messed up hitboxes that will eat up your bullets even when they look like they should be way too thin to do so. I've found that the Halt does fine against shriekers when the shots actually connect. (This actually might be part of a more general issue with foliage that seems to have appeared a few patches ago, where even small shrubbery will completely block bullets that should cut through it or destroy it.)
Once again Arrowhead make something new, that does not work effectively because of their game design. Truly a "mil-sim moment" if I've ever seen one. And even despite non-functional ammo swap, this shotgun is probably my new default weapon
@EravinVT my piont is that due to inconsistant ammo-swap placement on the wheel makes it inviable if used with something like an autocannon, where the same hotkey swaps firing mode instead of ammo Its not about being able to quick swap ammo, its about being able to do it across everything
I highly recommend running the gundog with the Halt on bugs, mostly using stun rounds to let your gundog mow them down. on bots, the gundog is still useful but you are better off going with a supply pack. I have had multiple games where I hand nearly 1k kills and it gives my teammates more breathing room to deal with elites.
Using this in conjunction with the guard dog penetrator lets you go all out stuns Drone will aim for their heads 90% of the time even big packs of devastators.
In my experience the halt's flechette has been pretty reliable at killing shriekers. Admittedly I do wait until they're within 20m of me and I can pretty reliably kill them in 1 or 2 shots. It's my go-to fly swatter.
Halt is one of the best guns we’ve had in a bond. One of the best unkillable bug builds I use is using Halt on stun permanently (trust me) + Dog (liberator recommend) + Heavy Armor w/ explosive resistance and accuracy passive + Thermite. Nothing can take you and I’ve gone 500+ kill 0 death games.
yup. I actually have been running it with incendiary grenades + extra grenades armor. gas and/or eagle napalm as well and you can clear infinite amounts of chaff and medium bugs. OPS or railcannon if you don’t have a lot of dedicated AT on your team. OPS is pretty nice since you can easily stun a charger long enough to land it consistently. if i’m not running jump pack then usually EATs
Halt goes HARD with a sentry turret. Throw it down and start stunning EVERYTHING and the sentry will do the killing while you slow down the horde long enough for the turret to fire all its ammo without getting eaten
Personally i find running the halt as primarily a medium pen pump action that just so happens to be able to stun things if you really need it. Usually its a total waste of shells to be stunning and then killing enemies, rather than just killing them the first time. Its dmg output is decent enough to do so.
You might have been wondering why this wasn’t out yesterday, well it took me 14 more hours of filming and editing than expected haha. Also this video has a small easter egg absolutely not worth your time to hunt for, and it plays far to quickly to see normally. Gonna get some sleep but i'll be back to work on the other videos on Monday :)
This shotty and the game in general needs to have a hud display somewhere which Programmable Ammo type you are using as I always tend to get mixed up while using this thing.
Thank you for what you do, director general. We stand at the ready when you are. 🔥 Rest up. Outstanding. 😎
You can bind an ADDITIONAL separate key for ammo swap. Posted the guide on r/Helldivers, called "ADD a separate key to switch Halt's ammunition, but keep your original bindings".
@@krevetka9744don’t have reddit. How do I do it?
please do a Loyalist breakdown. also if you haven’t already try using the Halt and Flamethrower together on bugs, the stun rounds trivializes bad matchups like Bile Spewers and Stalkers
God, the sheer drip in this warbond is enough to buy it even without any weapons
I need more scout armor. WHY ISN'T THERE BLACK SCOUT ARMOR
@@mattmelton7389there kind of is with the infiltrator
bad weapons / bad armor passives im runnin out of copium here
Nope, and i didnt. Another lack luster bond
What is drip?
