With full upgrades to the support weapons strategem it only takes 60 seconds to be called down again. One of the best Strategies is to actually just call it down it even if you don't necessarily need it at the time. Literally fill the battle-space with EATs so that your team mates can pick it up in a clutch and blast the enemy with it. Yes they have their own support weapons but if they get killed they loose it till they run around to pick it up again, their support weapons can also run out of ammo midway in a firefight so if they can find one of your EAT 17s on the battlefield they can pick it up and blast whatever it is that is chasing them while waiting for the resupply to come down. After all it is called "Expendable" for a reason. Use it without worrying too much as the person who picked up the strat can call it down as many times as he wants every 60 seconds. This strategem is meant for the whole team to use. If it wasn't then the cool down would not be as short as it is. You can even one shot a hulk if its a head shot or if you hit the back of their heat sink, same with tanks if its a heatsink shot. This is great for team mates who like to use mob clearing weapons like the LMGs and or grenade launchers. They can pick it up, fire and then just pick up their weapon again.
If they ever buff/add a primary that has heavy armor pen I'll probably end up swapping to an add clear/support build and might try to incorporate the EATs into it.
I like to bring EATs as a response tool as well. And then either bring a different support weapon to carry mainly, OR find something in the field to save a strategem slot. For example, I havent bothered to unlock the anti materiel rifle, but if I find one I might as well use it and find its pretty convenient to pick off medium armored targets in the swarm begore they get close.
I feel like it's the most underrated weapon in the game. The short respawn rate makes it much less punishing to die with it in your hands compared to the other anti tank weapons. Also handy to keep one on your back so you have a chance for 3 shots instead of 2 in dire situations.
It's fun to fuck around with and kinda nice to have an item to drop every 70 seconds, I was annoying my squad offering rocket launchers every encounter
Until you get the 50% cool down and 100% call down. It's really bad in situations where you need them...which just so happens to be almost every mission past difficulty 7
that's what we called them in helldivers 1, it's perfect cuz that's just what one thinks before slapping it into a tankbug. alongside one other thought. "BACKBLAST"
@@silentzephyrs3663 Oh yeah. Mando builds are surprisingly good when you are thinking outside the box. EAT, AMR or Flamethrower with Jump Pack and Primary to compliment (Liberator to EAT for example) is insanely good. I can't count the times I was able to sneakily destroy objectives, surivive hordes, support from hundreds of meters away or avoided a chokehold that was eviscerating squadmates for the past minute or two by simply jumping up the buildings, containers, cliffs or across water. Side effect is that you also get pretty good at spotting those natural rock formations etc that you can simply climb up on without even using Jump Pack so your mobility just increases across the board
hd2 and hd1 are different and yet the same lol. my one friend hates the jumppack bc in hd1 we all ran EAT and jump on bugs and he was a recoilless bro. so i have some prejudice against the recoilless gang, they hail it as almighty and ignore the severe drawbacks. and once you use it, you lose it, so you can pick your flamethrower or whatever back up when you’re done. backpacks are vital in higher difficulties, so any s.weapon needing one is already way weaker in comparison.
2:20 you can toss stratagems in the exhaust vents of Robot Replicators. The EAT low cooldown is a hidden gem; either to destroy bugholes and replicators. Or to have an unguided hellpod/railcannon strike on a Bile Titan
This! I think the """""Meta""""" players are by and large not utilizing their hellpods, so the "bring a kit of only long CD hellpod drops" is their defacto response.
only problem i have with eats is if you start getting overrun your never gonna have the time to use them properly. or if you cant hit the weak spots like on tanks. just bring orbital precision strike the first strat you get can kill everything titans tanks everything. with ship upgrade its a 90 second cooldown. bring some hellbombs and you have literally the perfect double exploding synergy. when ones on cooldown use the other.
If you can bait a bile titan into spitting at you it will show it’s green underside for a second. One anti-tank to the belly and it staggers the bile titan AND breaks the organs, removing its ability to spit.
@@h..k7531 upon further testing on difficulty 8, here's what I found: two square hits to the bottom of the rear abdomen on a bile titan with an autocannon will totally destroy the bile sac, rendering it unable to spit. However, it will not stagger it, and may not prevent it if it's already in the spitting anim.
You seem like a cool channel and someone that might read this. Enemies have 5 different defensive states, Unarmoured, Light Arm. Mid Arm. Heavy Arm. and lastly SweetSpot. A BULLET DEFLECT symbol means that your weapon does not have high enough armour pen to damage that part of an enemy. A WHITE riticule means that you are dealing damage, but THROUGH armour, and therefore not at full damage of your weapon. A RED riticule means that you are not hitting armour, and you are either doing 100% damage from your weapon, or are doing BONUS damage if you are hitting a SweetSpot. A lot of people seem to think that hitting a targets vulnerable points, like the grill on back of Tanks and Hulks, is a SweetSpot, it is not. It is simply a visual que that that area is NOT the most heavily armoured part of the enemy. Take the Charger for example, the underbelly that is shown at the back of a Charger is simply Unarmoured, your weapons will deal 100% damage there. The real SweetSpot where you get BONUS damage is under a chargers armour such as the leg, head, or back once the armour has been blown off. Armour has a set amount of HP. Once that armour has reached that threshold it breaks off, leaving either a SweetSpot underneath or just an Unarmoured area. Armour can only be damaged by a weapon that has appropriate Armour Penetration, but it lowers the amount of damage actually dealt to an enemies HP pool when being hit. You can think of this as some damage goes to breaking the armour, some goes to killing the creature. This explains some weapon stats, for example: look at the Liberator and Liberator Penetrator against a Hive Guard. The normal Lib. cannot do any damage to the head, but the LibPen. gets a white riticule when shooting the head showing that it is damaging the bug, but not at 100%. So despite the fact that the upgraded Lib has -10 damage, it CAN ACTUALLY still damage a HiveGuard at something like 50% of 44dmg (22dmg), where as the 55dmg of the normal Lib does 0dmg because it can't penetrate the defense. I believe all guns have at least Light Armour Pen, and so can damage all early armoured creatures, but at reduced damage.
I now also have proof that the "heat grill" at the back of a tank is Medium Armour where as the rest of the tank is Heavy Armour. A LibPen can get a white riticule on it, where as all Light Penetration weapons get a Bullet Deflect symbol. As mentioned before, these are not bonus damage areas, they are simply visual ques to show the weakest armour of an enemy.
@@OhDough if that is the case then I would presume it has Medium Armour Pen, in which case it should be able to shoot a Hibe Guard head with white riticule, but not damage a Charger face or legs. Currently trying to work out wtf the Arc Thrower is, as it can kill a Charger with enough shots, and even break some of it's armour some times. So guessing that maybe it just pieces all armour but with lower % on each one. In which case it should technically be able to kill a Bile Titan too with a stupid amount of shots.
