Why doesn't their backside being weaker make sense? It's less protective, so actually it make more sense that it's weaker. I think we're just so used to dealing damage to charger in the front.
Any sane person would think the backside is the weakspot. Heck I used to think that when I first started playing. But apparently the real weakside was the legs and head but u needed to strip the armor first.
@@eskeladder7751 Exactly, just starting the game and looking at a charger you'd think they're super tanky up front but have a weak spot on their butt... instead, (originally) their exposed asses resisted something like 90% of all bullet damage, and shooting their kneecaps with a railgun was the best way to kill them..??? AH did right by finally making their butts a true weak spot like they're visually implied to be.
Yeah realistically it always should’ve been weaker, it just isn’t as effective to go for the backside because of how fast chargers turn around with many weapons
Oh it absolutely makes sense, not only visually considering the fact that obviously the head and the middle is super thickly armored while the butt isn't but the fact that generally when it comes to stuff with armor protection, it's usually the back that's the least protected cause it's usually out of enemy's sight.
@@ferfymoe2093 Oh that's cool, I didn't know that, but I still think it's a lot more efficient to just go for the head with an antitank support weapon. Chargers show their backs for like 1.5 secs before immediately turning so it's hard to go for the back unless you're bringing stun nades.
I've said it once and I'll keep saying it: We need a dedicated VR firing range on the Destroyer so we can test out weapons and different approaches to any enemy, especially the big boys
Make them work like fuel air explosions in Command and Conquer Generals. Chaff gets ragdolled into the sky and across the map when the explosions hit. Applies also to divers, of course 😂
@@ducasse8473 grab thermite grenades. Now you have AT potential while still having a great chaff weapon. OhDough doesnt understand the concept of combo in your build..
@Larknok1 now just imagine combo'ing that supply backpack with that Stalwart. Omg, magic happens. It is like the Supply backpack makes almost everything better.
I think the Behemoth's face having those very steep angled plates definitely is like diverting a lot of damage even from weapons like the Railgun which makes some sense. It's most visible with the HMG and how it was reflecting almost all of the shots. I don't know exactly how the game's bullet mechanics work but they absolutely programmed a glancing shot mechanic where if the angle you're shooting from is too steep it doesn't matter if your weapon has the theoretical penetration power it's supposed to. I've had shots from the recoilless rifle ricochet off a Bile Titan's head before because I was shooting at an extreme angle from it
You know I do expect the head of the charger to be tougher than the BT as you can see that the charger has more armour on its head than the BT. If it takes me more shots with a rail gun that's fine. Makes sense to me
As of the date of this comment, HD2 is the most fun it’s been since launch. I’m getting the impression that this guy makes vids of the game because it’s popular and will generate views, but he doesn’t like playing the game anymore himself. He needs to move on and find a different game to make vids on.
I dont understand why you complain about combo weapons. It is the easiest concept to get in helldivers 2. Example: Eruptor. Bad vs hunters. Combine with stalwart/flamer/guard rover/a reliable secondary and you overcome that. Now you dont need a GL pistol. Machineguns should not be able to just delete chargers. That would make rocket launchers shit. The game is designed around teamplay and crafting a build that can deal with everything. Making enemies tankier for a specific mission is the laziest way to increase difficulty. Glad you are not working at AH :)
True he had some good takes during the dark ages but now he just seems to be negative for negative sakes. I'm running like a lot of random shit with only 1 or 2 squadmates at times and can definitely finish super helldive with like 2-3 deaths and sometimes 0 if I'm lucky 😂
This is someone who has never played HD1, so I am not surprised. HD1 was LOADED with specific synergies, in the sense that every weapon was good enough by itself, but was meant to work together with a team to compensate for their weaknesses, or meant to be swapped to primary/support and vice versa as the needs arose. You were meant to swap back and forth between primary, secondary, and support very frequently. Support weapons are called that for a reason, to _support_ your existing firepower. This guy thinks HMG is hot garbage, when it can functionally push back swarms of medium armor and shred alpha commanders like nobody's business. And unlike the precious breaker incendiary, it can actually do more than tickle heavy armor. I also like how ammo economy is frequently mentioned, as if points of interest aren't absolutely littered with totally free ammo boxes. My favorite part about HD1 was how every primary and support was meant to fill a specific role a la rock paper scissors. Why bring a machine gun in HD1, especially when it can't even do anything to heavy armor? Trash cleaning, to protect your teammates who _DO_ have anti-tank capabilities from being overwhelmed. Every gun fulfilled a specific role. Even the Constitution Musket, which was more-or-less a joke weapon, was realistically viable and people even ran with it on Level 15 missions. Why? Because it worked, and it was _fun._
This is Dough's most brain-dead take, and he dares calls HD2's players glazers, lol. Does he want every support weapon to be able to kill heavy units? There's a reason why weapons have their strengths and weaknesses so that they all feel different and not boring. And his take about machine guns being shit, oh lord. No shit, Sherlock, of course they aren't good against heavies. I don't know why he measures how good a support weapon is compared to others by testing them against heavies. It's stupid. Even then, the HMG can still kill heavies, as long as you shoot them in their weak spots. Or if you're really desperate, riddling them with holes till they stop moving
@@Brother_O4TS The tragic irony is before the "dark ages" there were functionally only like 3 viable weapons and a handful of useful stratagems. We already had a system where "the best weapons" were always chosen, and guess what? It almost killed the f*cking game. There's a reason so many people have come back recently, myself included, and it's because so many options are now effective. Are they _THE BEST?_ No. Do they have to be? NO. Are they all meant to be? NO. I will concede some weapons need serious rework. The Sterilizer was an amazing weapon in HD1 when it went by the name TOX-13 Avenger. If someone dropped in with that they were the best crowd control and anti-tank you could possibly have. It is a far cry from its former glory.
Judging a machine gun's ability to kill heavy units is like judging a fish's ability to climb a tree tbh tbh. Cept for hulks, the heavy machinegun mulches those.
He should test how easy it is for the recoilless rifle to kill a horde of hunters and brood commanders, because that's a totally fair way to measure its viability as a support weapon.
the point of the video is in the title, he's judging the specific matchup since all of these can technically kill a heavy unit. you'd watch this video to see how it goes with each weapon. if a throwing knife could kill a charger (prob thru the butt) you could probably expect it to show up in a "grenades/throwables vs charger" vid.
@@anomalyanom4145 True, I was mainly going off of a one second clip when he said machine-guns were bad or somthing and assumed probably way more than I should've.
@@LordZedz Suck is reaching Abit too far. They could use a couple of more buff .ie (BEING ABLE TO MOVE WHILE RELOADING). But even in current state they're absolutely viable. Not the best option but definitely usable.
70 shots from a stalwart is not ideal?!? Ignoring the fact that a light machine gun is probably not designed to kill heavies anyway, the fact that you can kill up to 3 charger behemoths in one mag is honestly pretty good. Dough really just hates machine guns for no reason 😂
It's "not ideal" in comparison to the other options, is the point. You either need to waste time matadoring the charger, or bring stun grenades. Not to mention, if you're doing all that, there are primaries that can do the job just as efficiently. It's not impossible, it's just way less convenient than point-and-click, which is what you can do with a real AT weapon.