A tip on console is to change the swap weapon function right to X and press. Leave the weapon function wheel to square and hold and tap x to swap ammo types. This doesn’t break any interaction or constantly pop up menus like i’ve seen on other recommendations.
good advice for console users, upvote this if it helps you
Just tried this out on console, game changer for me! Thanks man, this made swapping between the two ammo types mid combat smooth as hell.
wish they standardized ammo types to all be the left function on the weapon wheel, that way the quick switch would work for both AC/RR and the Halt at the same time
But what about jetpack?u have to press long or u get hurt at Landing
@@pitbullsensei179 i run jump pack 95% of the time, as long as you do a quick tap on X to change the ammo type on the Halt, it will not interfere with your jump pack at all as it requires a long press to activate. Though if you do long press X while swapping ammo types your jump pack will activate and your ammo type will switch at the same time which can come in handy depending on the situation.
Best HD2 youtuber
Doin my best, thanks for watchin
Fleet Admiral Fez aka "Free of Thought" Moose
Agrees, this man and his tips have helped me help lower level divers (my favorite way to despense democracy, helping those lower level then me.)
Levels up slow, but I feel like SGT Zim from Starship Troopers
"I Demoted myself so I can get more action."
@@awgezu7387 Not only, but also the best HD2 Vtuber!
Aside from some takes like “make stalwart a primary” among other things yeah
@mansgotplans because in the first game it was a primary?
Lore accurate...buff divers 2.0 if you will, there will be more difficulties bringing him more heavily armored enemy's so the stalwart was a primary won't be bad considering the senator kills hulks with relative ease now.
The regular machine gun and heavy out preform the stalwart in a aspect of killing more valued enemy's
12:16 Flamethrower Jetpack Troops are just awesome
Agreed
@@mattiasxxxx7096 holy shit that looks awesome
Rebinding those keys is honestly game changer and I've already enjoyed Halt before knowing about that
Only problem is if you use Recoiless or Autocanyon you can't switch your programmable ammo. :(
@@kordova2182 You'll have to rebind them, yeah.
@@laeviga-sunstrider but how do you get the wheel to come up? You can only rebind the wheel for one key.
@@kordova2182 To be honest with you, I haven't actually tested this out myself yet. I'll have to get back to you to see if it's even possible.
@@Yogowafel I am I’m pc and cannot find neither the weapon function keybind, the weapon function right, and I don’t even see a reload keybind. I only have movement, hud, and stratagem categories and they are not in any of them. Where do you find the bindings?
it does annoy me that there isn't a dedicated ammo switch key available. it would make this and stuff like the HE rockets so much more usable
1:12 There is with very simple key bind. A dedicated one would be better I agree, but for now it does the job very well.
I made it bound to my second extra mouse button. Makes every weapon much easier to change now, not just the Halt.
@@syrozzz but unless im wrong, doesnt this mess with any other weapons where you could need to swap any settings (scope, firerate, light, different ammo type)
Which means it's somethign I wouldnt need to swap back to the normal settings if I want to use another weapon...
Granted, most of the time the only one I changed is the firerate on the lmgs but still.
It's a temporary solution which I hope they do adjust.
@@syrozzz Its not simple though, it breaks all weapon wheel usage (besides Halt ammo switching)
@@syrozzzunless you bring a support weapon with programmable ammo. Since those use weapon wheel left, everything broke when I tried it.
The rebinding tip is so fucking amazing. It turned already a new fav shotgun into an absolute killing machine. Stunning chargers mid charge is so clutch. TY man.
Glad I could help!
I'm trying to figure out how to do that, even though it was briefly mentioned in the video
@@Jim26D
A quick video tutorial and showing the difference it makes would have been nice. I don’t have the Warbond yet, but I will keep it in mind when I have enough Super Credits.
any tips on how to do it on the controller?
@@Jim26DWallbouncing has a short dedicated to it
Had a good laugh at 7:44 referring to the bug as Pre-E710.
Thanks! For all of the helpful info this year you’ve helped me become a better Helldiver
Thanks for the generosity and glad I could help!
I always love putting your videos on through my headphones while im at work, beautifully clear and mannered voice for taking in all the information every helldiver needs for optimal mission success
I had no idea you could change the keybind for the weapon wheel omg, that's gonna make my life 10x easier lol
It’s vitally important yeah
quality advice!
