They could change this weapon a tad instead perhaps make it reduce/"melt"enemy armor so they become vulnerable to lesser weapons. Like making a hulk possibly vulnerable to medium or even light armor pen weapons if sprayed long enough. Could still be supporty while not overly killy.
Would be too strong in my opinion, if it takes down the armor value of an enemy, but a damage buff would be good. Like, confused enemies take 10-20% more damage, also, I think for a stratagem weapon, the sterilizer should leave a gas cloud similar to flamethrower. It lacks so much in damage and still not that good at spreading gas, Its just better to use grenades and gas strike or the dog breath even. If They made it easier to spread gas with the sterilizer and give a damage buff on confused enemies, I think It would be much better, but still not op.
@@jruh2141 I think thats just, because the gas damage chipped away at the leg health of the charger. Sterilizer also has armor pen 6, so It does directly damage the leg of the charger.
@@MMOplayeerr I don't think it'd be overpowered though. A team member has to take up an entire slot just to provide that support, instead of being able to take a weapon more effective on a solo combative basis.
Idk why people are crying I’m obliterating bugs with the gas by stunning them with the gas. Of course fire is still better but gas is viable. I think a small damage buff would help but by no means is it terrible.
@@roguerex292yes god forbid we have some interesting "support" based options. Everything has to deal with everything for some people, I dont get the mentality.
@@FazeParticles I'm more bothered by the fact there's only two pages, where every other warbond is three. Which tells me they're going to start putting less and less in the bonds to entice you to pay for them by also locking new stratagems within them as well. Glad we can still farm for credits, but we'll see how long that lasts before they only let you get negligible amounts at a time or make up some bs excuse as to why they won't let you find credits anymore.
That's literally all I think gas needs. Just make it last longer, with damage that only matches fire after its full (longer) duration with its inherent Caustic effects.
ngl while everyone is rocking with the thermite, i'm having extreme fun with the fart bomb aka gas grenade. It is like a stun grenade with DOT. I can use it to crowd control while burning them with my torcher...plus i can bully enemies especially chargers with the sterilizer+torcher swaping combo And also the Orbital Napalm and Orbital Gas on breaches just adding the 'Icing on the Cake' im enjoying too much with this warbond as a war criminal 💀
Hold on hold on, how are you dealing with the massive hunter spawns? I’ve tried running both the flamethrower and the torcher for the memes and quickly realized that hunters will shred me if I don’t have a weapon that can kill them instantly instead of over time.
@@justinmellem8964 that's the easy part and honestly who dosn't have 250 medals saved up at this point? The hard part is to farm the rest to complete the warbound so quickly.
Not difficult. It takes time to get the super credits but even that is easily accomplished. Just run some missions on trivial, easy or challenging and you'll get there pretty quickly. Most people have been maxed on medals for a while, waiting for this warbond to drop.
I’d like to mention something about the sterilizer: It is NOT meant for dps. It is meant for crowd control and DAMAGE OVER TIME. If you take the sterilizer with the thought process of “Gas flamethrower” you’re going to be disappointed. You want to change targets as soon as the gas status is applied to an enemy and keep applying it to spread as much confusion and damage over time as possible. Dog Breath is good for keeping the DoT and confusion on enemies automatically, but again: NOT A DAMAGE STRATAGEM. And the Stim pistol is designed to be a support tool exclusively. However, because of griefers, people are conditioned to kill whoever shoots at them. My advice? TELL THEM IT IS A STIM PISTOL BEFORE YOU SHOOT! Is it really that hard to type “stim gun”? This entire warbond is very support-focused. Which I think is good. We don’t really have many options to help other players outside of the backpacks for resupply or reload and the occasional stim share. I like the warbond.
The sterilizer does have a long mag and becomes a lot better with Peak Physique armour + Eruptor. Quickly spray some gas to group up enemies and blast away. Not the best for solo play, but at least it's usable.
I haven’t unlocked the sterilizer yet, but that is exactly what I thought it would be like. I have no idea why they didn’t make it a gas grenade launcher so you could have some range.
Probably is on the backlog at some point, and now that they have this new gas mechanic, it could be a fairly easy addition (maybe even to be added with the incendiary and stun grenade launchers)
I agree, awesome idea! Anyone remember the Terminator 2 scene in the lobby?! Imagine gassing an area, confusing everyone, and walking through like a terminator finishing everyone off! Opportunity missed! :'(
Gas build is actually super fun, it just requires different approach than other builds and the result is a very unique and unusual gameplay. You need to consider gas clouds as your “safe zones” and use it to infiltrate enemies and destroy them from the inside of their groups. Let the enemies surround you, throw either gas grenade or orbital gas under your feet, reposition yourself a little bit from the middle of action to a safer spot of the cloud and enjoy cooking them all with the flamethrower while they are going crazy and killing each other. If you time gas grenade-orbital gas-gas grenade combo you can actually handle multiple bug breaches at once and give yourself a pretty big window to cook all of medium and heavy enemies while the small ones are just dying from the gas. The downside of this is that you will always stand in the way of your teammates shots and stratagems as you really want to get inside the enemy crowd to make it work, so this is more like a “one man army” strategy than something team based. But I really suggest trying it as it gives completely unique emotions.
I've been enjoying running the gas grenades along with the flame thrower. That's a pretty effective combo on bugs. I'm not a fan of the others. The sprayer doesn't have an effect that lingers long enough and does almost no damage and the guard dog focuses one enemy and follows it rather than spreading the gas so it's not great on crowds. It can bully a lone charger though.
I think the sterilizer’s gas should get a buff where the gas either lingers around longer or the gas effects last longer. Some kind of compensation since it’s the only gas option that requires you to get up close to the enemy.
New Strategem Idea: (Sterilizer Tower) Similar to Tesla Tower, made to look like the mine dispenser maybe, acts as a target for bugs but consistently confuses them so can hassle a crowd for a while until they eventually manage to take it down
i think your expectations are out of line. AH said it's mainly used for crowd control as you said. but throw that grenade into a pack of hunters and they will eat each other. it's using the bugs against themselves. plus you throw a flame thrower on top of that you have a 75 dps. adds up quick when their blind and your spraying gunfire.
Flame damage is 50. But flamethrower adds 200 on top of that if you hold the trigger on an enemy. So in practice flamethrower does 10x the damage of gas thrower
Sterilizer should leave behind a caustic residue on the ground like fire, but for like 70% of the fire’s duration. This would make it much more effective at spreading gas while not making it just straight up better than fire cause of cc. Also they should half the exposure time required to apply gas to an enemy, and increase its duration on an enemy after gas is applied by 25%. I think these tweaks would give gas it’s own identity and act as a powerful alternative to fire without overshadowing fire. Fire is more direct kill on the spot, gas is indirect kill over time, with crowd control to compensate. But rn applying the gas and maintaining it is the issue, outside of the gas guard dog for obvious reasons.
Increase gas status length to 50%-100% the duration currently and I think it will be a support king. as for the stim pistol I want the devs to include a slight homing effect that curves the stim towards the diver so unless they are running perpendicular to the angle you shot at it should tag them.