@ashharryman19 it can and will kill bile titans. I have solod a few with it. You just need the rest of your team to keep the smaller bugs off you, and as a bonus shots to the bile titan can arc to smaller bugs below it. It does just take quite a few shots
@@ashharryman19 Reason is it is Explosive Dmg, thats why it can deal dmg to medium armor as a Light armor weapon if we talk scorcher. One of the reasons i love that gun.
I’m with ya on that, It just makes things feel a bit more fun and challenging all while still being manageable. The moment I got the railgun and started using it, the game started to feel a bit too boring. I like how this video called out how you really need to be managing your surrounding as you grab the first and second expendable and eventually back to your main weapon. It makes the game feel more fun and makes you strategize more!
@@Soupthemann it just sarcasm XD , but railgun still viable not as OP as before , people just like to angry and not bother using other loadout. me and friend finish dif 9 without 'meta' weapon just fine
The quick call in time and expendable nature of the gun means you can run it with another support weapon + backpack and simply fire the two rockets, then pick up your other support weapon. Which is good because you only sometimes need rockets it seems. Plus grabbing a second rocket is faster than reloading a recoiless
-I use this on higher difficulties because of its low cooldown. -If you die and somebody calls you far from your equipment, you're likely going to be able to deal with any heavies nearby (again because of the cooldown). -It's also good to think of it as a near immediate reload time, with a capacity of 2 since you can grab the second one right after shooting. -It's also great for bug nests when you're out of nades and don't want to use eagles or orbitals. -You can run a backpack with it, which is amazing. -You can run other support weapons and just temporarily drop them for the AT -The cooldown being 63 seconds with the upgrade means that you'll sometimes be in situations where you have one on your back, and then can call it in again for 3 quick shots. -An easy across map snipe of illegal broadcast towers and spore spewers. My loadout against bugs on Helldiver difficulty is: 110MM rockets Railgun orbital Rover laser Expendable AT
Rover, Expendable, 380 (Gets a lot of complaints, I've only squad wiped a few times...), and Auto Cannon turret for me. Probably change the 380 to the orbital laser or railgun when I get that high... . . .NAH. 380 best.
My favorite way to kill chargers with it is to stick em with the beacon and have the hellpod take them out. Basically a short cool down orbital rail gun if you are lucky and get the stick. Worst case scenario you have 2 EATs to use
@KBWrecker thats why its important to have at least 2 squadmembers equipped with railguns to deal with chargers and medium armor. But since the EAT only takes two shots to kill a bile titan its much faster and more efficient compared to the rail gun. The EAT can deal with one charger in a pinch but its not as reliable or effective as the railgun, and if theres two or more chargers when you're by yourself its trouble. Its definitely niche since the railgun does everything better except kill titans, but i still like to have one person bring it for lvl 9 missions since the titan numbers can get pretty crazy.
@@DoinkertonGreeble The eat is pretty darn reliable against chargers. One shot to a leg as it charges, swap to primary and hose it down in like 2 seconds
@@KBWrecker true, but its possible to miss since hitting their leg isn't easy when they're charging (especially if there's other bugs in the way, which isn't an issue for the railgun). I find it's much easier to hit their leg twice with the railgun, and you're not punished as hard if you miss.
@@KBWreckerbest way to avoid those situations is to focus on prioritising bugs that can summon more bugs Have one player draw aggro of the big stuff, generally it’s easier with one as you don’t have to worry about crossing paths, then the other three do whatever they can to clear the enemies that can really extend the fight or call even more chargers and titans, such as overlords Once the little ones are dead, everyone can pick apart the chargers and titans Another Strat you may find helpful on helldive, is run your team 1 and 3. The solo can push objectives with lighter armour while the three cover each other If things get too hectic for the solo, they can just run, and if it’s too hard for the trio, the solo can force a big breach on their location, and since only one breach can happen at a time, this will relieve pressure on the trio as it mostly stems the addition of new bugs to the fight, with the exception of patrols, which will not contain titans, and at most 2 chargers This Strat also works for bots. Run the solo with a spear + expendable if low on ammo for the spear, and hmg emplacement for heavy fights, and if shit hits the fan, force a bot drop and clear out The spear means that you can pull patrols off teammates from far away, and it 1-shots cannon towers, which can pin your team down and get them killed You’re not rewarded for a high kill count, but less deaths means an easier time and easier extract My mates and I run this for helldive a and we haven’t lost a dive yet. There have definitely been times we haven’t extracted of course, but the objective always gets cleared
One thing to note is that the EAT has slightly more drop over distance than recoilless. Once you get up to about 30-40m you need to start bumping your aim up SLIGHTLY to account for that
I'm a Battlefield 4 player and the projectile drop of the EAT-17 over longer distances is very similar to the RPG. I was always using it to shoot down Helicopters and Jets in that game so I was very used to the drop. The EAT-17 being so similar, i didn't notice much of a learning curve for it. It felt very natural.
EAT fills the unique role of always having a backup armor killer if you die and can't get back to your stuff and it's on CD (almost all good armor killing weapons have long cds and you can get screwed if you die shortly after having last deployed them). If you're the dedicated trash killer against bugs, it fits in perfectly with a rover, GL and eagle allowing you to also handle bug holes and chargers by one shotting them in the leg (naked charger leg dies super fast to regular guns). And you really get 3 because you can carry one and the cd will be done by the time the next fight starts. Because of the super low cd, you should also literally just keep chucking them all over the battlefield every minute; if things start going to shit, having 20, even 30 EATs lying around the map is a secret great fallback plan (you can call in EIGHTY in a 40 min game). As with any other pod, it's also an extra unguided orbital railstrike (with a way lower CD) that will one shot tank turrets (have almost no armor on top), robot fabricators, etc.
I've been putting together a 'newbie kit' built on the starting MG, Precision Strike, EAT and Support Pack. Reasonably sure a player can be loaded with that from extremely early game and contribute to any level of gameplay. (The ability in gear is there, the skill will take time to develop, clearly.)
If your being chased by a bile titan you can throw EAT at max range in front of you it will land and you can pop off both shots headshots before it reaches you. The timing is tight AF though.
EAT rockets have a trajectory fall off at longer distances. My friend and I realized this when we tried to destroy a mushroom that was real far but just visible where we were. That's part of why it's harder to get direct 1-shots the further enemies are.
*UPDATE:* As of March 12th, the health of the Chargers heads has been nerfed considerably. The EAT-17 (and the Recoiless Rifle) can eliminate them in one hit this way, just like in Helldivers 1. TL;DR: we are so back.
6:34 While this is how you had to do it in Helldivers 1, in HD2 you can actually stick the strategems to enemies' backs. Which means throwing your EAT calldown as a sticky grenade is super consistent and viable once you've practiced it If you misplace your throw it can bounce off carapace though, so be mindful of how you're doing it. It's most consistent to stick them when the target stops moving for a moment or just between the head and body carapace portions Edit: 9:00 yeah you know that already hahaha
Well, I certainly wasn't expecting it OHK a Hulk, or 2-tap a Bile Titan if you manage to make two consecutive dome-shots, the in-game materials make it look like short cooldown discount Recoil-less, instead of actually useful Hulk-buster it is. With Autocannon you have to be Sniper accurate with hitting the red visor slit, while this thing I guess can OHK it just about any direction so long as you're hitting it solid in center, not just blow the arm off
This basically makes the Recoilless mostly obselete because with the Expendable you can call in more launchers in the same amount of time the Recoilless takes to cool down, and you can take another support weapon like Stalwart or Railgun with it, also you don't need to spend an eternity to reload. The only advantage the Recoilless have is ability to reload from supply pack and buddy loading which can output a huge burst of damage fast....but i'd rather take an orbital laser or 500kg at that point.