Petition to double (or triple, even) the Pummeler's stun power per bullet so it can once again see use-
Also it having high spread explains SO much. No wonder I wasn't enjoying it against bots very much lmao
Rip pummeler
Pummeler's stun power is fine tbh, it's an SMG PRIMARY that being able to stun Spewers and Alpha COmmanders in 3-4 shots is downright great enough. Halt's stun power is borderline unreasonable for a PRIMARY lmao, I'd get it if you can stun a Charger shooting at the butt, but ANYWHERE in just 2-3 shots is just...makes you think.
@@sivel7493 pummeler be taking up to 8 shots on alpha commanders and spewers bruh
@@sivel7493 bro the stun rounds on it deal no damage, it takes two shots to kill a wilbur, the halt is fine, The pummler, a smg primary that can stun alpha commanders in 3-4 shots, there are guns that can kill in that amount so what would you rather have?? A halt that actually stuns properly, or a pummler hat doesn't stun properly or do damage
@@Flameshot_ngl, alpha commanders are the issues here. These punks have so much effective health its unreal. Not to mention the bullshit death charge.
Ecclesiastes 4:12: "Though one may be overpowered, two can defend themselves. A cord of three strands is not quickly broken."
This verse speaks to the power of unity and teamwork, essential qualities in a game where survival depends on working together.
I enjoy your thorough explanation of the weapons/stratagems etc. you showcase on here, keep it up love to see it!
7:18 Commissar Kai jumpscare
Teamplay
You're telling me I can bring a stun grenade as a primary!? Time for an engineer build!
7:25 I’d argue that the Halt isn’t actually the first support oriented primary weapon, that would probably go to the Liberator Concussive.
That’s true, forgot about it cause light pen is ick for bots
The problem with the concussive is its inability to kill stuff. I admittedly haven't used it since the recent changes to all the weapons so idk if it's much better at it now but it just kinda feels bad to not have any offensive capability with a primary. I feel like if we had gotten a sidearm that was identical in terms of DPS it'd have been much more interesting.
@@zaferophyoure not missing out hombre. The 60 round mag doesnt make up for its laughable fire rate, penetration and limited optic. It ironically works better for bots because bots dont fly around everywhere when theyre staggered backward.
12:15 dude came in like an absolute hero holy moly
The GOAT does it again. Great info, looking forward to truly mastering this weapon in a coordinated setting.
Awesome video! You are the best source for Helldiver 2 info, thank you so much! And a video about the new plasma pistol would be awesome! ❤
that hotkey tip at the start is some incredible info, you saved this gun for me thank you
“And, I like being thorough about things.”
This is why we come back
:)
A really fun combo is running the halt on stun with an autocannon. Just create a wall of stunned enemies with two or three shots of the halt and switch to the autocannon to kill them all with a couple more shots. I've been using the dagger to kill scavengers and running 2 anti tank strats.
Yeah any kind of combo setup does super well
It’s been a while since I’ve said “Super Earth thanks you for your service” but I promise I’ve been watching your vids. Top 10 UA-cam in my opinion.
Great video. Appreciate your content as always, Eravin. ♥️
doin my best, thanks for watchin!
I recommend taking a rover whenever you bring a halt, the guard dog that uses ap3 is actually really solid for both bugs and bots.
The increased mag capacity from buffs allows it to stay in the fight for much longer, and takes away from draining your primarys ammo due to the precise shots.
It also has a good overwatch for your team, because I find compared to the laser variant you friendly fire a lot less often.
Then you can take something like a railgun or a las cannon in your support slot.
I usually top this off with a stim pistol, and a grenade of your choice.
every backpack does really well with halt depending on preferences
Ive been loving this as a primary for a gas build, good damage in the close quarters you typically fight in with gas as well as being able to stun whole groups in the clouds to keep everything nice and controlled for your team.