For the sterilizer, its not so much a matter of choosing between killing or CCing as it is a choice of whether you're the one doing the killing or doing the CCing. Just like with the other crowd control weapons (the concussive and the pummeler) the best way to use the sterlizer is in combination with a guard dog (the ones with guns to be specific, not dog breath in this case) and/or automated turrets. You can apply your gas CC further than the dog breath can, and over a wider area than the grenade can, and for a longer overall stretch of time than either of them. So what you do is if faced with a horde, drop down a turret (or even two) in a strategic location and then lock them down and watch the magic happen.
In my opinion the lack of lingering gas with the steriliser is fine since it's super easy to quickly apply gas to everything either way. It lets you confuse and damage all the enemies while continuing to move around. And makes it an awesome weapon for getting bugs to leave your teammates alone for a bit if they are jumping on them By the way the steriliser has a deceptively long range. You just need to get used to the shape of the cloud it produces and it starts becoming a really effective tool for disabling entire swarms of bugs
Gas is a weird one for me. Just seems like an inferior form of flame. I like the blinding and disorienting but as you said, its not enough to make it unique. Maybe they could make it more like acid, removing legs and melting armor. Id even like to see the steriliser have a higher pressure and crazy range, where you just blanket a whole area in dissolving mustard gas. Same with the gas strikes and grenades. A range advantage would make people choose it
I think the DoT should linger longer, twice as long as the flame maybe. Seems like the easiest way to solve the problem of having to constantly reapply it in a crowded situation.
It’s not ment to deal damage, it’s main purpose is so that you can get away or get enemies to stop attacking you. Like this, you puff a gasthrower at a hulk and run to its back while it shoots where you were before.
3 things: 1) the sterilizer and dog breath need the lingering clouds like the grenade. Yes it’s higher risk to fellow Helldivers, but it needs it for the effective crowd control factor. 2) the confusion effect needs to be way longer. 3 seconds is just long enough to stop them in their tracks for maybe one or two attacks, but not long enough to be useful (e.g. putting distance between hunters, stunning a big swarm so you can knock out some of them). 15 or even 10 seconds would feel way better. 3) it needs either a flat damage buff, stackable damage, or some kind of armor deterioration. I know it’s not supposed to replace the flamethrower, but giving it one of these would open up more opportunities for unique combinations
The Warbond really doesn't fit the gameplay of Helldivers 2 at all. The gas weapons just don't really have a use case as...straight up killing the enemies would be better, and the orbital gas strike is just a better version of the grenade on a higher cooldown, though the grenade can be used more. The grenade is really the only gas option from this warbond i see being worth using, as it doesn't take a strategem slot. The stim pistol, as you said, is hard to hit or notice someone is using it. It also doesn't really have a place in the game as i've rarely run out of stims, same with other players in the match. The damage taken in this game is so high you pretty much need to immediately use a stim after taking damage, running around not on full health is a death sentence. You'll run out of Ammo before stims, and most the time you will replenish stims when you get ammo, so ergo...you don't run out of stims. The Armor has little to no use-case due to the weakness of the gas, meaning no one will be running it and if you have an orbital gas strike, due to the damage change, you can run through it with just a single stim. There is no real point for running into a gas strike or gas grenade cloud as you can just shoot the enemies outside of it, assuming they didn't sprint out of it in their confusion. On top of that, the Armor looks pretty bad in my opinion. How do you make a gas fit not go hard? Helldivers 2 fundamentally isn't designed in a way support play would be useful, the most useful "support" thing you can do is just giving players ammo with a supply backpack. They should of gave gas a slow effect and not decreased it's damage or only decreased it by a little. The confuse effect is not that good and the blind effect will only be worth a damn on bots which you will very rarely be able to get the gas effect off on. It doesn't help the gas effects are pretty short in duration on top of it's other problems. Maybe this will change, but currently the gas system is weak and doesn't really hold a reasonable use case, but at least it's hard for my teammates to kill me with it. Not worth 10 bucks though, every other warbond has more use than this one.
I think you are wrong. Gas makes everything easier to kill and gives the team time to breath and prepare themselves better for the fight. The Gas Grenade should be able to destroy bug holes because it contaminates the bug hole.
These resist armor perks should do something else besides just the resist since 99% of the time the only way these damage tipes will affect you is self harm.
I feel like this the perfect warbond to open with after they increased the viability of weapons especially primaries. It offers more ways to play and when it comes to playing a "support" role it will feel alot better since alot of primaries are stronger even being viable against chargers.
Sterilizer with Guard Dog is really good. Was surprised getting +40 killstreaks suddenly. It is also a really good "panic button". When you get swarmed you just spray it around you and can survive unexpectly extreme situations
Steriliser feels like it's more geared towards keeping individual chargers and other bigwigs busy in scenarios where you can't just take them out quickly, or simply running away is not an option.
600hrs hd gameplay here, a lot of people doesn't like the new warbond but for me who loves war crime it's a perfect weapon, you can build up various build from it. My best load out are flame + gas, use dog breath and flame weapons, i prefer the primary torches (so i have spare support slot for bigger threat) and incendiary grenade. When then enemy get confused by the gas it might not stationary but wondering around it not fully move towards you. When it get confused set a floor with flame or just directly hit them, this applying 75 DoT (25 from the gas and 50 from the flame ). And it does the job really well.. i can basically stand in one spot spreading gas and flame without moving, it's perfectly fit with the crow control role. Yes it have the downside it can't crowd control charger or bile titan so you have to use better weapons.
A really cool stratagem with gaz would be to have a bombing that goes into a circle around the landing of the stratagem at like 30m, would be cool to defend zones and isnt really OP considering that you're kinda trapped in and if you are outnumbered , you're forced to go through your own gaz.
I think the gas grenade for solo is awesome. Really great way to close off checkepointss or certain sections in front of you, to either pull back or mow them down.
Been having quite the time with the new sterilizer stratagem, I find it very useful paired with a guard dog, especially the regular one. Confuse the enemies -> let the guard dog finish them off. Got 863 kills last game against bugs but it was tier 8 so no wonder, but it really does change the gamestyle. It's also really great for supporting your teammates during a horde too. Big bug nest and a huge horde of enemies won't stop coming? Be the frontline and spray them and let your teammates seal the holes.
@@onhillsgaming Yeah, this one is the 1st warbond I'm not willing to buy for full price...maybe it would be good for goofing around for a while for free or even half price, but 1K super creds for this is a big no-no in my book.
I told my brother, "It feels kind of like an unnecessary step. If I spray them with chemicals they get confused, and then I kill them. If I spray them with Fire, they just die. Murder is the ultimate CC". The more I have been running it, the more I like it. I think if they just increased the damage a bit, I would really love it. It shouldn't be on par with the Flamer, but I'm not sure the CC justified cutting the damage in half. Either increase the damage a smidge, increase the duration of the contamination, or allow Chem damage to stack (Twice?). All and all, its growing on me. Haven't got the Dog Breath yet, but I'm excited for it.