@@BackwardsPancake Granted on almost all of those, so then why is he saying the stalwart is bad? It’s not designed to be anti tank, but seems to do anti tank fairly well given the circumstances.
@@acenine8149 its the opportunity cost argument right. He says its not ideal because you have to use a strategem slot to bring it when you could just bring something else that is so much better. The only argument to bring the stalwart is that you like the playstyle. He (and me as well in some aspects) would prefer if there was also more power in some guns so that skill expression allows it to be as good as the rest of its counterparts. Or just make the stalwart a primary-esque weapon ~there's other arguments as well but I don't want to make this comment longer
You don’t have the time to constantly deck out those 70 shots, it looks easy in this lv3 mission with stun grenade, try that in lv8+, you will die before killing one let alone “3 in one mag”. And I’m saying this as a MG guy.
So the take-away here is: Tier-1 AT (RR/SPEAR) - Shoot anywhere and wait for bleedout, or get a headshot for an instant kill Tier-2 AT (Quasar, EAT) - Go for the head or the butt Tier-3 AT (Commando) - Two-tap the head if pressured; Otherwise, to be efficient, one-tap the butt or one-tap the leg and shoot it Mech suits, Autocannon, AMR, Railgun - Focus down a leg, or shoot the butt; Head will work, but is less efficient Flamethrowers, gas weapons, HMG - Shooting legs will work, but shooting the butt is quicker; Head is least efficient Everything else that can't penetrate leg/body armor - Shoot the butt
Bro imagine a completely new type of missions in which we would dive into like underground, either Automaton underground bunkers or into huge bug holes/tunnels. Some kind of dungeon type mission, totally different environment to what we're used to, that would make the gameplay structure so much different and fresh to the usual open map stuff... Maybe even make it a *rouge-like/lite* which I'm pretty sure you already said once would be a cool idea.
I thought of that too and it’s be so sick, only problem would be strategems not working underground. we’d need more options like rovers, more mechs, etc. or have there be occasional openings in the cave for strategems to come down for supplies and weapons
If something liek that where to happen, it would give people more reason to use both shotguns, mg's and smgs, as they are PERFECT for close quarters combat like this; shotguns for rather obvius reasons, mg's for hallways of death and smgs for fast area clearing and run-and-gun type combat, tho this also opens up the options for enemy backup to flank you from the sides or back cos of a side passage you did not see. Another thing I jsut realized is that the turrets strategums would be MURDERUS'LY good for this as they jsut LOCKDOWN entire areas do to there arc of fire, tho there main down side is there traversal speeds, the autocannon turret being the main example. Just call in an mg turret, gat turret, rocket turret or the autocannon turret and you jsut have a PERFECT murder fest. To continue off of this thought I jsut had, I would also add a limitation that only the turrets, maybe the mines and support weapons/tools would be allowed for this underground mission type. This would also limit the enemy types you might be able to fase, BUT it would also give room for some new and intresting enemys to combat as well, like stealth units that do hit and run tactics, lets say specifically the bots, which you then get a major order to kill an X number of them to collect there damaged and destroyed recks for the MoS to reverse engineer in order to get a new cloaking strategum that has a say 30 sec timer of cloaking then it over heats and needs time to cool down and recharge, similar to the shield pack, or if we are talking bugs then some sort of active camo effect on a new armor that reduces the detection radius of enemys even more then what some armors have, tho granted these are jsut my own ideas on how it could be implemented and how it could work. AAAAAAAAAnd cos my brain is in that I-have-too-many-ideas-to-stop mode, a sniper type unit would also be interesting to give the enemys, for the bots, something like the geth hopper from mass effect and for the bugs, some sort of slender and fast chitin spike thrower kida like a hydralisk from starcraft. Ama stop my self hear befor I add more word vomit to this lol
The major problem with this idea is that the whole respawn system is based on the Hellpods, so we would need a new way to respawn, or just that would be the permadeath kind of missions.
About the part where talk about weapons needing "this and that" to work, I actually like that design idea in mind, it allows for weapons to not have to be so powerful all the time and lets them shine if given the right situation. I still like having weapons that can take care the job on their own like Recoiless, Spear, Railgun and so on, but for support weapons like Stalwart, Machine Gun, and HMG I like seeing how I can make it work, makes have more flexibility in loadouts.
What if you just like machine guns? And don't want to have to "make them work" There's also the fact that the devs worry about realism but in reality. Basic machine gun fire from an M2 A1 (.50CAL) or a 240B would literally obliterate anything in their path including some heavily armored vehicles. So imo the machine guns in this game aren't actually machine guns. They're just needlessly heavy rifles. And 2 of them literally makes you sit down to reload it. What shooter games don't punish you for standing still and reloading?
@@ducasse8473 cool comment but I meant more than just the machine guns like grenade launcher, gasser, flamethrower, and arcthrower, also if they did buff It wouldn’t be against it honestly, as it stands there’s a massive damage gap between spear/recoiless compared to lmg and stalwart.
I wasn't expecting this from a gaming channel but push pull legs rest push pull legs is one of the best programs you can do, without the rest your body has no way to recover that fast if you are going close to failure. some might say that even the second split is too much work if you are going to relative failure but keep spreading the good word, we need to see more healthy gamers
I think doing high volume on PPLPPL is rough but low volume high intensity is something someone like TNF usually does. I'm working in the 4-10 rep range atm and I do enjoy the extra day off but I might opt out of it every now and then and see how it feels. balance is the goal while pursuing gains
@OhDough just listen to your body, it will tell you if you're exhausted, I just personally subscribe more towards Mike mentzer's type of training rather than trying cram as much sets as possible, 6-10 reps is ideal, generally anything above 2 and below 25 is good range, just be in tune with your body and go to sleep a bit earlier, although I enjoy you being live when I wake up in eastern europe
I'm not sure I understand the "hate" that he seemingly has for the idea of combo weapons/combo kits. I personally like the idea of being able to with this new patch, bring any combination of weapons such as [Stalwart/MG-43, Crossbow/Eruptor, Senator/Bushwhacker/Redeemer/dagger]. Instead of feeling like I ALWAYS need to bring a Scorcher/Incen/something with push like Punisher, Grenade Pistol, Impact nades, and a super heavy duty Support weapon along with Eagle Airstrike, gas, and 500kg/OPS on every. Single. Mission.
Well, the role of the Sterillizer is to blind and confuse your enemies, which makes the job easier for your teammates or for you to switch to something else to finish the job. It's very clear the devs don't mean for us to kill things fast with it. The funny thing is if the devs make it similar to the Flamethrower, people will call it a reskin. Now they made it a different playstyle, people complain it's too weak.
@@howardxu8050 Have the toxin build up the longer you spray them so it takes longer for them to regain control after you stop spraying them. Could also have the damage over time ramp up the more the toxin builds up as well.
Maybe in a vacuum (diff 3) there's zero risk of death, but in actual gameplay it's better to just have the charger dead so you can clear the rest of the horde.