Best set up for controller:
Use the same button you use for reloading but bind it to open weapon wheel long press, then bind the same button to weapon wheel right long press. This allows you to use only one button for reloading when you tap and swapping fire mode when holding and it just cycles through every time you do a long press. This works also for changing fire rates on different guns like the HMG or other ARs, the only caveat is that you have to cycle through each setting, i.e. the HMG. I have to long press for each rpm and just cycle through them. But for the HALT this is the best setting I’ve tried.
1:12 I was experimenting with key bind and macro without succes, thx for the trick you're the best!
A dedicated key bind to swap ammo is gamechanging for this weapon.
100%
I suppose my only gripe is i'd have to change the keybind for swapping ammo type every time i pick another gun
Your videos are the best. You're the clearest and most informative. Thank you for all the hard work you put into these videos. They are such high quality. Your videos have helped me get so much better and more comfortable at the higher difficulties. And yes please make a video on the Loyalist!
Waiting for that Loyalist video
The key rebind tip also benefits the MG support weapons, as it makes it so that you can swap RPM with a single button press. Actually really nice
The halt makes a huge difference if you have 1 person on your squad assisting with it and a supply pack, I like to run it with grenade pistol and gas grenades for bugs. Having 4 gas grenades on bug breaches only requiring picking up 1 supply is op especially when you can stun them to stay in the gas. The gamemodes with raise the flag, geological survey, and nuke nursery and their multiple bug breaches is almost a must with this setup.
Man the halt is a ton of fun once you get used to it. I dont feel as confident as i would with cookout or incen breaker on bugs, but its still great and a nice change of pace.
Pocket purifier is imo the GOAT. So good.
Halt is my new go to on bugs, stun Stalkers and use whatever you like to finish them off.
It’s very good
Good evening also, we lost the major order. The democracy officer has been sent to everybody’s houses. Everybody is going against the wall.
Yeah we were sooooo close!
super europe failed us 😢
Sorry guys but the game is crashing hard on this planet for me.
@@jackarack5528 too goddamn bad boy plug your computer or Console into the super Internet Super earth will give you coverage We need all hands on deck
@@jackarack5528 we need soldiers if you cannot fight on the planet, get all of your friends to it doesn’t matter
Hell yeah, thanks for the keybind tip. I checked binds the first day this released and couldn't figure out how to do it, so I gave up on the Halt. Definitely going to give this another shot. I'm loving the Reprimand though, so it's gonna take a lot to replace it.
Oh boy I’m early!
The halt is super strange. I’ve tried it once on Gacrux and it has WAY more spread than I figured. I had a hard time hitting those shriekers with flechertes.
Edit: maybe they were just outside effective range
Haha, I mention the unexpected difficulty with shriekers :) you’re not alone there!
That's weird, I actually found I was able to hit shriekers, even if far away, pretty consistently (due to the spread I think). Far away it takes two shots per shrieker but that's still managable.
6:30 dear god that stalker swarm.
been building my build since i started playing and this shotgun REALLY helps my playstyle, im running heavy medic with supply backpack, smoke/impact grenades depending on the enemy type, commando/grenade launcher also depending on the enemy type and LAS-7 dagger (which im planning to remove for stim pistol), i also always run experimental/vitality.
being able to stun big monsters for my teammates to gun down using their dps machines is insanely good for a support build like myself.
I love this as a medic weapon. You can watch over your team with the stun shells and stunning your team makes for an easy stim pistol target. Since you're already burning through ammo, a supply pack is a good excuse for more grenades and stims too.
Was already enjoying the halt. Gonna enjoy it a hell of a lot more with that hot swap ammo trick
1:17 Thank you! I've changed it to my side mouse button for split second changes. It compleatly changed the feel of the weapon althought i wish AH will add separate button mapping for amunition swap.
Fun fact: Decimate does not mean to completely destroy. It means to destroy 10% of the target. Hence the prefix, “deci”’
So I just did the keybind thing and I have to say... holy hell is that convenient. thanks
The Halt was the weapon I was most excited for, sad to see it not doing so well on Bots
glad to hear it's doing good on Bugs though
it's eravin. he has a talent for making things look terrible. Halt is S-tier on both factions, easily.