What I think gas should do: - Keep the confuse and add a slowdown effect, add to it being more of a support than a direct damage - change the damage from doing flat number to do flat number + percent health, will help keep it relevant in all difficulties against all enemies
im thinking about running a support build: stim pistol, gas grenades, eruptor, gas dog, flamethrower, 500kg and gas strike. the ultimate tower defense build
if they increased sterilizer tank capacity by maybe 2x then it could be a much more viable support weapon, with sustained CC so that other teammates have more opportunities to dish out damage along with increasing the diversion when getting hit by gas, i found that roughly 1/3rd of the bugs are still wandering to me and hitting me which is really not good overall, the sterilizer should be pretty worthless solo but should be AMAZING as a support weapon for teammates, especially if you have friends to cooperate with
I've been enjoying the Sterilizer/Gas grenade paired with the Eruptor, it's nice for locking up a bug breach so your airstrike can be even more effective too.
Really like the gas nade. Not having to waste a strategem slot to crowd control, for example a patrol or swarm coming right your way while doing an objective, is a really valuable thing imo. Just lob one, watch them freak out, finish em off - or just delay. Dog breath might be ok too, to confuse those you miss. Didn't get it yet :D I was hoping it would be a legit tactic to wear the armorset to reduce the dmg and then just be in your own gas to be "safe" but the confusion status seems to be so dangerous and at least brood commanders etc. very often just seem to melee me, so that's not really working. For that same dangerous reason, the sterilizer really does feel like a bad choice, as not only does it require you're close to the enemy that still swings around wildly, you also end up wasting a strategem slot and those are valuable. If it either made enemies turn around and run away from you, it might have a utility.. if it made enemies attack eachother, it'd be great.. but as it is now.. nope. Gas nades will come with me often though :) Edit: Oh I DID however feel like the sterilizer did something interesting against shrieker swarms... Not sure if it was a fluke but they seemed to die very quick and stumble out from the sky. Gotta test that more... could have been my friend shooting at em right at the same time, but I saw no splatters or projectiles...
There’s a handful of people who think the new gas is bad and that this new warbond is bad. I MOSTLY disagree, I’d say there are two changes they should make: 1. the sterilizer should either leave gas clouds (akin to the flame weapons, but floating) OR decrease enemy armor in addition to the confusion 🤷♂️. 2. Dog breath needs to intelligently apply the gas effect to enemies that don’t already have it. (Bonus)3. Stim pistol projectile speed needs a pretty drastic increase.
This is the most useless warbond ever. With the change to the Orbital Gas, there is no point to the rest of the warbond. Drop a cloud on the enemies and bring something else to actually kill them. The guard dog only targets one enemy and doesn't leave a cloud...so there is that as well. And considering it doesn't leave a cloud...and your weapon also doesn't leave a cloud, there is no point in the having the armor sets. The sterilizer could very well be just a primary weapon, not a stratagem. It is quite amazing this came out like this.
They have a lot of ways they could improve the utility of gas. One interesting one they could do is while affected by the gas, there armour level decreases (because the chemicals degrade and weaken the armour). This could potentially increase its support effectiveness. Not only does it make the enemies a bit disoriented, but your teammates can kill enemies with lower penetration weapons, and also just helps kills enemies quicker. Whatever they do, it should definitely focus on debuff to differentiate it from flame stuff. But I think it’s not in a bad place right now. The drone though needs a change in its targeting. Because it’s like any other drone, it stays on an enemy until killed, but that doesn’t make sense with gas (also takes ages to kill). So it should work by moving on from target to target once the debuff has been applied on the enemy
One thing to note about the gas rover is that it seems to like focusing down one enemy and moving on to the next target instead of spraying a group and keeping the entire group debuffed.
I appreciate that its identity is unique to that of the flamethrower or the arc thrower. It looks like a fun choice for players who want to play the role of crowd control support
I honestly felt that the best thing to do was to throw a grenade or gas strategem on bug beaches made them ridiculously easy targets for other bigger strategems that have longer call in times. Toss in a grenade when the smoke pops up, quickly toss an eagle and boom: 30 kills
They should do the classic videogame cliche of allowing gassed enemies or lingering gas clouds to be ignited with things like incendiary grenades, thermite, napalm stratagems, or other flamethrowers, causing a thermobaric explosion that does majorly increased damage depending on the gas cloud size and ignites any surviving enemies. That way there’s a dynamic and cooperation focused duality between fire and gas, which could incentivize flamethrower and gasthrower players to group up and use their weapons in tandem to deal more damage than they could as individuals, like the crew reload mechanic. And it would still be useful in solo play since there’s incendiary and gas kit options in just about every slot, meaning that just from this one change you easily create a dozen or more unique loadouts that all play a little different centered around gas/fire combos.
I think the best way to fix the sterilizer would be to have it so that it creates a cloud of lingering gas the longer you fire it. It should be the ultimate way of applying gas clouds to the field.
The value of real gas weapons is their extreme crowd control abilities and disabling effects. It is meant to be used with other forms of weaponry. I think using an orbital cloud strike, while wearing the gas armor, and then running in an mowing the enemy down with an hmg at point blank might be useful, but I am not sure how long the strike cloud lasts, and whether or not it makes more sense than the static shock orbital. The confusion ability has potential though and I think it will be interesting to see the techs created for it.
so the sterilizer is a good combo with the laser drone, and i bring either stuns or thermite, and a grenade pistol for grenades, and the cookout for its dot effect, basically you let the drone do the work while you semi blast the crowd with gas, and if or when you run out of sterilizer, shoot your shotgun, you should bring orbital railgun strike for large enemies if you decide to go alone, and bring the any large bombs, or even maybe the napalm barrage
I found this as an odd warbond as I am a classic orbital chemical gas player. Drop it, use it for defense missions, gas had managed to block flares from bots in the past so gas was a bit of a favorite for me in a defensive tactic. Gas backpack bot buddy feels like an odd, but maybe nice runner build since the bots distracts enemies by making them lose you if they get in range. As for the armor... heard some odd things about it as honestly I would like it more like the laser tesla armor with 95% protection against electric damage. Though there had been some players saying that higher the armor rating the more protection you get as some players claim heavy armor nullifies all of it or most of it. Feels like an interesting one even if it isn't for everyone.
_"But here's the good news! When you DO manage to stop missing all of your shots, your teammate will think you're trying to TK them and will kill and/or kick you."_ Oof. Too real. Allied IQ is measured in single-digits.
The problem with the Sterilizer is that it's a worse flamethrower in terms of damage, and a worse CC than the arc thrower which can do much more CC, much more damage, without having to risk getting that close and with unlimited ammo.
From what it seems like, your best bet is to either run Sterilizer+OG Guard Dog/Rover, or any other weapon+Dog Breath. That’s IF someone wanted to run the new gas weapons. Interesting. I would probably run the Dog Breath with a typical primary/LMG. Can’t wait to try it, but I feel like it’s gonna be hard to replace the Rover.
one think i like gas nades and armor for, is if you get surronded popping it at your feet and fighting in the cloud, or using it to retreive lost samples in a swarm
I think gas grenade has some potential for speedily hitting nests (blitz missions?). Take the gas armor and explosive crossbow. Throw a grenade, wade in and closing holes. The gas will cover you from bugs that pop out while you work, then jet out. I do see what you're saying about solo play though.
Hoping they buff the Sterilizer. Was super excited to unlock it and test it only to be disapointed (as you mentioned in the video). Looking forward to Dog Breath though.