I'd argue the exact opposite. On difficulty 10, taking that long to kill something as common as a charger is a death sentence. Not to mention, the charger is still flailing around and attacking while he's supposed to be "confused." And since you have to be right up in his face with sterilizer, you still gotta dodge his random attacks and pray you're not decimated from behind by literally anything
Why are you treating this like a random mmo/shooter where it doesn't matter where you hit because it's all one health bar? Has armor ? Don't shoot there unless you have anti tank. Squishy shiny bit ? Shoot there with anything. Logic. This makes Helldivers 2 so f*cking good.
the devs just made it so more weapons could shoot the armor. why would I not test that? just know the line of thinking your showcasing here is exactly what held helldivers 2 back. do better please.
@@OhDough No, what held helldivers back was the constant nerfing of the few weapons (and especially movement for me) that were actualy performing well. I'm not complaining about you testing them. I am complaining at you complaining about obvious logic. It makes perfect sense that the charger dies much faster if u shoot it in the ass. And the devs did make it so more weapons can do the job when you're not shooting at the ideal spot. What you showed in the video looks perfect to me. Even the 4 shots (face) to kill charger vs 3 to kill the titan comment makes sense that it works that way.
An escort mission would be fun. Let's say you find a high value, very large item. Your objective is to extract this. You call in a vehicle, you attach it to the high value large item. Now you need to transfer this all the way across the map. 1 player will need to drive the vehicle. The vehicle has a health limit. The vehicle engine makes a loud noise that attracts bugs. Now you are at a disadvantage, if you use big stratagems, you risk damaging the vehicle and losing the mission. You'll have a limited number of vehicles to call in depending on the difficulty (maybe like a max number of 2 vehicles you can call in for diff 9/10...but more as you go down in difficulty). This would be an awesome mission
6:34 something set off a spike plant which spiked you to death. Those things are insanely deadly at anything approaching close range. Bane of my existence.
I love your takes but reload while moving on airburst rocket launcher is kinda funny to think about. Based on their current setup, you also need the backpack for the rockets otherwise it’s an expendable airburst launcher haha. I see what you’re saying though these rules are basically constraints that arrowhead set for themselves. In the current form, it needs more “consistent” damage against medium targets; a two stage reload; faster reload; and a toggle remote detonation
I'm surprised by the laser cannon, I was having a blast with it on Super Helldive. I will say, I think I was focusing chargers on their face with it, which wasn't tested in the video. It definitely absolutely deletes Alpha Commanders.
Going to echo others that the back wagon being more susceptible makes sense. You've mentioned previously you like bots more because they have more interesting weakpoint engagement, well just think of the back wagon as the Teriminid equivalent of vents. While I can see your point on the face hits of Biles vs. Behemoths, I have to say the Behemoth head looks more heavily plated than a Bile Titans head; but I guess I could go either way on that one.
They need to fix the hitbox on both chargers head when shooting it with a flamethrower. I've had games where the head will be destroyed within 2 seconds and other games where the stun effect wears off and it's still not dead
More options is just what we needed. I remember getting some hate on reddit for suggesting that the railgun killed titans in 4 shots and gunships in 2, and look where we are now
so one full charge railgun shot to kill a charger? Interesting. The health scaling between the enemy units seem so arbitrary. Weird that BT can take 3 but a behemoth can take 4...doesn't sit right
I've never been able to one tap the butt guess I need to git gud. I wish it would be a little more forgiving with the charge amount needed, like 75 to 80 instead of 90 to 99 percent.
I think that makes perfect sense looking at it visually. Obviously the Charger's back being as squishy as it is right now is how it should be considering the fact that it has no armor on it and that it's the back which usually is a weak spot in tanks which Charger kind of is. When it comes to the head, Charger's and Behemoth Charger's head looks way more armored and well protected than the head of a Bile titan. So I would say the current state of the health/armor and damage resistance of Charger and Bile Titan is very nicely balanced and makes sense.
I think the way chemical weapon should work is as support to blind the enemy and weakens armor so other weapon will kill it easier. The spray gun shouldn't work similar as flamethrower but instead should have cone like reach further to the back for mob control. So grenade have a lingering effect and spray gun have further reach to the back.
Dont shoot at the comb directly in the middle of its face. That's a high angle of attack, which for most weapons puts their armor penetration value either down or directly to 0.
I wish airburst detonated the secondary explosions on release of the fire button. Also, don't do the secondary if it hits terrain with fire still held down. Then have the secondary when it hits an enemy regardless of fire button. I feel like it adds skill expression and would be more usable.
An idea I have had for a while with the Airburst are range settings, in the reload menu where you can set a weapon's attachments or rate of fire have the airburst have ranges where they explode, 50,100,150, ranges can easily be known by pinging something.
I still firmly believe that Airburst would be best with a remote detonate setting. Hold the trigger to fire, release to detonate the missile (or it blows up on impact.) Bonus points for the chance to skill issue yourself until you get used to it.
Ain't the sterilizer meant for crowd confusion, where you can use a flamethrower to outright kill enemies, the Sterile will basically create chaos and more so keep you safer ? Since as an example, killing a lunging hunter with a flamethrower it'll hit you, but on the other hand, steril will kill slower but keep you from getting hit due to the new "Confusion" effect gas has
I've come to like the stalwart and maybe the emplacement, but yeah the medium and/or the heavy need a non-reloading function and come with a backpack. They could even be unique strategems.
I would love ah to make gas do what the acid storm modifier does and strip armor by 50%. Still wouldn't make it a bile titan killer but you could combine with a lot of primary/secondary to take out the confused and weakend targets without making it unreasonable or immersion breaking
Laser weapons and laser orbital should have their damage ticks and armor pen value sped up the longer it's sustained on an enemy with no cap to full hypothetical damage or armor pen. They're all single target weapons with no stagger or AOE damage, we such, it should be able to efficiently kill a single target the longer it's being focused.
As a person that has unlocked everything I started playing different using old and new strats for I’m now using arc blitzer, dog breath back pack, strafe eagle, 120 orbital and whatever the mission need to finish effectively🤷🏿🤷🏿
I'd rather they don't buff damage and instead just WILDLY buff it's debuff duration and make it leave a lasting blanket of gas. Go all in on the crowd control. Damage increase is not necessary if they make it a worthwhile enough CC weapon.
@@LethalOwl That would make it a whole lot more fun. I'd still like a bit of a damage buff, or maybe give it the ability to reduce armor from a direct hit. But yeah, make it a proper fumigator instead of a beefy spritzer.
Rainbow sorbet ice cream blended with sprite soda and whoop cream on top nuts optional .I call it ( a Elton jon ) .... Its almost as good as his music.
Not every weapon needs to be a tank killer. The MG,stalwart, and the sterilizer are primarily crowd control weapons. Plus combo weapons are fun. Having a eruptor synergize with the stalwart is fun. Why is that a problem?