The recoilless can scrounge up rounds from ammo pack dropped around the world, and is better at killing the random groups of heavy armored enemies that can sometimes spawn, all while keeping the heaviest ordnace on standby. It also gets ~6 rounds per resupply, which is about the same number of total shots per minute.
@@OhDough Depends on the size of the circle and the thickness of the circumference indicator line. We can't be sure if it's half, it could be 3/4, maybe even 31/64's, the possibilities are endless
You can make EAT land on top of charger/bile titan is you make summoning grenade stick to their body (which is easier than you expect), then EAT pod will land right on top of them, making them take bleeding damage, leaving them susseptible to one shot from rocket or railgun, or even killing then outright if it lands well. Theoretically you can take 3 chargers with one EAT summon!!! Kill first with a pod, then break leg armor with two EAT you get. And you can repeat it every 70 sec (+/- depending on upgrades and modifiers of the mission)
Past level 4 missions I've started running with the cluster bomb, EAT, rover and laser cannon. It's a setup that lets me kill basicly anything with only a small amount of kiting, and it's very supportive in teams, being able to call down quick and cheap anti-titan munitions, shoot them wherever they let me and then just lasering them kills titans fairly quickly.
I am so glad that more folks are understanding just how GOOD the EAT 17s are. I take them on basically every mission, Helldive included. The ability to not have to go and recover my support weapon is so nice, PLUS it is on such a low cooldown, you should basically be throwing it every chance you get. Hell, your teammates can pick up extras in a pinch if needed.
The shield and EAT have been my go to for a while. Since the change to chargers head health it has become even better. I actually hope they buff the recoilless rifle in some way because the EAT is just better in every way.
you actually dont need any height to kill the fabricators through the vents, you just still need to aim at the lowest most point also something not mentioned but insanely useful on the 70s cooldown with two shots is it can take down objectives at a distance with a well placed shot into a fab vent killing a jammer, or an illegal broadcast tower, or a spore cluster, or whatever else. Also great for assisting teammates getting chased, getting harrassed by a flamethrower hulk? take off the flamethrower so its easy to avoid and prioritize more dangerous enemies with the other rocket
Haven't watched this video yet but started using this weapon today on difficulty 8 trying to find a stand in for the post-nerf railgun and was honestly very impressed, the thing is just always off cooldown and I don't even have the ship module that reduces it by ten seconds yet, in lots of situations when I was hunkering down on an objective I had as many as 5 of the things ready to go. The cooldown is much less of an issue than I would have expected it to be, in the rare occurrence where I don't have a tube on my back and a BT shows up I can just drop it with a 500kg, I even managed to kill a couple chargers with the EAT drop by placing the strategem calldown right in front of a rock and aggroing the charger into it to force a stun while it came down.
Extremely underrated statagem, you can spam them constantly and they 1 or 2 shot basically everything, plus you get so many you can spread the love. I actually bring both EAT and a grenade launcher on bug missions to help deal with chargers and titans.
Its versatility is umatched. Easily one of the best support weapons now after the buffs. It’s basically a single-shot recoilless rifle with an incredibly short cooldown. For that reason, it’s also very easy to leave behind if you die or have another more valuable weapon. It also doesn’t take a backpack slot, and is easily usable by teammates. Holding out at one objective, even temporarily? Drop an EAT pack. If any heavies show up, you or your team can just quickly grab a rocket, toss it out, and then go back to whatever they were doing before. Running away from a massive horde or a couple of scorchers? Toss a pack of eats ahead of you. They’ll probably be on the ground by the time you reach them, so you can grab them, turn and shoot, then keep running if necessary. And the cooldown is so short that you won’t be running for long before you get another two shots. Some of the best AT in the game and WAY underrated
EAT was also quite popular in HD1. It was popular in both low and high level but not medium one (because in the middle, we still haven't appreciate the beauty of it)... though EAT is so SOOO much better in HD2 because it only has 70 seconds of cooldown instead of 120 seconds (yeah, you read that right, 2 WHOLE MINUTES). You bring 4 or 8 of these babies (in full squad of 4) and you can call at least one in every engagement, meaning you are guaranteed to have medium to heavy firepower in every engagement. In case you drop one, no need to pick it back up, it's truly call and forget weapon.
The "lower level" charger is a different beast. The one in the "kill the charger" mission is a Behemoth, with the beak like face. Even though the mission calls it a charger, it's different, and if you get a "kill 4 chargers" daily personal order you do NOT get credit for the mission charger/behemoths.
Would love to see how the Recoilless Rifle compares, I've been enjoying how it handles lots of Chargers and Titans and the long reload can really be broken down in a pinch. I've reloaded while dodging a Charger plenty of times but I've not unlocked the difficulties with Armoured Chargers yet so can't say if it holds up there.
I love using the EAT for solo running. So much utility, super fast cooldown, fire and forget, and can still have a backpack item. I tried running the recoilless and autocannon, but they're better suited for team reloads.
Ugh, my back hurts thinking about that. This is basically a space AT-4, and if i remember correctly an AT-4 is like 16 pounds. I can't imagine how fun it would be to carry 2 of those bouncy fuckers.
Might not be the best load out, but I've been using Flamethrower + EATs quite bit and its been a ton of fun. Torching little guys with my flamethrower, calling down EATs when approaching hive or ambushed by heavy hitters. Panicking and accidentally torching my teammates and myself, good times!
I love using this with the auto cannon. I spam these things all the time for myself and team mates who want to use it. The low cooldown is just perfect for dealing with the odd elite units that pop up without having to use a more significant stratagem.
My main problem is the general use case of the rail gun compared to any other weapon on 7+ difficulty. Its just way to good, we need more stuff to be reliable.
@@OhDough sure but if you get swarmed by like 3 chargers it isn’t anymore. Its the amount of armored you get swarmed with that makes the Railgun so good with its high ammo. I don’t have any doubt the anti tank is very good damage wise but its just not practical since you have only two and are kinda stationary when you wanna use both.
@@gamEnjoyLP first of all, what makes you think that you should focus chargers at all? If there's three chargers on you it most likely means there's a whole bunch of smaller bugs and hunters specifically, they are priority targets. I rarely bother killing chargers at all
@@gorgeousgeorge7104 chargers arent the only problems other weapons face when speaking of efficiency, i dont know why its even a debate that a weapon with 20 shots is better then one with two ? Am i missing something so insanely good about another weapon that makes it even compete with a rail gun ? Except the arch thrower maybe. My point is dealing with armored enemies in higher difficulties is crucial, and no other weapon does it best by a long shot, i wish other weapons could be buffed thats all im saying.