Maybe I'm crazy but I feel like this video ended with "Great for bugs, good enough for bots" so if you like it or think it's cool you can and should use it
5:05 It's much easier to rip apart a squad of Devastators with heavy machine gun fire when they're stunned and motionless
7:18 It's much easier to roast a line of bugs when they're stunned and motionless
9:05 It's much easier to rip apart a Hulk with heavy machine gun fire when it's stunned and motionless
Lol
@EravinVT Shameless self-promotion aside, I love the HALT, even if all I ever do is zap the enemy so my teammates can destroy them. That's *my* solution to the ammo economy.
Ran this last night with a blitzer user. Both weapons synergize so well with each other and can stun lock entire breaches
The hot swap mod is such a game changer. Ive been swapping to the senator in cqc because the wheel swap sucks. Hopefully it doesnt mess with other weapon wheel changes we need.
Great video as always.
Love to see Loyalist video. I dont see any reason to take senator over it except hulks
Better rocket strider ttk with Senator
@EravinVT unless there's 3 of them 😅
Loyalist feels like my pick when caught between the Dagger and the Senator. ❤ Looking forward to that video when it drops.
I don't really ever see a reason to use either over the grenade pistol tbh
No, not really. Tho it is true that 9 out of 10 times I'll probably use the grenade pistol as my sidearm.
@@EravinVTHey boss.
Could you gently encourage our forces to take Martale?
It's the one planet in that sector we don't have, and once we X that planet off the list, the automaton map gets smaller.
I was running this the other night on bugs with MG and supply backpack. A lot of fun stunning and mowing things down
I do like the concept of a support oriented weapon, but what kills it for me is that the two types of ammunition require separate reloads, it feels awful having to keep basically two weapons fed all the time, but just one ammo pool. It is specially uncomfortable because of it reloading a single bullet at a time.
I agree it’s way too much work to switch ammo in the middle of a firefight. An alternate fire button would be appreciated. I usually forget I even have flak rounds on the autocannon most of the time.
@@AetherNobleFlak rounds are great against shrieker and pounced/hunter groups.
Wasn’t the Concussive Liberator supposed to be a crowd stunning support weapon? Granted, I haven’t used it since the buffs since I tend to wander on my own.
@@alexanderrobins7497its a nothing weapon. 60 round mag feels like 30 since nothing dies. Just chug a stun nade if you really want CC.
@@alexanderrobins7497 it was supposed to be but it's too weak to fill the role properly as it doesn't let you feel like you'll kill anything and the stun is both not very long and also limited in its aoe.
I started using this weapon against illuminate while experimenting with my loadouts and had a lot of fun with it, picking off overseers with the stun rounds and letting my team deal with the squid horde makes for some real smooth missions. Havent tried it against the harvesters yet, but i dont doubt it'll help massively
The fact that it has medium penetration already made it feel like a nice weapon to use.
1:37 : incredible tip for all weapons with programmable ammo overall. People underestimate rebinding keybinds. I'm always surprised to see people playing on computer and still using wasd for stratagems after hundreds of hours.
This makes it even stranger that we haven't seen a back pedal on the pummler nerf yet, lol. But yeah this weapon is super cool, and opens up allot of lower tier support weapons to use (looking at you mg-43). Hell, i could even see no support weapons at all, as the stun shell plus a senator triple tap will put hulks down fast. Overall this playstyle would be ammo hungry, so you may consider a supply pack, but on the other hand it could also open up 4 slots for heavy ordanance while providing you a decent amount of self defense. Something like strafe run, air strike, perc strike, and maybe either airbursts/ gatling barrage.
very bizarre pummeler is in the grave
@EravinVT hey, thanks for the reply! While i got your attention, I think you should consider doing a dive into using the jetpack with heavy armor. Ive been having allot of success with that set up, using fortified commando, but i still get funny looks from people who don't seem to see the synergy of being mobile AND durable. Allot of people use the jetpack with medium or light armor, and i think its almost a mistake because your already fast! Just a video suggestion, no pressure, but id like to see what you think because ive been using jet pack, fortified commando, and a laser/ quasar cannon against diff 10 bots as a sort of lone wolf, using bits of stealth tech like smokes between my fights to make sure im never really overwhelmed. Cheers!