Yeah, I love the video but I still don't see what his point is on that topic. Whenever it's brought up in a video there's no context as to what his point is other than "You're a Glizzy Gladiator." I assume it's for the real glazers but just recently ever since that primary weapon teir list it seems aimed towards anyone with a different opinion. It's definitely a video structure thing as I assume there's actual context in his livestreams. But coming from the perspective of watching only his videos many would assume he wants a weapon like the Knight SMG to have medium armour pen so he can spray down chargers when its designed to spray down hordes. Also as much as I love the erouptor it needs some more love to make it stand out from it's crossbow cousin. Would love a huge direct damage buff to make up for the fire rate.
OhDough when you're using the Flamethrower stun them and get up in there face. It's literally faster then every other support weapon. It's literally faster then old flamethrower. Try again man fr
The head is just supposed to be super tanky, I have no problem with it being more tanky than bile titan´s head. I think it makes sense due to how compact it is... Maybe there should be bile titan behemoth.
Wait the arcthrower can stun enemies again? Can it stagger hulks again too like it used to? Also I think you suggested waaaay too many changes for the airburst, one of those changes would already make it fine, all of those 3 would be just too much. With the laser cannon is surprises me you joke on it, if it performed exactly as ballastic / ammo limited weapons, nobody would use anything else, because it has unlimited ammo.
> play team based game > get DC'd and the server fuckery stops anyone else from connecting > forced to finish a super helldive solo with a suboptimal loadout because "it's a team based game"
Push Pull Legs (rest) is a good simple combo. I like to do Chest (and tri), legs, back (and bi), rest, shoulders and core, arms, rest. Works for me and my routine and how much time I allow. But i layer on top of that a weekly focus in a 4 week cycle; Deload / stability, hypertrophy, hypertrophy, strength. But any amount of time you spend in the gym is better than not. It's worth missing one op and dedicating those 90 minutes to improving yourself. Your future self will thank you.
So i have learned that the pointy horn is heavy armour and the sides of the horn and most of him are still shootable. Maybe have killed myself shooting his head 3 hours ago
I have shot a full hmg clip to a charger face and it died. No ricochet. You were shooting more on the horns than the face. Shoot a bit lower, chargers do have mouths. Rly appreciate the service btw, you bring great benchmark references to the game Edit: yes it was a behemoth, not a common one
I mostly agree with your takes, but I don't think EVERY weapon should be optimal against heavy units. You just demonstrated in your vid that you CAN kill chargers if you don't have the right tools you just have to put in a little more effort. The game gives you two choices: ethier make a build thats a jack of all trades, or communicate with your team and synergize well with them. Technically the most optimal build is have 2 chaff clearers and 2 AT you roll around in a group of two, 1 chaff clearer and 1 AT. Or just roll around in a huge deathball
Railgun is so useless. Its bad against everything and good against nothing + u can use it a minute before it explode so u need to wait 7min to get it back
The cluster rocket shouldn't even be in the game. If they wanted to make a cluster wepon it should be a grenade launcher, with less ammo than the already available in the game.
I’m really struggling to find a use for the air burst that isn’t ad clear, which I can likely do with something else in my kit just as effectively as it can.
I don't think the devs have to mention that at any point in time. Bug has chittin/carapace/etc ? Don't shoot it there unless you have an anti tank. Bug has a soft looking, shiny red/green spot ? Shoot there. Logic. Him saying that it makes no sense for the head to take more hits than the ass makes no f*cking sense.
A bit off topic but is it just me or do Shriekers do outsized damage to mechs for some reason. I took an emancipator into a level 5 twice and they died in three minutes.
There is nothing wrong with weapons having weaknesses that are covered by other weapons. Recoiless is amazing cs tanks but basically useless vs everything else. You need other weapons to cover its weaknesses.
ignoring hmg/lmg/mg cope, I love the HMG vs bots, fat onetaps on devastators, i play it like a DMR with 75 round mag, they could all use retouching though
Why doesn't their backside being weaker make sense? It's less protective, so actually it make more sense that it's weaker. I think we're just so used to dealing damage to charger in the front.
Any sane person would think the backside is the weakspot. Heck I used to think that when I first started playing. But apparently the real weakside was the legs and head but u needed to strip the armor first.
@@eskeladder7751 Exactly, just starting the game and looking at a charger you'd think they're super tanky up front but have a weak spot on their butt... instead, (originally) their exposed asses resisted something like 90% of all bullet damage, and shooting their kneecaps with a railgun was the best way to kill them..???
AH did right by finally making their butts a true weak spot like they're visually implied to be.
Yeah realistically it always should’ve been weaker, it just isn’t as effective to go for the backside because of how fast chargers turn around with many weapons
Oh it absolutely makes sense, not only visually considering the fact that obviously the head and the middle is super thickly armored while the butt isn't but the fact that generally when it comes to stuff with armor protection, it's usually the back that's the least protected cause it's usually out of enemy's sight.
@@ferfymoe2093 Oh that's cool, I didn't know that, but I still think it's a lot more efficient to just go for the head with an antitank support weapon. Chargers show their backs for like 1.5 secs before immediately turning so it's hard to go for the back unless you're bringing stun nades.
Break Action Shotgun not tested...sad
Real
why is that even in the game and why can’t be buy it?
@@fringehouseit's a farmer's shotgun
Super Duper Helldive is using the shitgun on 10.
500kg doesn't kill behemoths and Impalers anymore. Sucks. Though it's still way better than it used to be.
I've said it once and I'll keep saying it: We need a dedicated VR firing range on the Destroyer so we can test out weapons and different approaches to any enemy, especially the big boys
I've been saying ever since the game came out!!!
I’d really like to see a reaction between gas and flames. Potentially make the gas combustible if flames are applied for a sorta improvised explosion.
Make them work like fuel air explosions in Command and Conquer Generals. Chaff gets ragdolled into the sky and across the map when the explosions hit. Applies also to divers, of course 😂
or just give gas thrower a cloud lingering effect like the flames burning on the floor for the flamethrower.
I ain't a fan of the combustible the amount of times that's going to screw the person over with the gas is ridiculous
Going full deep rock galactic
Charger dies to a 1/4 of a stalwart mag.
OhDough: Not Ideal 😤
1/4th of a stalwart mag..... Under no pressure, good enough aim, and target standing still.
@@ducasse8473 grab thermite grenades.
Now you have AT potential while still having a great chaff weapon.
OhDough doesnt understand the concept of combo in your build..
@@almightybogza He does, though, since he understands that Breaker Incen + Supply Pack is a good combo
@@Larknok1The fact that is immediately what you jump at instead of the limitless creative builds that you could do is just sad.
@Larknok1 now just imagine combo'ing that supply backpack with that Stalwart. Omg, magic happens. It is like the Supply backpack makes almost everything better.
What we learned from the testing: if its anti tank, shoot the face. If not, give em the backshots.
If it's not anti-tank but not medium penetration either, then shoot the legs.