It didn't OHK that hulk when you were dead center with your aiming at it because: -Bullet drop -You were at a lower height than Hulk. You hit its lower part of the visor, if you have used Anti-material rifle for this, you would know how sucky it is to hit that lower part... always adjust for elevation differences and bullet drop on finnicky small hit box areas.
Now with the Railgun in it's proper place and the EAT-17 and Recoiless Rifle buffed to do 100 percent damage as long as the rocket explodes this is the best way to deal with heavy armor. If you want to carry a machine gun from a teammate mid way through a mission and call your AT when you need to that strat DOES work at lower difficulties.
I've been maining the EAT since launch, yet I didn't know that you can one-shot a Hulk if it goes in its red eye, I've always just been using two on them. Great video!
Dont forget that the package itself is a anti-tank weapon with 70 sec cooldown. Blue beacons can stick to the enemies and it will instagib charger or hulk on arrival.
When running with my 3 friends; 2 of them bring Railguns, the other brings the Arc Thrower, and I bring either the Stalwart or the EAT depending on the mission or my primary.
@@cyb0rg2 Yeah I use to not bring a support weapon at all but I don’t always find one especially when I’m running for my life 😂 It’s nice to have one on call when I’m ready for it when I’m short on ammo in case someone calls a resupply on the other side of the map.
the game needs to balance the enemies/weapons better so there's more build diversity. The autocannon and railgun should basically be the same weapon, but with different intended uses. Rail has less ammo but is more mobile and doesn't need a backpack, while autocannon needs to be able to destroy charger armor with 2 front shots
Actually this, I don't want this game to be too meta heavy as we near to Difficulty 7 or harder. They have to at least bring up the rest of the weapons up a notch so we can actually get away with using them on harder difficulties.
They fixed the unreliable aspects to the EAT-17s now. Apparently they had an angle based penetration system for both the EAT-17 and recoilless but now they made it pen 100% of the time instead of being angle dependent.
I've been running the stalwart and the eat with the slugger or dominator as primary against bugs for a while now with and it has a bit of everything for every situation while being fun to use. Only downside is you cant bring much stratagems especially if you run with the shield as well
honestly the more i use eats the worse they are to use. i prefer the arc thrower and the autocannon. then i am loving the orbital precision strike the very first strat you get.. i prefer fast cooldown strats that i can spam it makes missions way easier. i do hellbomb, orbital precision strike, gatling barage, and arc gun. by the way precision strike is better than the orbital rail canon even though canon locks on precisions strike one shots titan as well. or severely injures it if it hits wrong. all you have to do is wait for him to spit or run between its legs it takes titan 2 years to turn around. i know some people love airburst but its not effected by the extra barrage ship upgrade which is weird and its only light damage. the orbital barrage has explosive rounds and lasts longer than airburst. hellbomb everyone knows and as for arc gun its just preference you can use whatever support weapon you want here. each has their uses. having 4 different support weapons is better than having 4 same support weapons.
Eagle Airstrike and 500kg Bomb are all you need in any mission, imo. The Orbitals can be nice, but when you upgrade to an extra use for all of the Eagle call-ins, it's hard to justify an orbital precision strike when you can get three airstrikes off and then a short cool down
@@gogeta667 most consider taking 2 eagles a nerf the more you take the worse eagles are. personally after using precision strike and airstrike both a lot airstrike falls far behind. precision its only flaw is user error that's it. precisions is basically a mini 500 k bomb. thats i can rotate with 500 k. with a 90 sec cooldown. whole eagles are rearming you have 2 min. of being useless. with 2 orbitals i always have crowd clear heavy clear everything i need whenever i need it. my team getting rushed say less. a breech happens i throw a 500 k or precisions strike on gas area if a titan comes out it dies immediately. titans never get to play the game when im in the squad.
expendable is honestly super underrated i i remember doing a diff 5 mission on ingram where we got real unlucky and had 5 hulks spawn on us throughout the mission. 3 at the very beggining and 2 at the end, i killed four of em, the one i didnt kill myself i took its attention away so my teammate could give it backshots
The EAT is one of the best support weapons in the game if not the best, but it drives me crazy that it doesn’t shoot sometimes when you pull the trigger
Antitank is my favorite, especially since you dont need to go find your support if you die, just spam them everywhere for ease of access. Sleeper weapon for sure
I throw those things down all the time in group play. Never know when someone might find a use for them. Taking down 2 bile titans in 10 seconds (1 with the pod, the other with the rockets) is a blast.
Airstrikes and orbital barrages never follow the bug if you stick it. Is it just resupply you can get away with this, or is this patched from a month ago?
Enemies DO NOT have different HP or armour levels at higher game levels. The game increases difficulty by raising the quantity and frequency of bigger enemy spawns. There are two distinct charger varieties, represented visually. This was all from the devs.
Well it can kill bile titans with 2 shots to the head and lets you annihilate chargers if you aim for the front legs and mag dump them, AND you can do that about once a minute with the cooldown. It's ridiculously good, so much better than the recoiless rifle or autocannon in my book.
Can you test how long it stays in the field? Let's say im running past the evac landing, can I just call in an anti tank there to be used later at the end when it's time to evac? Every time I pass it, I can keep spawning an arsenal of them ready to use when it's time to evac
With full upgrades to the support weapons strategem it only takes 60 seconds to be called down again. One of the best Strategies is to actually just call it down it even if you don't necessarily need it at the time. Literally fill the battle-space with EATs so that your team mates can pick it up in a clutch and blast the enemy with it. Yes they have their own support weapons but if they get killed they loose it till they run around to pick it up again, their support weapons can also run out of ammo midway in a firefight so if they can find one of your EAT 17s on the battlefield they can pick it up and blast whatever it is that is chasing them while waiting for the resupply to come down.
After all it is called "Expendable" for a reason. Use it without worrying too much as the person who picked up the strat can call it down as many times as he wants every 60 seconds. This strategem is meant for the whole team to use. If it wasn't then the cool down would not be as short as it is. You can even one shot a hulk if its a head shot or if you hit the back of their heat sink, same with tanks if its a heatsink shot. This is great for team mates who like to use mob clearing weapons like the LMGs and or grenade launchers. They can pick it up, fire and then just pick up their weapon again.
It's practically one shot every 30 seconds 😂
If they ever buff/add a primary that has heavy armor pen I'll probably end up swapping to an add clear/support build and might try to incorporate the EATs into it.
@@AC-iz7eh Well it is an AT weapon. You shouldn't be using this against anything that does not have a heavy armor.
If I run support build (Grenade Launcher/Anti-Materiel RIfle, Supply Pack and one of the Eagles/Laser) I usually bring EAT as my last slot.