The sterilizer will be good for team play using it to confuse enemies for either getaways, or to stoping potential damage with your allies providing the killing power
I feel like the gas spewer was created before the team had any idea that they were going to rework how gas worked, and then they didnt have enough time to change it to something else before launch.
Gotta say I definately was expecting the sterilizer to have some corrosive immediate damage effect. Weaker than flamethrower of course, but more damage would be satisfying.
Deep rock galactic had a caustic globule launcher that basically could be caught fire. A small reach here would be to use the sterilizer (potentially alcohol based) to be used for a small explosive effect with a torch. Or use a gas orbital then the napalm to make big boom
I think if the damage application stacked it would be nice, 25 gas nade + 25 sterilizer = 50 damage, that way it gives you a reason to run the armor and more than 1 gas strata.
I like to use the Sterilizer in combination with the Guard Dog Rover. I spray and confuse them with the Gas and the Rover finishes them off pretty quickly. I also use fire impact grenades for maximum over time dmg. Grenade pistol to open up containers and the Knight SMG incase i actually have to shot something, which rarely happens. Pretty solid loadout imo.
maybe the sterilizer should slow enemies if you directly hit them with the gas. as you said why sprays them with gas. then swap to your main to finish them off when you couldve just shot them from the start and if you wanted good aoe dmg... just use the flamethrower Rest looks interesting for sure. Thanks for the explanation I didnt really understand what the ''cc'' was supposed to be, i only noticed that they lost track of me whenever i threw my orbital gas makes a lot more sense now.
I see gas kinda like build crafting with Stasis from Destiny 2. It’s crowd control and should not be even considered as a main source of damage. Pair it with something like the impact thermite, or duo up with a teammate so you two can 1-2 punch the crowd. I think the gas grenade and dog breath are easily the best picks of this warbond. Now that being said, I do wonder what happens if you combine gas with the stun of EMS or Arc. I’m sure there’s some specific scenario where something interesting happens.
Personally, if I had any ideas of things that could be cool to change, it'd be to either rework bug acid attacks into being something that the armor resists, or maybe they could play into the whole "constant evolution" thing by giving them new bugs with such attacks. That way there'd be an actual valid reason to wear it when fighting them, much like how fire resistant armor is great to wear against bots because of hulks with flamethrowers. Hopefully they do something like that in the future where the Illuminate have some electrical attacks, so the same can be said for that type of armor, and maybe even creating a pseudo holy trinity of element themes for the enemies later down the line. But that's just my personal weirdass thoughts on how to (maybe) get the most out of such mechanics, what do you guys think?
I still feel that instead of a flamethrower weapon for the gas, it should have been the grenade launcher. The grenades and orbital is the best and most useful form of gas deployment, being able to pick a section of land, even at range, to completely coat in a cloud of gas is far more suitable and thematic than spraying poison a couple of feet in front of you, which denies its use almost entirely in certain scenarios.
Imo, the sterilizer would've been much better off as some sort of gas-grenade launcher, or something. Moderate/low explosive damage, leaving lingering gas clouds. Something that could kill trash more or less instantly, and then debuff whatever lives through the initial explosion.
The guard dog is way more useful than the steriliser, especially because it doesn't stick by you as much and flies off to stink on the enemies and it does the same damage as the TX-41, i feel like the Steriliser needs longer reach, better DOT but MOST IMPORTANTLY, it needs to leave lingering clouds like the grenades, the DOT lasts just 3 seconds and it's not enough The armours are sick (hehe) especially the Field Chemist, the Stim Pistol needs a bit of a buff but most importantly it either needs to be hitscan or have a lock on feature like some people suggested Neat Warbond, but not really worth it as of now
Gas grenade is elite. Been spamming the grenade and also gas strike, the cc is busted. A frag grenade will net you like 3ish kills, a fire grenade can get you 10ish but with no cc, a gas grenade consistently gets me 10+ kills with cc. Stops a horde in its tracks for a solid 10-20 seconds. Racks up kills. It’s insane. I can’t imagine using anything else, thermite is… ok… but they buffed all the tank killers so I found myself never really needing them. The timer on the thermite is still too long.
No one should be using grenades to close bug holes or fabricators since the grenade pistol was introduced. Or since the crossbow and eruptor can also close them. Or the many support stratagems.
I think they should add more effects to the armor sets. Specifically tied to the gas theme. For example, +3 gas grenades (no effect if different grenade equipped).
We making the Geneva convention a geneva suggestion
Its not a war crime if they didn’t sign onto the Geneva convention
a veritable geneva checklist
So, basically what it is now in all practicality? Lol
Your Goddamn right
Haven’t heard that one 6,000 times!
3:06 that guy killed himself by shooting your shield lol
"Between me or you. It was always gonna be me."
Good eye dude. That’s actually funny
He got OWNED.
skill issue
poor guy, tried to kill the hunter for him but life is unfair 😂
They could change this weapon a tad instead perhaps make it reduce/"melt"enemy armor so they become vulnerable to lesser weapons. Like making a hulk possibly vulnerable to medium or even light armor pen weapons if sprayed long enough.
Could still be supporty while not overly killy.
Yeah it should lean into that "corrosion" the description for gas talks about
It does actually already do that from what I could tell, I have disintegrated a charger leg by blasting it with the sterilizer
Would be too strong in my opinion, if it takes down the armor value of an enemy, but a damage buff would be good. Like, confused enemies take 10-20% more damage, also, I think for a stratagem weapon, the sterilizer should leave a gas cloud similar to flamethrower. It lacks so much in damage and still not that good at spreading gas, Its just better to use grenades and gas strike or the dog breath even. If They made it easier to spread gas with the sterilizer and give a damage buff on confused enemies, I think It would be much better, but still not op.
@@jruh2141 I think thats just, because the gas damage chipped away at the leg health of the charger. Sterilizer also has armor pen 6, so It does directly damage the leg of the charger.
@@MMOplayeerr I don't think it'd be overpowered though. A team member has to take up an entire slot just to provide that support, instead of being able to take a weapon more effective on a solo combative basis.
Making your allies think you're griefing them while using the stim pistol is totally in full Helldivers fashion and I love it.
I really love the uniqueness of this warbond, feels like a very good support warbond and im all for that diversity
Idk why people are crying I’m obliterating bugs with the gas by stunning them with the gas. Of course fire is still better but gas is viable. I think a small damage buff would help but by no means is it terrible.
@@FazeParticlespeople only care about damage. It feels like the meta guys are taking things to far
@@roguerex292yes god forbid we have some interesting "support" based options. Everything has to deal with everything for some people, I dont get the mentality.
@@FazeParticles I'm more bothered by the fact there's only two pages, where every other warbond is three. Which tells me they're going to start putting less and less in the bonds to entice you to pay for them by also locking new stratagems within them as well. Glad we can still farm for credits, but we'll see how long that lasts before they only let you get negligible amounts at a time or make up some bs excuse as to why they won't let you find credits anymore.
They should have added a gas mortar
A buff that would make the sterilizer much better would be making it create gas clouds that linger for a long period of time. Longer than flames
That's literally all I think gas needs. Just make it last longer, with damage that only matches fire after its full (longer) duration with its inherent Caustic effects.
Very happy to see more uploads from you man.