I think the Behemoth's face having those very steep angled plates definitely is like diverting a lot of damage even from weapons like the Railgun which makes some sense. It's most visible with the HMG and how it was reflecting almost all of the shots. I don't know exactly how the game's bullet mechanics work but they absolutely programmed a glancing shot mechanic where if the angle you're shooting from is too steep it doesn't matter if your weapon has the theoretical penetration power it's supposed to. I've had shots from the recoilless rifle ricochet off a Bile Titan's head before because I was shooting at an extreme angle from it
sorry brother but you cant use the sterilizer as a flamethrower
You know I do expect the head of the charger to be tougher than the BT as you can see that the charger has more armour on its head than the BT. If it takes me more shots with a rail gun that's fine. Makes sense to me
As of the date of this comment, HD2 is the most fun it’s been since launch. I’m getting the impression that this guy makes vids of the game because it’s popular and will generate views, but he doesn’t like playing the game anymore himself.
He needs to move on and find a different game to make vids on.
tbh the behemoths face looks much more armored visually than the bile titan
I dont understand why you complain about combo weapons. It is the easiest concept to get in helldivers 2.
Example:
Eruptor.
Bad vs hunters. Combine with stalwart/flamer/guard rover/a reliable secondary and you overcome that. Now you dont need a GL pistol.
Machineguns should not be able to just delete chargers. That would make rocket launchers shit.
The game is designed around teamplay and crafting a build that can deal with everything.
Making enemies tankier for a specific mission is the laziest way to increase difficulty. Glad you are not working at AH :)
True he had some good takes during the dark ages but now he just seems to be negative for negative sakes. I'm running like a lot of random shit with only 1 or 2 squadmates at times and can definitely finish super helldive with like 2-3 deaths and sometimes 0 if I'm lucky 😂
This is someone who has never played HD1, so I am not surprised. HD1 was LOADED with specific synergies, in the sense that every weapon was good enough by itself, but was meant to work together with a team to compensate for their weaknesses, or meant to be swapped to primary/support and vice versa as the needs arose. You were meant to swap back and forth between primary, secondary, and support very frequently. Support weapons are called that for a reason, to _support_ your existing firepower.
This guy thinks HMG is hot garbage, when it can functionally push back swarms of medium armor and shred alpha commanders like nobody's business. And unlike the precious breaker incendiary, it can actually do more than tickle heavy armor. I also like how ammo economy is frequently mentioned, as if points of interest aren't absolutely littered with totally free ammo boxes.
My favorite part about HD1 was how every primary and support was meant to fill a specific role a la rock paper scissors. Why bring a machine gun in HD1, especially when it can't even do anything to heavy armor? Trash cleaning, to protect your teammates who _DO_ have anti-tank capabilities from being overwhelmed. Every gun fulfilled a specific role. Even the Constitution Musket, which was more-or-less a joke weapon, was realistically viable and people even ran with it on Level 15 missions. Why? Because it worked, and it was _fun._
This is Dough's most brain-dead take, and he dares calls HD2's players glazers, lol. Does he want every support weapon to be able to kill heavy units? There's a reason why weapons have their strengths and weaknesses so that they all feel different and not boring.
And his take about machine guns being shit, oh lord. No shit, Sherlock, of course they aren't good against heavies. I don't know why he measures how good a support weapon is compared to others by testing them against heavies. It's stupid. Even then, the HMG can still kill heavies, as long as you shoot them in their weak spots. Or if you're really desperate, riddling them with holes till they stop moving
For real tho ngl sterilizer isn't meant to kill heavy enemy's and it's not great for smaller either but it's for team play
@@Brother_O4TS The tragic irony is before the "dark ages" there were functionally only like 3 viable weapons and a handful of useful stratagems. We already had a system where "the best weapons" were always chosen, and guess what? It almost killed the f*cking game. There's a reason so many people have come back recently, myself included, and it's because so many options are now effective. Are they _THE BEST?_ No. Do they have to be? NO. Are they all meant to be? NO.
I will concede some weapons need serious rework. The Sterilizer was an amazing weapon in HD1 when it went by the name TOX-13 Avenger. If someone dropped in with that they were the best crowd control and anti-tank you could possibly have. It is a far cry from its former glory.
Judging a machine gun's ability to kill heavy units is like judging a fish's ability to climb a tree tbh tbh. Cept for hulks, the heavy machinegun mulches those.
He should test how easy it is for the recoilless rifle to kill a horde of hunters and brood commanders, because that's a totally fair way to measure its viability as a support weapon.
the point of the video is in the title, he's judging the specific matchup since all of these can technically kill a heavy unit. you'd watch this video to see how it goes with each weapon. if a throwing knife could kill a charger (prob thru the butt) you could probably expect it to show up in a "grenades/throwables vs charger" vid.
@@anomalyanom4145 True, I was mainly going off of a one second clip when he said machine-guns were bad or somthing and assumed probably way more than I should've.
@@melonman2064 Nah if you've watched any of his videos he does indeed mean the machine guns all suck. Because they really do.
@@LordZedz Suck is reaching Abit too far. They could use a couple of more buff .ie (BEING ABLE TO MOVE WHILE RELOADING). But even in current state they're absolutely viable. Not the best option but definitely usable.
70 shots from a stalwart is not ideal?!? Ignoring the fact that a light machine gun is probably not designed to kill heavies anyway, the fact that you can kill up to 3 charger behemoths in one mag is honestly pretty good.
Dough really just hates machine guns for no reason 😂
It's "not ideal" in comparison to the other options, is the point. You either need to waste time matadoring the charger, or bring stun grenades. Not to mention, if you're doing all that, there are primaries that can do the job just as efficiently.
It's not impossible, it's just way less convenient than point-and-click, which is what you can do with a real AT weapon.
@@BackwardsPancake Granted on almost all of those, so then why is he saying the stalwart is bad? It’s not designed to be anti tank, but seems to do anti tank fairly well given the circumstances.
@@BackwardsPancake not to mention even the crossbow kills it way faster, with not much work investment and doesnt need a strategem slot
@@acenine8149 its the opportunity cost argument right. He says its not ideal because you have to use a strategem slot to bring it when you could just bring something else that is so much better. The only argument to bring the stalwart is that you like the playstyle. He (and me as well in some aspects) would prefer if there was also more power in some guns so that skill expression allows it to be as good as the rest of its counterparts. Or just make the stalwart a primary-esque weapon ~there's other arguments as well but I don't want to make this comment longer
You don’t have the time to constantly deck out those 70 shots, it looks easy in this lv3 mission with stun grenade, try that in lv8+, you will die before killing one let alone “3 in one mag”.
And I’m saying this as a MG guy.
So the take-away here is:
Tier-1 AT (RR/SPEAR) - Shoot anywhere and wait for bleedout, or get a headshot for an instant kill
Tier-2 AT (Quasar, EAT) - Go for the head or the butt
Tier-3 AT (Commando) - Two-tap the head if pressured; Otherwise, to be efficient, one-tap the butt or one-tap the leg and shoot it
Mech suits, Autocannon, AMR, Railgun - Focus down a leg, or shoot the butt; Head will work, but is less efficient
Flamethrowers, gas weapons, HMG - Shooting legs will work, but shooting the butt is quicker; Head is least efficient
Everything else that can't penetrate leg/body armor - Shoot the butt
Bro imagine a completely new type of missions in which we would dive into like underground, either Automaton underground bunkers or into huge bug holes/tunnels.