I like to bring EATs as a response tool as well. And then either bring a different support weapon to carry mainly, OR find something in the field to save a strategem slot. For example, I havent bothered to unlock the anti materiel rifle, but if I find one I might as well use it and find its pretty convenient to pick off medium armored targets in the swarm begore they get close.
I feel like it's the most underrated weapon in the game. The short respawn rate makes it much less punishing to die with it in your hands compared to the other anti tank weapons. Also handy to keep one on your back so you have a chance for 3 shots instead of 2 in dire situations.
no it ain't. it's considered the best strat to have before level 20. better than the auto cannon.
It's fun to fuck around with and kinda nice to have an item to drop every 70 seconds, I was annoying my squad offering rocket launchers every encounter
@@Icecube88 I think it is as people level up and forget it exists. It is very useful
I always keep one on deck in case I lose my rail gun
Until you get the 50% cool down and 100% call down. It's really bad in situations where you need them...which just so happens to be almost every mission past difficulty 7
Love how Expendable Anti Tank number 17 translates to "Eat it" in leetspeak 😂
Don't stare at it -
@@LaserTractor Sabrina... 👀
E -710 is another fun example, just vertically flip it and the joke reveals itself.
@@Sorain1Oily? lol
that's what we called them in helldivers 1, it's perfect cuz that's just what one thinks before slapping it into a tankbug.
alongside one other thought.
"BACKBLAST"
Everyone is forgetting that it's a launcher with no backpack. So you can do recoilless stuff but with a shield.
i've been using it as a shock-troop kind of deal running it with the jump pack. just jump in blast the heavies/obj and get out fast
@@silentzephyrs3663 Oh yeah. Mando builds are surprisingly good when you are thinking outside the box. EAT, AMR or Flamethrower with Jump Pack and Primary to compliment (Liberator to EAT for example) is insanely good. I can't count the times I was able to sneakily destroy objectives, surivive hordes, support from hundreds of meters away or avoided a chokehold that was eviscerating squadmates for the past minute or two by simply jumping up the buildings, containers, cliffs or across water. Side effect is that you also get pretty good at spotting those natural rock formations etc that you can simply climb up on without even using Jump Pack so your mobility just increases across the board
hd2 and hd1 are different and yet the same lol. my one friend hates the jumppack bc in hd1 we all ran EAT and jump on bugs and he was a recoilless bro. so i have some prejudice against the recoilless gang, they hail it as almighty and ignore the severe drawbacks. and once you use it, you lose it, so you can pick your flamethrower or whatever back up when you’re done. backpacks are vital in higher difficulties, so any s.weapon needing one is already way weaker in comparison.
Yeah at about 1/16th recoiless speed
@@jollygrapefruit786 maybe if you have a teammate reloading you? Usually in my games nobody does that :D
2:20 you can toss stratagems in the exhaust vents of Robot Replicators. The EAT low cooldown is a hidden gem; either to destroy bugholes and replicators. Or to have an unguided hellpod/railcannon strike on a Bile Titan
Yeah if you have a very good throwing aim 😂 you can also attach turrets to Automaton tanks
you can just walk into it and throw it inside
or just throw a nade in it, like it shows u in the tutorial lol
@@taylorgarrett793 Yes, but then you'll quickly be out of nades, especially on higher difficulties with more and more bugholes.
Does shooting the EAT blow up fabricators from afar?
I love that arguably one of its strengths is how the low cooldown means the arrival can be used as an attack more.
This
It is the shortest cooldown for a hellpod. I love using them to kill chargers.
This! I think the """""Meta""""" players are by and large not utilizing their hellpods, so the "bring a kit of only long CD hellpod drops" is their defacto response.
only problem i have with eats is if you start getting overrun your never gonna have the time to use them properly. or if you cant hit the weak spots like on tanks. just bring orbital precision strike the first strat you get can kill everything titans tanks everything. with ship upgrade its a 90 second cooldown. bring some hellbombs and you have literally the perfect double exploding synergy. when ones on cooldown use the other.
@@timothyfloyd3269thats why u have to combo it with clearing mobs stratagem or your teammate bring it, work Wonders for me
If you can bait a bile titan into spitting at you it will show it’s green underside for a second. One anti-tank to the belly and it staggers the bile titan AND breaks the organs, removing its ability to spit.
Mind you, one or two autocannon shots will achieve the same with MUCH better utility and ammo economy.
@@TheNorthHawk I didn’t know that. Even the stagger?
Truth be told, when I was doing it I didn't see if it had the same stagger - but it sure as hell stopped it spitting.@@h..k7531
@@h..k7531 upon further testing on difficulty 8, here's what I found: two square hits to the bottom of the rear abdomen on a bile titan with an autocannon will totally destroy the bile sac, rendering it unable to spit. However, it will not stagger it, and may not prevent it if it's already in the spitting anim.
You seem like a cool channel and someone that might read this.
Enemies have 5 different defensive states, Unarmoured, Light Arm. Mid Arm. Heavy Arm. and lastly SweetSpot.
A BULLET DEFLECT symbol means that your weapon does not have high enough armour pen to damage that part of an enemy.
A WHITE riticule means that you are dealing damage, but THROUGH armour, and therefore not at full damage of your weapon.
A RED riticule means that you are not hitting armour, and you are either doing 100% damage from your weapon, or are doing BONUS damage if you are hitting a SweetSpot.
A lot of people seem to think that hitting a targets vulnerable points, like the grill on back of Tanks and Hulks, is a SweetSpot, it is not. It is simply a visual que that that area is NOT the most heavily armoured part of the enemy. Take the Charger for example, the underbelly that is shown at the back of a Charger is simply Unarmoured, your weapons will deal 100% damage there. The real SweetSpot where you get BONUS damage is under a chargers armour such as the leg, head, or back once the armour has been blown off.
Armour has a set amount of HP. Once that armour has reached that threshold it breaks off, leaving either a SweetSpot underneath or just an Unarmoured area. Armour can only be damaged by a weapon that has appropriate Armour Penetration, but it lowers the amount of damage actually dealt to an enemies HP pool when being hit. You can think of this as some damage goes to breaking the armour, some goes to killing the creature.
This explains some weapon stats, for example: look at the Liberator and Liberator Penetrator against a Hive Guard. The normal Lib. cannot do any damage to the head, but the LibPen. gets a white riticule when shooting the head showing that it is damaging the bug, but not at 100%. So despite the fact that the upgraded Lib has -10 damage, it CAN ACTUALLY still damage a HiveGuard at something like 50% of 44dmg (22dmg), where as the 55dmg of the normal Lib does 0dmg because it can't penetrate the defense.
I believe all guns have at least Light Armour Pen, and so can damage all early armoured creatures, but at reduced damage.
I now also have proof that the "heat grill" at the back of a tank is Medium Armour where as the rest of the tank is Heavy Armour. A LibPen can get a white riticule on it, where as all Light Penetration weapons get a Bullet Deflect symbol. As mentioned before, these are not bonus damage areas, they are simply visual ques to show the weakest armour of an enemy.
interesting, scorcher can 1 clip the heat grill on tanks and tank towers. the smaller tanks it can just shoot the top and the explosion hits the grill
@@OhDough if that is the case then I would presume it has Medium Armour Pen, in which case it should be able to shoot a Hibe Guard head with white riticule, but not damage a Charger face or legs.