Appreciate it Patrick :D
"Dont use the armour unless your running into gas or your teammates have it" he says to drip divers
Drip divers do be looking fresh
Not like I use the fire damage reduction anyway on the fire pass, I just stim myself and burn 😅
That chemical thrower and flamethrower together would be vicious
I was thinking the same thing!
Gas Guard dog + Flame would be great IMO
@@genbrien I'm looking forward to it when I unlock Gas Dog! :P
@@genbrienI was thinking that
just tested it, very effective but a few nades do the trick alone
ngl while everyone is rocking with the thermite, i'm having extreme fun with the fart bomb aka gas grenade. It is like a stun grenade with DOT. I can use it to crowd control while burning them with my torcher...plus i can bully enemies especially chargers with the sterilizer+torcher swaping combo
And also the Orbital Napalm and Orbital Gas on breaches just adding the 'Icing on the Cake'
im enjoying too much with this warbond as a war criminal 💀
I'm surprised that actually very few people have guessed to use sterilizer+torcher combo
@@Craftworld_patriot agree
Overall:
Kill Efficiency 7:5/10
FUN factor 11/10
Hold on hold on, how are you dealing with the massive hunter spawns? I’ve tried running both the flamethrower and the torcher for the memes and quickly realized that hunters will shred me if I don’t have a weapon that can kill them instantly instead of over time.
Does it work on chargers? I'd love to run it with a flamethrower
@@DemonologyGaming Doesn't the sterilizer confuse the swarms?
YOU UNLOCKED EVERYTHING? Man, you must have missed HD2 a lot lol.
Well he probably had 250 medals when it dropped
@@justinmellem8964 that's the easy part and honestly who dosn't have 250 medals saved up at this point? The hard part is to farm the rest to complete the warbound so quickly.
I had 250 warbonds and that was only enough to unlock the first whole page along with getting the sterilizer stratagem
😂😂😂😂😂😂😂
Not difficult. It takes time to get the super credits but even that is easily accomplished. Just run some missions on trivial, easy or challenging and you'll get there pretty quickly. Most people have been maxed on medals for a while, waiting for this warbond to drop.
I’d like to mention something about the sterilizer: It is NOT meant for dps. It is meant for crowd control and DAMAGE OVER TIME. If you take the sterilizer with the thought process of “Gas flamethrower” you’re going to be disappointed. You want to change targets as soon as the gas status is applied to an enemy and keep applying it to spread as much confusion and damage over time as possible.
Dog Breath is good for keeping the DoT and confusion on enemies automatically, but again: NOT A DAMAGE STRATAGEM.
And the Stim pistol is designed to be a support tool exclusively. However, because of griefers, people are conditioned to kill whoever shoots at them. My advice? TELL THEM IT IS A STIM PISTOL BEFORE YOU SHOOT! Is it really that hard to type “stim gun”?
This entire warbond is very support-focused. Which I think is good. We don’t really have many options to help other players outside of the backpacks for resupply or reload and the occasional stim share. I like the warbond.
The sterilizer does have a long mag and becomes a lot better with Peak Physique armour + Eruptor. Quickly spray some gas to group up enemies and blast away. Not the best for solo play, but at least it's usable.
I haven’t unlocked the sterilizer yet, but that is exactly what I thought it would be like. I have no idea why they didn’t make it a gas grenade launcher so you could have some range.
Dude that is an amazing idea. Would be so much more useful.
Probably is on the backlog at some point, and now that they have this new gas mechanic, it could be a fairly easy addition (maybe even to be added with the incendiary and stun grenade launchers)
I agree, awesome idea! Anyone remember the Terminator 2 scene in the lobby?! Imagine gassing an area, confusing everyone, and walking through like a terminator finishing everyone off! Opportunity missed! :'(
God dammit that is so much better!!! 🤬🤬🤬
Meh, I like it better this way.
bro gas+flame=explosion physics would be aaaaawesome
Very Deep Rock Galactic, I approve.
Gas build is actually super fun, it just requires different approach than other builds and the result is a very unique and unusual gameplay. You need to consider gas clouds as your “safe zones” and use it to infiltrate enemies and destroy them from the inside of their groups. Let the enemies surround you, throw either gas grenade or orbital gas under your feet, reposition yourself a little bit from the middle of action to a safer spot of the cloud and enjoy cooking them all with the flamethrower while they are going crazy and killing each other. If you time gas grenade-orbital gas-gas grenade combo you can actually handle multiple bug breaches at once and give yourself a pretty big window to cook all of medium and heavy enemies while the small ones are just dying from the gas.
The downside of this is that you will always stand in the way of your teammates shots and stratagems as you really want to get inside the enemy crowd to make it work, so this is more like a “one man army” strategy than something team based. But I really suggest trying it as it gives completely unique emotions.
I've been enjoying running the gas grenades along with the flame thrower. That's a pretty effective combo on bugs. I'm not a fan of the others. The sprayer doesn't have an effect that lingers long enough and does almost no damage and the guard dog focuses one enemy and follows it rather than spreading the gas so it's not great on crowds. It can bully a lone charger though.
I think the sterilizer’s gas should get a buff where the gas either lingers around longer or the gas effects last longer. Some kind of compensation since it’s the only gas option that requires you to get up close to the enemy.
I recommend trying it on bots , its absolutely insane the way they lock up and how kuch damage they take
Every day smoke becomes more and more irrelevant
gotta quit them ciggarettes
yes they fucked up
Kind've apples to oranges. Smoke is a stronger defensive tool. I agree that smoke needs some major buffs.
@@brodypullishy932it’s smoke what else is it supposed to do.
@@Salmon_Toastie It's job? Lol? It needs to be more effective as a concealant even in the middle of combat.
I'm loving the gas stuff, I had fun with the Sterilizer and the Cookout together against bugs. Gas grenades are so good on bug breaches, too.
New Strategem Idea:
(Sterilizer Tower)
Similar to Tesla Tower, made to look like the mine dispenser maybe, acts as a target for bugs but consistently confuses them so can hassle a crowd for a while until they eventually manage to take it down
i think your expectations are out of line. AH said it's mainly used for crowd control as you said. but throw that grenade into a pack of hunters and they will eat each other. it's using the bugs against themselves. plus you throw a flame thrower on top of that you have a 75 dps. adds up quick when their blind and your spraying gunfire.
the sterilizer seems undertuned though, range and effect should be longer and perhaps have a lingering cloud.
@@donothackI agree, a slight damage buff would suffice.
Flame damage is 50. But flamethrower adds 200 on top of that if you hold the trigger on an enemy. So in practice flamethrower does 10x the damage of gas thrower
@@donothack i agree, the effects need to last a few seconds more also the grenades could be a touch larger in area effect
Sterilizer should leave behind a caustic residue on the ground like fire, but for like 70% of the fire’s duration. This would make it much more effective at spreading gas while not making it just straight up better than fire cause of cc. Also they should half the exposure time required to apply gas to an enemy, and increase its duration on an enemy after gas is applied by 25%. I think these tweaks would give gas it’s own identity and act as a powerful alternative to fire without overshadowing fire. Fire is more direct kill on the spot, gas is indirect kill over time, with crowd control to compensate. But rn applying the gas and maintaining it is the issue, outside of the gas guard dog for obvious reasons.