Some kind of dungeon type mission, totally different environment to what we're used to, that would make the gameplay structure so much different and fresh to the usual open map stuff...
Maybe even make it a *rouge-like/lite* which I'm pretty sure you already said once would be a cool idea.
deep rock galactic moment
I thought of that too and it’s be so sick, only problem would be strategems not working underground. we’d need more options like rovers, more mechs, etc. or have there be occasional openings in the cave for strategems to come down for supplies and weapons
If something liek that where to happen, it would give people more reason to use both shotguns, mg's and smgs, as they are PERFECT for close quarters combat like this; shotguns for rather obvius reasons, mg's for hallways of death and smgs for fast area clearing and run-and-gun type combat, tho this also opens up the options for enemy backup to flank you from the sides or back cos of a side passage you did not see. Another thing I jsut realized is that the turrets strategums would be MURDERUS'LY good for this as they jsut LOCKDOWN entire areas do to there arc of fire, tho there main down side is there traversal speeds, the autocannon turret being the main example. Just call in an mg turret, gat turret, rocket turret or the autocannon turret and you jsut have a PERFECT murder fest. To continue off of this thought I jsut had, I would also add a limitation that only the turrets, maybe the mines and support weapons/tools would be allowed for this underground mission type. This would also limit the enemy types you might be able to fase, BUT it would also give room for some new and intresting enemys to combat as well, like stealth units that do hit and run tactics, lets say specifically the bots, which you then get a major order to kill an X number of them to collect there damaged and destroyed recks for the MoS to reverse engineer in order to get a new cloaking strategum that has a say 30 sec timer of cloaking then it over heats and needs time to cool down and recharge, similar to the shield pack, or if we are talking bugs then some sort of active camo effect on a new armor that reduces the detection radius of enemys even more then what some armors have, tho granted these are jsut my own ideas on how it could be implemented and how it could work. AAAAAAAAAnd cos my brain is in that I-have-too-many-ideas-to-stop mode, a sniper type unit would also be interesting to give the enemys, for the bots, something like the geth hopper from mass effect and for the bugs, some sort of slender and fast chitin spike thrower kida like a hydralisk from starcraft. Ama stop my self hear befor I add more word vomit to this lol
The major problem with this idea is that the whole respawn system is based on the Hellpods, so we would need a new way to respawn, or just that would be the permadeath kind of missions.
@@madoqen drillpods
I love that most them will work if youre caught without AT. But with the new thermite nades theres always a reliable last resort
About the part where talk about weapons needing "this and that" to work, I actually like that design idea in mind, it allows for weapons to not have to be so powerful all the time and lets them shine if given the right situation. I still like having weapons that can take care the job on their own like Recoiless, Spear, Railgun and so on, but for support weapons like Stalwart, Machine Gun, and HMG I like seeing how I can make it work, makes have more flexibility in loadouts.
What if you just like machine guns? And don't want to have to "make them work"
There's also the fact that the devs worry about realism but in reality. Basic machine gun fire from an M2 A1 (.50CAL) or a 240B would literally obliterate anything in their path including some heavily armored vehicles. So imo the machine guns in this game aren't actually machine guns. They're just needlessly heavy rifles. And 2 of them literally makes you sit down to reload it.
What shooter games don't punish you for standing still and reloading?
@@ducasse8473 cool comment but I meant more than just the machine guns like grenade launcher, gasser, flamethrower, and arcthrower, also if they did buff It wouldn’t be against it honestly, as it stands there’s a massive damage gap between spear/recoiless compared to lmg and stalwart.
I wasn't expecting this from a gaming channel but push pull legs rest push pull legs is one of the best programs you can do, without the rest your body has no way to recover that fast if you are going close to failure. some might say that even the second split is too much work if you are going to relative failure but keep spreading the good word, we need to see more healthy gamers
I think doing high volume on PPLPPL is rough but low volume high intensity is something someone like TNF usually does. I'm working in the 4-10 rep range atm and I do enjoy the extra day off but I might opt out of it every now and then and see how it feels. balance is the goal while pursuing gains
@OhDough just listen to your body, it will tell you if you're exhausted, I just personally subscribe more towards Mike mentzer's type of training rather than trying cram as much sets as possible, 6-10 reps is ideal, generally anything above 2 and below 25 is good range, just be in tune with your body and go to sleep a bit earlier, although I enjoy you being live when I wake up in eastern europe
I'm not sure I understand the "hate" that he seemingly has for the idea of combo weapons/combo kits.
I personally like the idea of being able to with this new patch, bring any combination of weapons such as [Stalwart/MG-43, Crossbow/Eruptor, Senator/Bushwhacker/Redeemer/dagger].
Instead of feeling like I ALWAYS need to bring a Scorcher/Incen/something with push like Punisher, Grenade Pistol, Impact nades, and a super heavy duty Support weapon along with Eagle Airstrike, gas, and 500kg/OPS on every. Single. Mission.
To be fair, you were at near zero risk of death when using the sterilizer
Well, the role of the Sterillizer is to blind and confuse your enemies, which makes the job easier for your teammates or for you to switch to something else to finish the job. It's very clear the devs don't mean for us to kill things fast with it.
The funny thing is if the devs make it similar to the Flamethrower, people will call it a reskin. Now they made it a different playstyle, people complain it's too weak.
IMO it should either generate a lingering cloud, or the confusion effect lasts longer after you stop applying the gas debuff
@@howardxu8050 Have the toxin build up the longer you spray them so it takes longer for them to regain control after you stop spraying them. Could also have the damage over time ramp up the more the toxin builds up as well.
Maybe in a vacuum (diff 3) there's zero risk of death, but in actual gameplay it's better to just have the charger dead so you can clear the rest of the horde.
I'd argue the exact opposite. On difficulty 10, taking that long to kill something as common as a charger is a death sentence. Not to mention, the charger is still flailing around and attacking while he's supposed to be "confused." And since you have to be right up in his face with sterilizer, you still gotta dodge his random attacks and pray you're not decimated from behind by literally anything
Why are you treating this like a random mmo/shooter where it doesn't matter where you hit because it's all one health bar?
Has armor ? Don't shoot there unless you have anti tank.
Squishy shiny bit ? Shoot there with anything.
Logic. This makes Helldivers 2 so f*cking good.
the devs just made it so more weapons could shoot the armor. why would I not test that?
just know the line of thinking your showcasing here is exactly what held helldivers 2 back. do better please.
@@OhDough No, what held helldivers back was the constant nerfing of the few weapons (and especially movement for me) that were actualy performing well.
I'm not complaining about you testing them. I am complaining at you complaining about obvious logic.
It makes perfect sense that the charger dies much faster if u shoot it in the ass.
And the devs did make it so more weapons can do the job when you're not shooting at the ideal spot.
What you showed in the video looks perfect to me.
Even the 4 shots (face) to kill charger vs 3 to kill the titan comment makes sense that it works that way.