Currently trying to work out wtf the Arc Thrower is, as it can kill a Charger with enough shots, and even break some of it's armour some times. So guessing that maybe it just pieces all armour but with lower % on each one. In which case it should technically be able to kill a Bile Titan too with a stupid amount of shots.
@ashharryman19 it can and will kill bile titans. I have solod a few with it. You just need the rest of your team to keep the smaller bugs off you, and as a bonus shots to the bile titan can arc to smaller bugs below it. It does just take quite a few shots
@@ashharryman19 Reason is it is Explosive Dmg, thats why it can deal dmg to medium armor as a Light armor weapon if we talk scorcher.
One of the reasons i love that gun.
The smug ”bye bye 👋😜”
only to get crushed to death is gold 😂
I didn't even know it was possible to die that way :O
As a guy who just swapped to that from the railgun, i love this thing
I’m with ya on that, It just makes things feel a bit more fun and challenging all while still being manageable. The moment I got the railgun and started using it, the game started to feel a bit too boring. I like how this video called out how you really need to be managing your surrounding as you grab the first and second expendable and eventually back to your main weapon. It makes the game feel more fun and makes you strategize more!
Dont forget that you can also use the pod itself as a weapon.
@@JonathanNakhlabut but railgun is better than any weapon in the game , how dare u say that, it looks like a traitor thing to say 😤
@@dandyshark6094not anymore the meta is dead
@@Soupthemann it just sarcasm XD , but railgun still viable not as OP as before , people just like to angry and not bother using other loadout.
me and friend finish dif 9 without 'meta' weapon just fine
The quick call in time and expendable nature of the gun means you can run it with another support weapon + backpack and simply fire the two rockets, then pick up your other support weapon. Which is good because you only sometimes need rockets it seems. Plus grabbing a second rocket is faster than reloading a recoiless
-I use this on higher difficulties because of its low cooldown.
-If you die and somebody calls you far from your equipment, you're likely going to be able to deal with any heavies nearby (again because of the cooldown).
-It's also good to think of it as a near immediate reload time, with a capacity of 2 since you can grab the second one right after shooting.
-It's also great for bug nests when you're out of nades and don't want to use eagles or orbitals.
-You can run a backpack with it, which is amazing.
-You can run other support weapons and just temporarily drop them for the AT
-The cooldown being 63 seconds with the upgrade means that you'll sometimes be in situations where you have one on your back, and then can call it in again for 3 quick shots.
-An easy across map snipe of illegal broadcast towers and spore spewers.
My loadout against bugs on Helldiver difficulty is:
110MM rockets
Railgun orbital
Rover laser
Expendable AT
Rover, Expendable, 380 (Gets a lot of complaints, I've only squad wiped a few times...), and Auto Cannon turret for me.
Probably change the 380 to the orbital laser or railgun when I get that high...
. . .NAH. 380 best.
My favorite way to kill chargers with it is to stick em with the beacon and have the hellpod take them out. Basically a short cool down orbital rail gun if you are lucky and get the stick. Worst case scenario you have 2 EATs to use
3:26
Dough: *kills charger*
Chargers friend: And I took that personally.
it was the chargers ghost, it was dead and cast an attack from the grave
Charger be like:
"You'll take my life, but I'll take yours too
You'll fire your EAT17, but I'll run you through"
@@wormfood83 I see you Trooper. Good work.
Thank you for videos on these, instead of everyone saying railgun nulifies the use of everything else, much appreciated
Tbf though, what if you have 3+ chargers to deal with, and/or three bike titans? It is possible for enemy spawns to outpace the EAT cooldowns
@KBWrecker thats why its important to have at least 2 squadmembers equipped with railguns to deal with chargers and medium armor. But since the EAT only takes two shots to kill a bile titan its much faster and more efficient compared to the rail gun. The EAT can deal with one charger in a pinch but its not as reliable or effective as the railgun, and if theres two or more chargers when you're by yourself its trouble. Its definitely niche since the railgun does everything better except kill titans, but i still like to have one person bring it for lvl 9 missions since the titan numbers can get pretty crazy.
@@DoinkertonGreeble The eat is pretty darn reliable against chargers. One shot to a leg as it charges, swap to primary and hose it down in like 2 seconds
@@KBWrecker true, but its possible to miss since hitting their leg isn't easy when they're charging (especially if there's other bugs in the way, which isn't an issue for the railgun). I find it's much easier to hit their leg twice with the railgun, and you're not punished as hard if you miss.
@@KBWreckerbest way to avoid those situations is to focus on prioritising bugs that can summon more bugs
Have one player draw aggro of the big stuff, generally it’s easier with one as you don’t have to worry about crossing paths, then the other three do whatever they can to clear the enemies that can really extend the fight or call even more chargers and titans, such as overlords
Once the little ones are dead, everyone can pick apart the chargers and titans
Another Strat you may find helpful on helldive, is run your team 1 and 3.
The solo can push objectives with lighter armour while the three cover each other
If things get too hectic for the solo, they can just run, and if it’s too hard for the trio, the solo can force a big breach on their location, and since only one breach can happen at a time, this will relieve pressure on the trio as it mostly stems the addition of new bugs to the fight, with the exception of patrols, which will not contain titans, and at most 2 chargers
This Strat also works for bots. Run the solo with a spear + expendable if low on ammo for the spear, and hmg emplacement for heavy fights, and if shit hits the fan, force a bot drop and clear out
The spear means that you can pull patrols off teammates from far away, and it 1-shots cannon towers, which can pin your team down and get them killed
You’re not rewarded for a high kill count, but less deaths means an easier time and easier extract
My mates and I run this for helldive a and we haven’t lost a dive yet. There have definitely been times we haven’t extracted of course, but the objective always gets cleared
One thing to note is that the EAT has slightly more drop over distance than recoilless. Once you get up to about 30-40m you need to start bumping your aim up SLIGHTLY to account for that
I'm a Battlefield 4 player and the projectile drop of the EAT-17 over longer distances is very similar to the RPG. I was always using it to shoot down Helicopters and Jets in that game so I was very used to the drop. The EAT-17 being so similar, i didn't notice much of a learning curve for it. It felt very natural.
EAT fills the unique role of always having a backup armor killer if you die and can't get back to your stuff and it's on CD (almost all good armor killing weapons have long cds and you can get screwed if you die shortly after having last deployed them). If you're the dedicated trash killer against bugs, it fits in perfectly with a rover, GL and eagle allowing you to also handle bug holes and chargers by one shotting them in the leg (naked charger leg dies super fast to regular guns). And you really get 3 because you can carry one and the cd will be done by the time the next fight starts.