Also, this Gun seems like it'd pair specifically with the longer ranged Support Weapons on bots. An AMR will cover a vast majority of the weaknesses, with a Strafing Run to blow up Fabs.
From there any backpack will be a huge boon, Jump Packs for aggressive and mobile play to rushdown Hulk Backs, Shields for Defense, or Support Packs for vomiting bullets and empowering your team.
Man Helldivers has never been better.
Very much so
I wish there was a dedicated button for switching the ammo type.
I tell you how first thing
@EravinVT no, you tell me how to create such a button, and it requires a double press unless I misunderstood. What meant to say was that I wish there was a dedicated single button keybind to "change ammo type" now that they decided to make this mechanic more common
@@Azrael178you do misunderstand, the button is single press once rebound. It does both simultaneously
That’s a good workaround! Though an option for a dedicated button would still be nice, as with this we lose the ability to change the other options in the weapon wheel and can’t change the ammo type on the RR and AC anymore as they are in a different position of the wheel, right?
This shotgun has entirely replaced my Shotgun / close range loadouts.
It also has sated my stun grenade addiction and now I actually can try to run Thermites of Incendiary nades.
Learning the swap gameplay loop was just fun. It’s not just spam spam spam until dead. It also helps with my laziness to aim properly since I can just vaguely aim and stun them.
It is incredibly fun running a stun shotgun with laser cannon against bots.
It is particularly good when you have dedicated anti tank players and somebody who's on light bot duty with a cookout.
We were able to slow down every engagement and it felt very surgical.
I thoroughly enjoy the utility over raw DPS.
The Halt's immediately found itself as my favorite Terminid primary. I loved the time I had with the Punisher and the Slugger in the past, but this is just way better than both of them in practically every scenario, and it would largely remain so even if it didn't have the stun.
This new Warbond seems like an excellent return to solid weapons like the earlier Warbonds. I'm pretty happy with how its turning out! Might grind to get it over time.
It was definitely a come up compared to the previous ones of late
Been running this on calysto with the illuminate and it’s been GREAT
Halt and AR guard dog is now my go to bug combo. Allows me to run all sorts of builds and decimate everything.
The halt stunned a charger reminded me of my childhood, but instead of a charger it was my dad, and instead of being stunned, he beat me
I still prefer the Cookout for bugs, but this is very helpful. Thanks!
Guard dog drone pair well for taking out stunned devastators.
thanks for info. unlocked it. haven't used it yet
Found the Halt is great for stuns and quick swap to the Verdict or Senator if I don't have a cooperative team.
Feels like it pairs Well with impact nades, stun with Halt, sweep with the grenades
For controller players might be doable to ask Arrowhead to be able to map the ammo switching to two buttons pressed at the same time, like circle and X.
The only problem with changing the keybinds so that reload and weapon wheel are separate keys is that for whatever reason you can't spin the senator unless they're bound to the same key
I like using the stun shells full time while paired with guard dog and machine gun secondaries, as well as close quarters stratagems like the strafe run and orbital gatling.
My GOD the new armor in the Urban legend warbond makes this slap even harder.
faster reload, more ammo. PERFECT comes in heavy and light flavor with no reduction to the bonus!
i was thinking "man the autocannon would that much better if it wasnt for the clunky ammo ui you should be able to change the keybind" ty for enlightening me
Thanks for all the hard work on this video. Hopefully Arrowhead will see this and return the Pummeler to at least a portion of its glory. 😢
Hopefully yeah, thanks for watchin
First time I was this early we were still crawling the creek!
Tru
Halt's stun is very good to pair with turrets vs bugs.