It would be cool if gas and fire had a combination, for example, that if you mixed it both it explodes like in the finals
Cyberpunk has the same thing. Upload a contagion quick hack to someone and then apply fire damage and BOOM!
Increase gas status length to 50%-100% the duration currently and I think it will be a support king. as for the stim pistol I want the devs to include a slight homing effect that curves the stim towards the diver so unless they are running perpendicular to the angle you shot at it should tag them.
It’s easier to gas more enemies with the sterilizer if you hip fire it and then aim left to right
Is pure support and for those kind of players including myself I like to help teammates sometimes is pretty solid. Alone ya, no way.
For the sterilizer, its not so much a matter of choosing between killing or CCing as it is a choice of whether you're the one doing the killing or doing the CCing. Just like with the other crowd control weapons (the concussive and the pummeler) the best way to use the sterlizer is in combination with a guard dog (the ones with guns to be specific, not dog breath in this case) and/or automated turrets. You can apply your gas CC further than the dog breath can, and over a wider area than the grenade can, and for a longer overall stretch of time than either of them. So what you do is if faced with a horde, drop down a turret (or even two) in a strategic location and then lock them down and watch the magic happen.
In my opinion the lack of lingering gas with the steriliser is fine since it's super easy to quickly apply gas to everything either way. It lets you confuse and damage all the enemies while continuing to move around. And makes it an awesome weapon for getting bugs to leave your teammates alone for a bit if they are jumping on them
By the way the steriliser has a deceptively long range. You just need to get used to the shape of the cloud it produces and it starts becoming a really effective tool for disabling entire swarms of bugs
Gas is a weird one for me. Just seems like an inferior form of flame. I like the blinding and disorienting but as you said, its not enough to make it unique. Maybe they could make it more like acid, removing legs and melting armor. Id even like to see the steriliser have a higher pressure and crazy range, where you just blanket a whole area in dissolving mustard gas. Same with the gas strikes and grenades. A range advantage would make people choose it
I think the DoT should linger longer, twice as long as the flame maybe. Seems like the easiest way to solve the problem of having to constantly reapply it in a crowded situation.
It’s not ment to deal damage, it’s main purpose is so that you can get away or get enemies to stop attacking you. Like this, you puff a gasthrower at a hulk and run to its back while it shoots where you were before.
@@silvergamer7250 i get that but it just feels inadequate
@@JapaneseKeith it’s not ment to kill, it’s ment to maim. It’s a support weapon that’s supposed to support
I think the confusion effect just needs to last longer. Right now you need to reapply it too often.
What's up legend!!
I appreciate your review and honesty. Yours was a lot better than others. Thank you so much
3 things: 1) the sterilizer and dog breath need the lingering clouds like the grenade. Yes it’s higher risk to fellow Helldivers, but it needs it for the effective crowd control factor.
2) the confusion effect needs to be way longer. 3 seconds is just long enough to stop them in their tracks for maybe one or two attacks, but not long enough to be useful (e.g. putting distance between hunters, stunning a big swarm so you can knock out some of them). 15 or even 10 seconds would feel way better.
3) it needs either a flat damage buff, stackable damage, or some kind of armor deterioration. I know it’s not supposed to replace the flamethrower, but giving it one of these would open up more opportunities for unique combinations
The Warbond really doesn't fit the gameplay of Helldivers 2 at all. The gas weapons just don't really have a use case as...straight up killing the enemies would be better, and the orbital gas strike is just a better version of the grenade on a higher cooldown, though the grenade can be used more. The grenade is really the only gas option from this warbond i see being worth using, as it doesn't take a strategem slot.
The stim pistol, as you said, is hard to hit or notice someone is using it. It also doesn't really have a place in the game as i've rarely run out of stims, same with other players in the match. The damage taken in this game is so high you pretty much need to immediately use a stim after taking damage, running around not on full health is a death sentence. You'll run out of Ammo before stims, and most the time you will replenish stims when you get ammo, so ergo...you don't run out of stims.
The Armor has little to no use-case due to the weakness of the gas, meaning no one will be running it and if you have an orbital gas strike, due to the damage change, you can run through it with just a single stim. There is no real point for running into a gas strike or gas grenade cloud as you can just shoot the enemies outside of it, assuming they didn't sprint out of it in their confusion. On top of that, the Armor looks pretty bad in my opinion. How do you make a gas fit not go hard?
Helldivers 2 fundamentally isn't designed in a way support play would be useful, the most useful "support" thing you can do is just giving players ammo with a supply backpack. They should of gave gas a slow effect and not decreased it's damage or only decreased it by a little. The confuse effect is not that good and the blind effect will only be worth a damn on bots which you will very rarely be able to get the gas effect off on. It doesn't help the gas effects are pretty short in duration on top of it's other problems. Maybe this will change, but currently the gas system is weak and doesn't really hold a reasonable use case, but at least it's hard for my teammates to kill me with it. Not worth 10 bucks though, every other warbond has more use than this one.
I think you are wrong. Gas makes everything easier to kill and gives the team time to breath and prepare themselves better for the fight.
The Gas Grenade should be able to destroy bug holes because it contaminates the bug hole.
These resist armor perks should do something else besides just the resist since 99% of the time the only way these damage tipes will affect you is self harm.
I feel like this the perfect warbond to open with after they increased the viability of weapons especially primaries. It offers more ways to play and when it comes to playing a "support" role it will feel alot better since alot of primaries are stronger even being viable against chargers.
Sterilizer with Guard Dog is really good. Was surprised getting +40 killstreaks suddenly.
It is also a really good "panic button". When you get swarmed you just spray it around you and can survive unexpectly extreme situations
Steriliser feels like it's more geared towards keeping individual chargers and other bigwigs busy in scenarios where you can't just take them out quickly, or simply running away is not an option.
600hrs hd gameplay here, a lot of people doesn't like the new warbond but for me who loves war crime it's a perfect weapon, you can build up various build from it. My best load out are flame + gas, use dog breath and flame weapons, i prefer the primary torches (so i have spare support slot for bigger threat) and incendiary grenade. When then enemy get confused by the gas it might not stationary but wondering around it not fully move towards you. When it get confused set a floor with flame or just directly hit them, this applying 75 DoT (25 from the gas and 50 from the flame ). And it does the job really well.. i can basically stand in one spot spreading gas and flame without moving, it's perfectly fit with the crow control role. Yes it have the downside it can't crowd control charger or bile titan so you have to use better weapons.
love that ending getting stuck on the bile titan and getting wrecked
A really cool stratagem with gaz would be to have a bombing that goes into a circle around the landing of the stratagem at like 30m, would be cool to defend zones and isnt really OP considering that you're kinda trapped in and if you are outnumbered , you're forced to go through your own gaz.
I think the gas grenade for solo is awesome. Really great way to close off checkepointss or certain sections in front of you, to either pull back or mow them down.
Been having quite the time with the new sterilizer stratagem, I find it very useful paired with a guard dog, especially the regular one. Confuse the enemies -> let the guard dog finish them off. Got 863 kills last game against bugs but it was tier 8 so no wonder, but it really does change the gamestyle. It's also really great for supporting your teammates during a horde too. Big bug nest and a huge horde of enemies won't stop coming? Be the frontline and spray them and let your teammates seal the holes.