Because of the super low cd, you should also literally just keep chucking them all over the battlefield every minute; if things start going to shit, having 20, even 30 EATs lying around the map is a secret great fallback plan (you can call in EIGHTY in a 40 min game). As with any other pod, it's also an extra unguided orbital railstrike (with a way lower CD) that will one shot tank turrets (have almost no armor on top), robot fabricators, etc.
The one downside to it really is that without the prep you ain't getting any beoynd the bell unlike the reloadablrs
I've been putting together a 'newbie kit' built on the starting MG, Precision Strike, EAT and Support Pack. Reasonably sure a player can be loaded with that from extremely early game and contribute to any level of gameplay. (The ability in gear is there, the skill will take time to develop, clearly.)
If your being chased by a bile titan you can throw EAT at max range in front of you it will land and you can pop off both shots headshots before it reaches you. The timing is tight AF though.
EAT rockets have a trajectory fall off at longer distances. My friend and I realized this when we tried to destroy a mushroom that was real far but just visible where we were.
That's part of why it's harder to get direct 1-shots the further enemies are.
*UPDATE:* As of March 12th, the health of the Chargers heads has been nerfed considerably. The EAT-17 (and the Recoiless Rifle) can eliminate them in one hit this way, just like in Helldivers 1.
TL;DR: we are so back.
6:34
While this is how you had to do it in Helldivers 1, in HD2 you can actually stick the strategems to enemies' backs. Which means throwing your EAT calldown as a sticky grenade is super consistent and viable once you've practiced it
If you misplace your throw it can bounce off carapace though, so be mindful of how you're doing it. It's most consistent to stick them when the target stops moving for a moment or just between the head and body carapace portions
Edit: 9:00 yeah you know that already hahaha
4:50 Achievement unlocked
Caught them by Supplies!
The best part for my is I never have to stand still. Throw down, run, use, run use second, run.
Never have to sit down for 10 seconds to reload.
Well, I certainly wasn't expecting it OHK a Hulk, or 2-tap a Bile Titan if you manage to make two consecutive dome-shots, the in-game materials make it look like short cooldown discount Recoil-less, instead of actually useful Hulk-buster it is. With Autocannon you have to be Sniper accurate with hitting the red visor slit, while this thing I guess can OHK it just about any direction so long as you're hitting it solid in center, not just blow the arm off
I noticed at super long range it drops in an arc. So that one behemoth, might have missed his head, even over that short distance.
This basically makes the Recoilless mostly obselete because with the Expendable you can call in more launchers in the same amount of time the Recoilless takes to cool down,
and you can take another support weapon like Stalwart or Railgun with it, also you don't need to spend an eternity to reload.
The only advantage the Recoilless have is ability to reload from supply pack and buddy loading which can output a huge burst of damage fast....but i'd rather take an orbital laser or 500kg at that point.
The recoilless can scrounge up rounds from ammo pack dropped around the world, and is better at killing the random groups of heavy armored enemies that can sometimes spawn, all while keeping the heaviest ordnace on standby. It also gets ~6 rounds per resupply, which is about the same number of total shots per minute.
The Recoilless has one big advantage though.
It can do team reloads, meaning you can pump out shots with it surprisingly fast.
"The dot...that isn't filled in", ah yes the wild circle the Egyptians drew hieroglyphs about
you talking bout half empty dots?
@@OhDough Depends on the size of the circle and the thickness of the circumference indicator line. We can't be sure if it's half, it could be 3/4, maybe even 31/64's, the possibilities are endless
You can make EAT land on top of charger/bile titan is you make summoning grenade stick to their body (which is easier than you expect), then EAT pod will land right on top of them, making them take bleeding damage, leaving them susseptible to one shot from rocket or railgun, or even killing then outright if it lands well.
Theoretically you can take 3 chargers with one EAT summon!!! Kill first with a pod, then break leg armor with two EAT you get. And you can repeat it every 70 sec (+/- depending on upgrades and modifiers of the mission)
Past level 4 missions I've started running with the cluster bomb, EAT, rover and laser cannon. It's a setup that lets me kill basicly anything with only a small amount of kiting, and it's very supportive in teams, being able to call down quick and cheap anti-titan munitions, shoot them wherever they let me and then just lasering them kills titans fairly quickly.
I am so glad that more folks are understanding just how GOOD the EAT 17s are. I take them on basically every mission, Helldive included. The ability to not have to go and recover my support weapon is so nice, PLUS it is on such a low cooldown, you should basically be throwing it every chance you get. Hell, your teammates can pick up extras in a pinch if needed.
Its useless now. Cant barely kill a charger anymore, it hurts. I loved it so much, it was my anti tank of choice against bugs
And when you melee attack with one, you swing it like a bat
The shield and EAT have been my go to for a while. Since the change to chargers head health it has become even better.
I actually hope they buff the recoilless rifle in some way because the EAT is just better in every way.
you actually dont need any height to kill the fabricators through the vents, you just still need to aim at the lowest most point
also something not mentioned but insanely useful on the 70s cooldown with two shots is it can take down objectives at a distance with a well placed shot into a fab vent killing a jammer, or an illegal broadcast tower, or a spore cluster, or whatever else. Also great for assisting teammates getting chased, getting harrassed by a flamethrower hulk? take off the flamethrower so its easy to avoid and prioritize more dangerous enemies with the other rocket
The EAT can only blow up the fabricators through the vents?
Haven't watched this video yet but started using this weapon today on difficulty 8 trying to find a stand in for the post-nerf railgun and was honestly very impressed, the thing is just always off cooldown and I don't even have the ship module that reduces it by ten seconds yet, in lots of situations when I was hunkering down on an objective I had as many as 5 of the things ready to go. The cooldown is much less of an issue than I would have expected it to be, in the rare occurrence where I don't have a tube on my back and a BT shows up I can just drop it with a 500kg, I even managed to kill a couple chargers with the EAT drop by placing the strategem calldown right in front of a rock and aggroing the charger into it to force a stun while it came down.
Extremely underrated statagem, you can spam them constantly and they 1 or 2 shot basically everything, plus you get so many you can spread the love. I actually bring both EAT and a grenade launcher on bug missions to help deal with chargers and titans.
Its versatility is umatched. Easily one of the best support weapons now after the buffs. It’s basically a single-shot recoilless rifle with an incredibly short cooldown. For that reason, it’s also very easy to leave behind if you die or have another more valuable weapon. It also doesn’t take a backpack slot, and is easily usable by teammates.
Holding out at one objective, even temporarily? Drop an EAT pack. If any heavies show up, you or your team can just quickly grab a rocket, toss it out, and then go back to whatever they were doing before.
Running away from a massive horde or a couple of scorchers? Toss a pack of eats ahead of you. They’ll probably be on the ground by the time you reach them, so you can grab them, turn and shoot, then keep running if necessary. And the cooldown is so short that you won’t be running for long before you get another two shots. Some of the best AT in the game and WAY underrated
EAT was also quite popular in HD1. It was popular in both low and high level but not medium one (because in the middle, we still haven't appreciate the beauty of it)... though EAT is so SOOO much better in HD2 because it only has 70 seconds of cooldown instead of 120 seconds (yeah, you read that right, 2 WHOLE MINUTES).