I think its good to have a bit of loadout variety in HD2, since the Reprimand and Halt now add a healthy addition of better CQB options against the bots
As a Bot player I really enjoy the Halt, but up until hearing about the keybind ammo-swap trick I've just been playing with it as if it was a half-magazine Punisher. Going to have to try it out, stun rounds and all!
1:38 I was using it with old school ammo swap, and still, I could tell : this is simply the most powerful weapon in the game, period, stratagems and support weapons included !
Hearing about oops all stalkers makes me want to do "zombies" with melee bots and berserkers
14:50 Worth noting, at least in the case of this footage, the effectiveness is probably severely compromised by the planet you're on. The jungle planets' tree branches have extremely messed up hitboxes that will eat up your bullets even when they look like they should be way too thin to do so. I've found that the Halt does fine against shriekers when the shots actually connect.
(This actually might be part of a more general issue with foliage that seems to have appeared a few patches ago, where even small shrubbery will completely block bullets that should cut through it or destroy it.)
Once again Arrowhead make something new, that does not work effectively because of their game design. Truly a "mil-sim moment" if I've ever seen one.
And even despite non-functional ammo swap, this shotgun is probably my new default weapon
but the first tip is how to ammo swap
@EravinVT my piont is that due to inconsistant ammo-swap placement on the wheel makes it inviable if used with something like an autocannon, where the same hotkey swaps firing mode instead of ammo
Its not about being able to quick swap ammo, its about being able to do it across everything
I highly recommend running the gundog with the Halt on bugs, mostly using stun rounds to let your gundog mow them down. on bots, the gundog is still useful but you are better off going with a supply pack. I have had multiple games where I hand nearly 1k kills and it gives my teammates more breathing room to deal with elites.
Instructions unclear; ran Blitzer to achieve both effects simultaneously instead
Using this in conjunction with the guard dog penetrator lets you go all out stuns Drone will aim for their heads 90% of the time even big packs of devastators.
without the key binding tech I mostly used the Halt for stun and had my special weapon be my main damage dealer
Babe wake up. Eravin dropping new helldivers tech
In my experience the halt's flechette has been pretty reliable at killing shriekers. Admittedly I do wait until they're within 20m of me and I can pretty reliably kill them in 1 or 2 shots. It's my go-to fly swatter.
Halt is one of the best guns we’ve had in a bond.
One of the best unkillable bug builds I use is using Halt on stun permanently (trust me) + Dog (liberator recommend) + Heavy Armor w/ explosive resistance and accuracy passive + Thermite. Nothing can take you and I’ve gone 500+ kill 0 death games.
yup. I actually have been running it with incendiary grenades + extra grenades armor. gas and/or eagle napalm as well and you can clear infinite amounts of chaff and medium bugs. OPS or railcannon if you don’t have a lot of dedicated AT on your team. OPS is pretty nice since you can easily stun a charger long enough to land it consistently. if i’m not running jump pack then usually EATs
Мне понравился этот дробовик. Уникальная механика прям порадовала, мне было интересно с ним бегать, даже со стандартными настройками управления.
7:29 Liberator Concussive crying in a corner meanwhile
Lol
Plas loyalist video would indeed be awesome
We definitely need a video on the loyalist
Halt goes HARD with a sentry turret. Throw it down and start stunning EVERYTHING and the sentry will do the killing while you slow down the horde long enough for the turret to fire all its ammo without getting eaten
Eravin and Thiccfila are the Bill Nye and Neil deGrasse Tyson of HD2. Long live Democracy! ❤
lmao
I bet this would pair very well with a machine gun. Stun with primary, finish with the Machine Gun.
Personally i find running the halt as primarily a medium pen pump action that just so happens to be able to stun things if you really need it. Usually its a total waste of shells to be stunning and then killing enemies, rather than just killing them the first time. Its dmg output is decent enough to do so.
Depends what it is as that flechette lacks stagger, an injured enemy is just pissed off, a stunned enemy is basically dead