I'm excited about them adding Stratagems to Warbonds.
Why? They could just add them to the game for free like all the others.
@@onhillsgaming Yeah, this one is the 1st warbond I'm not willing to buy for full price...maybe it would be good for goofing around for a while for free or even half price, but 1K super creds for this is a big no-no in my book.
I told my brother, "It feels kind of like an unnecessary step. If I spray them with chemicals they get confused, and then I kill them. If I spray them with Fire, they just die. Murder is the ultimate CC". The more I have been running it, the more I like it. I think if they just increased the damage a bit, I would really love it. It shouldn't be on par with the Flamer, but I'm not sure the CC justified cutting the damage in half. Either increase the damage a smidge, increase the duration of the contamination, or allow Chem damage to stack (Twice?). All and all, its growing on me. Haven't got the Dog Breath yet, but I'm excited for it.
What I think gas should do:
- Keep the confuse and add a slowdown effect, add to it being more of a support than a direct damage
- change the damage from doing flat number to do flat number + percent health, will help keep it relevant in all difficulties against all enemies
im thinking about running a support build: stim pistol, gas grenades, eruptor, gas dog, flamethrower, 500kg and gas strike. the ultimate tower defense build
i am the tower in this regard
if they increased sterilizer tank capacity by maybe 2x then it could be a much more viable support weapon, with sustained CC so that other teammates have more opportunities to dish out damage
along with increasing the diversion when getting hit by gas, i found that roughly 1/3rd of the bugs are still wandering to me and hitting me which is really not good
overall, the sterilizer should be pretty worthless solo but should be AMAZING as a support weapon for teammates, especially if you have friends to cooperate with
Now we need a gas hellpod booster
2:12 it's a different thing, that makes it distinct from flames, and that's a good thing.
I've been enjoying the Sterilizer/Gas grenade paired with the Eruptor, it's nice for locking up a bug breach so your airstrike can be even more effective too.
Really like the gas nade. Not having to waste a strategem slot to crowd control, for example a patrol or swarm coming right your way while doing an objective, is a really valuable thing imo. Just lob one, watch them freak out, finish em off - or just delay.
Dog breath might be ok too, to confuse those you miss. Didn't get it yet :D
I was hoping it would be a legit tactic to wear the armorset to reduce the dmg and then just be in your own gas to be "safe" but the confusion status seems to be so dangerous and at least brood commanders etc. very often just seem to melee me, so that's not really working. For that same dangerous reason, the sterilizer really does feel like a bad choice, as not only does it require you're close to the enemy that still swings around wildly, you also end up wasting a strategem slot and those are valuable.
If it either made enemies turn around and run away from you, it might have a utility.. if it made enemies attack eachother, it'd be great.. but as it is now.. nope.
Gas nades will come with me often though :)
Edit: Oh I DID however feel like the sterilizer did something interesting against shrieker swarms... Not sure if it was a fluke but they seemed to die very quick and stumble out from the sky. Gotta test that more... could have been my friend shooting at em right at the same time, but I saw no splatters or projectiles...
There’s a handful of people who think the new gas is bad and that this new warbond is bad. I MOSTLY disagree, I’d say there are two changes they should make: 1. the sterilizer should either leave gas clouds (akin to the flame weapons, but floating) OR decrease enemy armor in addition to the confusion 🤷♂️. 2. Dog breath needs to intelligently apply the gas effect to enemies that don’t already have it. (Bonus)3. Stim pistol projectile speed needs a pretty drastic increase.
This is the most useless warbond ever. With the change to the Orbital Gas, there is no point to the rest of the warbond. Drop a cloud on the enemies and bring something else to actually kill them.
The guard dog only targets one enemy and doesn't leave a cloud...so there is that as well. And considering it doesn't leave a cloud...and your weapon also doesn't leave a cloud, there is no point in the having the armor sets. The sterilizer could very well be just a primary weapon, not a stratagem. It is quite amazing this came out like this.
Classic arrowhead, what do you expect? They are the worst of making updates. They had a super game and destroyed it with their own hands. Historical
*“father” by Sabaton starts playing*
They have a lot of ways they could improve the utility of gas.
One interesting one they could do is while affected by the gas, there armour level decreases (because the chemicals degrade and weaken the armour).
This could potentially increase its support effectiveness. Not only does it make the enemies a bit disoriented, but your teammates can kill enemies with lower penetration weapons, and also just helps kills enemies quicker.
Whatever they do, it should definitely focus on debuff to differentiate it from flame stuff.
But I think it’s not in a bad place right now.
The drone though needs a change in its targeting. Because it’s like any other drone, it stays on an enemy until killed, but that doesn’t make sense with gas (also takes ages to kill). So it should work by moving on from target to target once the debuff has been applied on the enemy
One thing to note about the gas rover is that it seems to like focusing down one enemy and moving on to the next target instead of spraying a group and keeping the entire group debuffed.
Sterilizer buff Idea sprays everything in a 90 degree cone in front of you reduce ammo cap per mag by 25% increase max mags by 2
I appreciate that its identity is unique to that of the flamethrower or the arc thrower. It looks like a fun choice for players who want to play the role of crowd control support
I honestly felt that the best thing to do was to throw a grenade or gas strategem on bug beaches made them ridiculously easy targets for other bigger strategems that have longer call in times. Toss in a grenade when the smoke pops up, quickly toss an eagle and boom: 30 kills
DOT damage is at its peak, Guard dog and flamethrower is a combo yet to be seen
They should do the classic videogame cliche of allowing gassed enemies or lingering gas clouds to be ignited with things like incendiary grenades, thermite, napalm stratagems, or other flamethrowers, causing a thermobaric explosion that does majorly increased damage depending on the gas cloud size and ignites any surviving enemies.
That way there’s a dynamic and cooperation focused duality between fire and gas, which could incentivize flamethrower and gasthrower players to group up and use their weapons in tandem to deal more damage than they could as individuals, like the crew reload mechanic.
And it would still be useful in solo play since there’s incendiary and gas kit options in just about every slot, meaning that just from this one change you easily create a dozen or more unique loadouts that all play a little different centered around gas/fire combos.
just wait for the oil warbond!
I think the best way to fix the sterilizer would be to have it so that it creates a cloud of lingering gas the longer you fire it. It should be the ultimate way of applying gas clouds to the field.
The value of real gas weapons is their extreme crowd control abilities and disabling effects. It is meant to be used with other forms of weaponry.
I think using an orbital cloud strike, while wearing the gas armor, and then running in an mowing the enemy down with an hmg at point blank might be useful, but I am not sure how long the strike cloud lasts, and whether or not it makes more sense than the static shock orbital. The confusion ability has potential though and I think it will be interesting to see the techs created for it.
so the sterilizer is a good combo with the laser drone, and i bring either stuns or thermite, and a grenade pistol for grenades, and the cookout for its dot effect, basically you let the drone do the work while you semi blast the crowd with gas, and if or when you run out of sterilizer, shoot your shotgun, you should bring orbital railgun strike for large enemies if you decide to go alone, and bring the any large bombs, or even maybe the napalm barrage
I found this as an odd warbond as I am a classic orbital chemical gas player.