An escort mission would be fun. Let's say you find a high value, very large item. Your objective is to extract this. You call in a vehicle, you attach it to the high value large item. Now you need to transfer this all the way across the map. 1 player will need to drive the vehicle. The vehicle has a health limit. The vehicle engine makes a loud noise that attracts bugs. Now you are at a disadvantage, if you use big stratagems, you risk damaging the vehicle and losing the mission. You'll have a limited number of vehicles to call in depending on the difficulty (maybe like a max number of 2 vehicles you can call in for diff 9/10...but more as you go down in difficulty). This would be an awesome mission
6:34 something set off a spike plant which spiked you to death. Those things are insanely deadly at anything approaching close range. Bane of my existence.
I love your takes but reload while moving on airburst rocket launcher is kinda funny to think about. Based on their current setup, you also need the backpack for the rockets otherwise it’s an expendable airburst launcher haha. I see what you’re saying though these rules are basically constraints that arrowhead set for themselves. In the current form, it needs more “consistent” damage against medium targets; a two stage reload; faster reload; and a toggle remote detonation
torturing the poor thing with a sterilizer 🤣
I'm surprised by the laser cannon, I was having a blast with it on Super Helldive. I will say, I think I was focusing chargers on their face with it, which wasn't tested in the video. It definitely absolutely deletes Alpha Commanders.
Going to echo others that the back wagon being more susceptible makes sense. You've mentioned previously you like bots more because they have more interesting weakpoint engagement, well just think of the back wagon as the Teriminid equivalent of vents. While I can see your point on the face hits of Biles vs. Behemoths, I have to say the Behemoth head looks more heavily plated than a Bile Titans head; but I guess I could go either way on that one.
@OhDough Reminder that when you are shooting a behemoths charger dead strait their "face plate" is at an extreme angle.
Glad to know cactuses can *still* shred through all types of armor lol
With the Flame Thrower I've found if you aim under it slightly hitmarkers flicker from Gray to Red
I'm seeing that too.
They need to fix the hitbox on both chargers head when shooting it with a flamethrower. I've had games where the head will be destroyed within 2 seconds and other games where the stun effect wears off and it's still not dead
I was already killing all the Chargers with Breaker Incendiary and Stun grenades.
This doesn't make it easier, just gives me more options.
More options is just what we needed. I remember getting some hate on reddit for suggesting that the railgun killed titans in 4 shots and gunships in 2, and look where we are now
2:34 Bile titan has face full of goo. Charger behemoth has a big ahh plate
so one full charge railgun shot to kill a charger? Interesting. The health scaling between the enemy units seem so arbitrary. Weird that BT can take 3 but a behemoth can take 4...doesn't sit right
I really don't like charger behemoth ever since it got the health scaling changes to be tankier than chargers.
I'd rather they just have us fight more regular chargers than have to deal with even a FEW CBs
I've never been able to one tap the butt guess I need to git gud. I wish it would be a little more forgiving with the charge amount needed, like 75 to 80 instead of 90 to 99 percent.
@@OhDough
Well, they are called Charger BEHEMOTHS, lol. The name already gives away why they're supposed to be tankier than regular Chargers.
I think that makes perfect sense looking at it visually. Obviously the Charger's back being as squishy as it is right now is how it should be considering the fact that it has no armor on it and that it's the back which usually is a weak spot in tanks which Charger kind of is. When it comes to the head, Charger's and Behemoth Charger's head looks way more armored and well protected than the head of a Bile titan. So I would say the current state of the health/armor and damage resistance of Charger and Bile Titan is very nicely balanced and makes sense.
I think the way chemical weapon should work is as support to blind the enemy and weakens armor so other weapon will kill it easier. The spray gun shouldn't work similar as flamethrower but instead should have cone like reach further to the back for mob control. So grenade have a lingering effect and spray gun have further reach to the back.
Bring back bomb defusing mission would be cool. Better than increase some enemy tankiness in specific mission for sure.
Dont shoot at the comb directly in the middle of its face. That's a high angle of attack, which for most weapons puts their armor penetration value either down or directly to 0.
gas nades, guarddog with breathe, and a flamer in hand
the geneva convention will never know what hit them
Love it when the "Anti-Tank" is finally an "Anti-Tank".
Aoko would be upset at this oversimplification.
I wish airburst detonated the secondary explosions on release of the fire button. Also, don't do the secondary if it hits terrain with fire still held down. Then have the secondary when it hits an enemy regardless of fire button. I feel like it adds skill expression and would be more usable.
An idea I have had for a while with the Airburst are range settings, in the reload menu where you can set a weapon's attachments or rate of fire have the airburst have ranges where they explode, 50,100,150, ranges can easily be known by pinging something.
I still firmly believe that Airburst would be best with a remote detonate setting. Hold the trigger to fire, release to detonate the missile (or it blows up on impact.)
Bonus points for the chance to skill issue yourself until you get used to it.
Ain't the sterilizer meant for crowd confusion, where you can use a flamethrower to outright kill enemies, the Sterile will basically create chaos and more so keep you safer ? Since as an example, killing a lunging hunter with a flamethrower it'll hit you, but on the other hand, steril will kill slower but keep you from getting hit due to the new "Confusion" effect gas has
I think that for an airburst rocket launcher to be a good weapon it is enough to just make an additional contact mode
Nugget charger variant is best variant.
3:56 as an HMG user, they are
I've come to like the stalwart and maybe the emplacement, but yeah the medium and/or the heavy need a non-reloading function and come with a backpack. They could even be unique strategems.
I'd love it if behemoth charger had the exact same health as normal chargers except with some plating with more armor (like they have rn)
Hear me out, if they want gas to be support, lean into it fully. It should degrade armor by two levels so you are your team mates can kill faster.
they should make airburst launcher like EAT, straight up.
one for AOE clear and (theoretically anti tank) , and EAT for the big anti tank clap
what's HIMOTHY ???, first time i heard 44 years of my life
8:59 “this guy is SOOO confused 🤣 this weapons broken😼I can’t wait to buy the chemical agents warbond! ☝️🤓”
I would love ah to make gas do what the acid storm modifier does and strip armor by 50%. Still wouldn't make it a bile titan killer but you could combine with a lot of primary/secondary to take out the confused and weakend targets without making it unreasonable or immersion breaking
Laser weapons and laser orbital should have their damage ticks and armor pen value sped up the longer it's sustained on an enemy with no cap to full hypothetical damage or armor pen. They're all single target weapons with no stagger or AOE damage, we such, it should be able to efficiently kill a single target the longer it's being focused.
3:03 I love your sense of humor so much 😂 even though this is a serious testing video, having some random silliness is really nice
RIGHT?! I came for the occasional good take but stay for the comedy
Grenade launcher is actually good
As a person that has unlocked everything I started playing different using old and new strats for I’m now using arc blitzer, dog breath back pack, strafe eagle, 120 orbital and whatever the mission need to finish effectively🤷🏿🤷🏿
Yeah, the Sterilizer needs help. A lot of it. Let it leave clouds and give it more direct damage. DoT improvement would be greatly appreciated too.
It is meant to be a support weapon that confuses the enemy to give the rest of the team more time to kill them without any agro.
I'd rather they don't buff damage and instead just WILDLY buff it's debuff duration and make it leave a lasting blanket of gas. Go all in on the crowd control. Damage increase is not necessary if they make it a worthwhile enough CC weapon.