Drop it, use it for defense missions, gas had managed to block flares from bots in the past so gas was a bit of a favorite for me in a defensive tactic.
Gas backpack bot buddy feels like an odd, but maybe nice runner build since the bots distracts enemies by making them lose you if they get in range. As for the armor... heard some odd things about it as honestly I would like it more like the laser tesla armor with 95% protection against electric damage. Though there had been some players saying that higher the armor rating the more protection you get as some players claim heavy armor nullifies all of it or most of it.
Feels like an interesting one even if it isn't for everyone.
I think the main advantage of having the sterilizer vs the dog is that you have more control over where the gas goes
_"But here's the good news! When you DO manage to stop missing all of your shots, your teammate will think you're trying to TK them and will kill and/or kick you."_
Oof. Too real. Allied IQ is measured in single-digits.
The problem with the Sterilizer is that it's a worse flamethrower in terms of damage, and a worse CC than the arc thrower which can do much more CC, much more damage, without having to risk getting that close and with unlimited ammo.
From what it seems like, your best bet is to either run Sterilizer+OG Guard Dog/Rover, or any other weapon+Dog Breath. That’s IF someone wanted to run the new gas weapons. Interesting. I would probably run the Dog Breath with a typical primary/LMG. Can’t wait to try it, but I feel like it’s gonna be hard to replace the Rover.
one think i like gas nades and armor for, is if you get surronded popping it at your feet and fighting in the cloud, or using it to retreive lost samples in a swarm
I think gas grenade has some potential for speedily hitting nests (blitz missions?). Take the gas armor and explosive crossbow. Throw a grenade, wade in and closing holes. The gas will cover you from bugs that pop out while you work, then jet out. I do see what you're saying about solo play though.
Hoping they buff the Sterilizer. Was super excited to unlock it and test it only to be disapointed (as you mentioned in the video). Looking forward to Dog Breath though.
The sterilizer will be good for team play
using it to confuse enemies for either getaways, or to stoping potential damage with your allies providing the killing power
I feel like the gas spewer was created before the team had any idea that they were going to rework how gas worked, and then they didnt have enough time to change it to something else before launch.
Gotta say I definately was expecting the sterilizer to have some corrosive immediate damage effect. Weaker than flamethrower of course, but more damage would be satisfying.
love this nice review keep the good work !
I love the new gas mechanic, but the best implementation is the one we already have, orbital gas strike.
Deep rock galactic had a caustic globule launcher that basically could be caught fire.
A small reach here would be to use the sterilizer (potentially alcohol based) to be used for a small explosive effect with a torch.
Or use a gas orbital then the napalm to make big boom
I think if the damage application stacked it would be nice, 25 gas nade + 25 sterilizer = 50 damage, that way it gives you a reason to run the armor and more than 1 gas strata.
I like to use the Sterilizer in combination with the Guard Dog Rover. I spray and confuse them with the Gas and the Rover finishes them off pretty quickly. I also use fire impact grenades for maximum over time dmg. Grenade pistol to open up containers and the Knight SMG incase i actually have to shot something, which rarely happens.
Pretty solid loadout imo.
maybe the sterilizer should slow enemies if you directly hit them with the gas. as you said why sprays them with gas. then swap to your main to finish them off when you couldve just shot them from the start and if you wanted good aoe dmg... just use the flamethrower
Rest looks interesting for sure.
Thanks for the explanation
I didnt really understand what the ''cc'' was supposed to be, i only noticed that they lost track of me whenever i threw my orbital gas
makes a lot more sense now.
Don't be sad Takibo, the steriliser is S tier on defence and flag missions because it afflicts chargers and bile titans.
I see gas kinda like build crafting with Stasis from Destiny 2. It’s crowd control and should not be even considered as a main source of damage. Pair it with something like the impact thermite, or duo up with a teammate so you two can 1-2 punch the crowd. I think the gas grenade and dog breath are easily the best picks of this warbond.
Now that being said, I do wonder what happens if you combine gas with the stun of EMS or Arc. I’m sure there’s some specific scenario where something interesting happens.
Fire does 200 from weapon and 50 burning so fire thrower does 250 normally which is 10 times more
The range for the sterlizer is actually farther than the gas particles itself and can be used at long ranges even though it doesn’t look like it
Props to those who pick helaers and support roles. Cause I want the barbarian role every time.
Personally, if I had any ideas of things that could be cool to change, it'd be to either rework bug acid attacks into being something that the armor resists, or maybe they could play into the whole "constant evolution" thing by giving them new bugs with such attacks. That way there'd be an actual valid reason to wear it when fighting them, much like how fire resistant armor is great to wear against bots because of hulks with flamethrowers.
Hopefully they do something like that in the future where the Illuminate have some electrical attacks, so the same can be said for that type of armor, and maybe even creating a pseudo holy trinity of element themes for the enemies later down the line. But that's just my personal weirdass thoughts on how to (maybe) get the most out of such mechanics, what do you guys think?
I still feel that instead of a flamethrower weapon for the gas, it should have been the grenade launcher. The grenades and orbital is the best and most useful form of gas deployment, being able to pick a section of land, even at range, to completely coat in a cloud of gas is far more suitable and thematic than spraying poison a couple of feet in front of you, which denies its use almost entirely in certain scenarios.
Imo, the sterilizer would've been much better off as some sort of gas-grenade launcher, or something. Moderate/low explosive damage, leaving lingering gas clouds. Something that could kill trash more or less instantly, and then debuff whatever lives through the initial explosion.
Very much a niche warbond, but a cool niche. I love the grenades though, throw them into a choke watching the bugs struggle to get through is great.
You’re quick with the videos!
Somehow that bile titan kill with the dive pod at the very end of the video is the grossest thing I’ve watched in my life lmao
less damage in exchange for less hazard for yourself is a smart choice on that part
Stim pistol definitely needs a lock on feature like the spear. Reduce the mag since it’s easier to hit and allow self stims
The guard dog is way more useful than the steriliser, especially because it doesn't stick by you as much and flies off to stink on the enemies and it does the same damage as the TX-41, i feel like the Steriliser needs longer reach, better DOT but MOST IMPORTANTLY, it needs to leave lingering clouds like the grenades, the DOT lasts just 3 seconds and it's not enough
The armours are sick (hehe) especially the Field Chemist, the Stim Pistol needs a bit of a buff but most importantly it either needs to be hitscan or have a lock on feature like some people suggested
Neat Warbond, but not really worth it as of now
Gas grenade is elite. Been spamming the grenade and also gas strike, the cc is busted. A frag grenade will net you like 3ish kills, a fire grenade can get you 10ish but with no cc, a gas grenade consistently gets me 10+ kills with cc. Stops a horde in its tracks for a solid 10-20 seconds. Racks up kills. It’s insane. I can’t imagine using anything else, thermite is… ok… but they buffed all the tank killers so I found myself never really needing them. The timer on the thermite is still too long.
No one should be using grenades to close bug holes or fabricators since the grenade pistol was introduced. Or since the crossbow and eruptor can also close them. Or the many support stratagems.
Everything else in the warbond is d tier though for sure. Just get the grenade.
I think they should add more effects to the armor sets. Specifically tied to the gas theme. For example, +3 gas grenades (no effect if different grenade equipped).
Thank you for trying out the warbond legend