@@markoulton3342 Yeah but it does way too little damage even for that
@@LethalOwl That would make it a whole lot more fun. I'd still like a bit of a damage buff, or maybe give it the ability to reduce armor from a direct hit. But yeah, make it a proper fumigator instead of a beefy spritzer.
@@ShadowOfMachines Reduced armor would help a lot, too! Would take that over increased damage as well. Just more debuffs all the way.
Rainbow sorbet ice cream blended with sprite soda and whoop cream on top nuts optional .I call it ( a Elton jon ) .... Its almost as good as his music.
Tbf I think both of the stalwart and steriliser should go in the primary slot, or be called in and replace the primary weapon when picked up.
EATs can 1-shot Chargers if you stick them anywhere, and you still have 2 EATs left over!
Not every weapon needs to be a tank killer. The MG,stalwart, and the sterilizer are primarily crowd control weapons. Plus combo weapons are fun. Having a eruptor synergize with the stalwart is fun. Why is that a problem?
Or Torcher
Yeah, I love the video but I still don't see what his point is on that topic. Whenever it's brought up in a video there's no context as to what his point is other than "You're a Glizzy Gladiator." I assume it's for the real glazers but just recently ever since that primary weapon teir list it seems aimed towards anyone with a different opinion.
It's definitely a video structure thing as I assume there's actual context in his livestreams. But coming from the perspective of watching only his videos many would assume he wants a weapon like the Knight SMG to have medium armour pen so he can spray down chargers when its designed to spray down hordes.
Also as much as I love the erouptor it needs some more love to make it stand out from it's crossbow cousin. Would love a huge direct damage buff to make up for the fire rate.
These videos are so helpful it's pretty crazy!
This is what I like about bug front, versatility in builds/combos….bot front on the other hand has to be specific or it’s always a shitshow
OhDough when you're using the Flamethrower stun them and get up in there face. It's literally faster then every other support weapon. It's literally faster then old flamethrower. Try again man fr
Underside and butt seem to be the best, so I assume doing this will hit the underside more easily.
To make the overview even better a rough TTK in second amount on each Icon would be nice =)
The chargers back is a jell-o jiggler, no way i can resist those backshots.
They should make special missions which are like Destiny strikes. Call them a Hellraid.
3:09 the forbidden nugget
wait did they actually fix the bug where chargers take 300% longer to bleed out after being popped? hell yeah
The head is just supposed to be super tanky, I have no problem with it being more tanky than bile titan´s head. I think it makes sense due to how compact it is... Maybe there should be bile titan behemoth.
Stalwart not ideal but not bad , win is a win but hmg not killing through face is wild
Wait the arcthrower can stun enemies again? Can it stagger hulks again too like it used to?
Also I think you suggested waaaay too many changes for the airburst, one of those changes would already make it fine, all of those 3 would be just too much.
With the laser cannon is surprises me you joke on it, if it performed exactly as ballastic / ammo limited weapons, nobody would use anything else, because it has unlimited ammo.
>play team based game
>"what the heck? half the guns don't kill things in 3 shots or less???? what the frick?"
you'll learn eventually, hopefully
> play team based game
> get DC'd and the server fuckery stops anyone else from connecting
> forced to finish a super helldive solo with a suboptimal loadout because "it's a team based game"
2 man based game for optimal play, go around in 4 you're just watching people kill stuff while you mop up Wilbur's
@@ylyxa Yes. If you were playing DRG and your driller disconnected, would you complain on the internet that everyone should have drills?
@@spartan456 DRG is completely irrelevant to this discussion. Stop spewing BS and actually address my argument.
wow your telling me the tank killers actually work now? defiantly new missions.
Push Pull Legs (rest) is a good simple combo. I like to do Chest (and tri), legs, back (and bi), rest, shoulders and core, arms, rest. Works for me and my routine and how much time I allow. But i layer on top of that a weekly focus in a 4 week cycle; Deload / stability, hypertrophy, hypertrophy, strength.
But any amount of time you spend in the gym is better than not. It's worth missing one op and dedicating those 90 minutes to improving yourself. Your future self will thank you.
kermit is that you?
Make HMG great.
So i have learned that the pointy horn is heavy armour and the sides of the horn and most of him are still shootable. Maybe have killed myself shooting his head 3 hours ago
Don't die from content debt!
Ive been waiting for this vid, thanks man
I have shot a full hmg clip to a charger face and it died. No ricochet. You were shooting more on the horns than the face. Shoot a bit lower, chargers do have mouths. Rly appreciate the service btw, you bring great benchmark references to the game
Edit: yes it was a behemoth, not a common one
0:19 any weapon is an anti-tank weapon if you try hard enough.
Damn straight says the quasar
Side note, push pull legs is a dying routine
I mostly agree with your takes, but I don't think EVERY weapon should be optimal against heavy units. You just demonstrated in your vid that you CAN kill chargers if you don't have the right tools you just have to put in a little more effort. The game gives you two choices: ethier make a build thats a jack of all trades, or communicate with your team and synergize well with them. Technically the most optimal build is have 2 chaff clearers and 2 AT you roll around in a group of two, 1 chaff clearer and 1 AT. Or just roll around in a huge deathball
Best and only way to kill any and all enemies, is the riot shield.
Railgun is so useless. Its bad against everything and good against nothing + u can use it a minute before it explode so u need to wait 7min to get it back
The rail gun can defeat bile titans in 2 shots if charged well.
perty shore it's 3
The cluster rocket shouldn't even be in the game. If they wanted to make a cluster wepon it should be a grenade launcher, with less ammo than the already available in the game.
I’m really struggling to find a use for the air burst that isn’t ad clear, which I can likely do with something else in my kit just as effectively as it can.
Pretty sure the devs mentioned that the butt of a charger is the weak spot not the head. Especially on a behemoth
I don't think the devs have to mention that at any point in time.
Bug has chittin/carapace/etc ? Don't shoot it there unless you have an anti tank.
Bug has a soft looking, shiny red/green spot ? Shoot there.
Logic.
Him saying that it makes no sense for the head to take more hits than the ass makes no f*cking sense.
Your messy desktop screen gave me conniptions. Otherwise, keep em coming, bro.
Hmg needs a buff
That desktop clutter gives me anxiety.
A bit off topic but is it just me or do Shriekers do outsized damage to mechs for some reason. I took an emancipator into a level 5 twice and they died in three minutes.
There is nothing wrong with weapons having weaknesses that are covered by other weapons.
Recoiless is amazing cs tanks but basically useless vs everything else. You need other weapons to cover its weaknesses.
this update made me a botdiver again I’ve finally been getting 0 death games on d10 now😂
I would love to see the laser cannon getting a durable damage buff is so bad even for a not AT weapons the others are so much fasters
My work out routine:
OFF/OFF/OFF/OFF/OFF/OFF/OFF
X amount of views In Y time? We up boys 🎉🎉🎉
ignoring hmg/lmg/mg cope, I love the HMG vs bots, fat onetaps on devastators, i play it like a DMR with 75 round mag, they could all use retouching though