You bring 4 or 8 of these babies (in full squad of 4) and you can call at least one in every engagement, meaning you are guaranteed to have medium to heavy firepower in every engagement. In case you drop one, no need to pick it back up, it's truly call and forget weapon.
The "lower level" charger is a different beast. The one in the "kill the charger" mission is a Behemoth, with the beak like face. Even though the mission calls it a charger, it's different, and if you get a "kill 4 chargers" daily personal order you do NOT get credit for the mission charger/behemoths.
I think the only thing that makes using it harder are mission modifiers, specifically the 100% increased call down time
The startegem scramble might hurt it as well though since you'll call it often and usually with a tank or some other bearing down on you.
Would love to see how the Recoilless Rifle compares, I've been enjoying how it handles lots of Chargers and Titans and the long reload can really be broken down in a pinch. I've reloaded while dodging a Charger plenty of times but I've not unlocked the difficulties with Armoured Chargers yet so can't say if it holds up there.
There are different chargers? I did not see much difference with them on dif 7 and up
I love using the EAT for solo running. So much utility, super fast cooldown, fire and forget, and can still have a backpack item. I tried running the recoilless and autocannon, but they're better suited for team reloads.
Vid may require an update with some extra footage. you can now reliably blast a charger in the face for an instant kill with the EAT-17.
I would like to see an Armor Passive that allows us to carry 2 at a time on our back.
Ugh, my back hurts thinking about that. This is basically a space AT-4, and if i remember correctly an AT-4 is like 16 pounds. I can't imagine how fun it would be to carry 2 of those bouncy fuckers.
Might not be the best load out, but I've been using Flamethrower + EATs quite bit and its been a ton of fun. Torching little guys with my flamethrower, calling down EATs when approaching hive or ambushed by heavy hitters. Panicking and accidentally torching my teammates and myself, good times!
In case you haven't tried, you can throw your orbital into the top chutes for the bot factory to take them down if you haven't got nades or anything
I love using this with the auto cannon. I spam these things all the time for myself and team mates who want to use it. The low cooldown is just perfect for dealing with the odd elite units that pop up without having to use a more significant stratagem.
In Draupnir all this morning, ive been using it to consistently drop bot ships out of the sky. I love it
My main problem is the general use case of the rail gun compared to any other weapon on 7+ difficulty. Its just way to good, we need more stuff to be reliable.
I use this with railgun on helldive vs bots and bugs. anti-tank is one of the best stratagems in the game
@@OhDough sure but if you get swarmed by like 3 chargers it isn’t anymore. Its the amount of armored you get swarmed with that makes the Railgun so good with its high ammo. I don’t have any doubt the anti tank is very good damage wise but its just not practical since you have only two and are kinda stationary when you wanna use both.
@@gamEnjoyLP first of all, what makes you think that you should focus chargers at all? If there's three chargers on you it most likely means there's a whole bunch of smaller bugs and hunters specifically, they are priority targets. I rarely bother killing chargers at all
@@gorgeousgeorge7104 chargers arent the only problems other weapons face when speaking of efficiency, i dont know why its even a debate that a weapon with 20 shots is better then one with two ? Am i missing something so insanely good about another weapon that makes it even compete with a rail gun ? Except the arch thrower maybe.
My point is dealing with armored enemies in higher difficulties is crucial, and no other weapon does it best by a long shot, i wish other weapons could be buffed thats all im saying.
TBH after using EAT I can't get into using railgun despite everyone praising it. Railgun just feels too slow and clunky to use compared to AT.
It didn't OHK that hulk when you were dead center with your aiming at it because:
-Bullet drop
-You were at a lower height than Hulk.
You hit its lower part of the visor, if you have used Anti-material rifle for this, you would know how sucky it is to hit that lower part... always adjust for elevation differences and bullet drop on finnicky small hit box areas.
So if u aim right it can 1Hit a Hulk?!
@@actosh7670 yes
Now with the Railgun in it's proper place and the EAT-17 and Recoiless Rifle buffed to do 100 percent damage as long as the rocket explodes this is the best way to deal with heavy armor. If you want to carry a machine gun from a teammate mid way through a mission and call your AT when you need to that strat DOES work at lower difficulties.
0:21 this here
is why I take off the shield in case this happens
and my bud says "don't do that you'll be fine"
I figured this somewhat on my own and I bring it every time, rarely see it on other players.
I've been maining the EAT since launch, yet I didn't know that you can one-shot a Hulk if it goes in its red eye, I've always just been using two on them.
Great video!
Dont forget that the package itself is a anti-tank weapon with 70 sec cooldown. Blue beacons can stick to the enemies and it will instagib charger or hulk on arrival.
The best part about the EAT is that you can technically take out 3 heavies with it.
Just have the drop pod fall on one when it comes down.
on the lower levels(kill charger) u get charger behemoths. Those are not the ones u encounter in higher diffs. they have a different appearence
When running with my 3 friends; 2 of them bring Railguns, the other brings the Arc Thrower, and I bring either the Stalwart or the EAT depending on the mission or my primary.
IMO just bring EAT and use whatver support weapon you find on the map.
@@cyb0rg2 Yeah I use to not bring a support weapon at all but I don’t always find one especially when I’m running for my life 😂
It’s nice to have one on call when I’m ready for it when I’m short on ammo in case someone calls a resupply on the other side of the map.
I just wish it was more powerful than a railgun shot due to the limited ammo
the game needs to balance the enemies/weapons better so there's more build diversity.
The autocannon and railgun should basically be the same weapon, but with different intended uses. Rail has less ammo but is more mobile and doesn't need a backpack, while autocannon needs to be able to destroy charger armor with 2 front shots
Actually this, I don't want this game to be too meta heavy as we near to Difficulty 7 or harder. They have to at least bring up the rest of the weapons up a notch so we can actually get away with using them on harder difficulties.
It is more powerful by a huge margin, but obviously it isn't as versatile and doesn't have the ammo capacity like the railgun does
It can shoot down the dropship which something that Railgun can't
like it matters the troops on board live.@@kratosgow342
Got the daily asking to kill 10 enemies with it and now i tried it, i'll definitely using it way more often ^^
Im sold! Edit: killed my first Bile Titan with it! Took me 4 shots, but I got it as a lvl 5. Everyone was impressed I did it at such a low lvl 😁
One of the best use's for the Expendable Anti-Tank is if you hit a dropships rocket with it the ship will go down killing every robot in side.
Might start running this after the railgun nerf.
But I heard that Railgun is the only gun in this game and that now there are no guns in this game
Awesome video! I absolutely adore the EAT! And I definitely learned some cool nuances from your video! Thank you very much
Basically with this weapon you have to be smart.
They fixed the unreliable aspects to the EAT-17s now. Apparently they had an angle based penetration system for both the EAT-17 and recoilless but now they made it pen 100% of the time instead of being angle dependent.
Yea angle based was a carryover from HD1, but i imagine it doesn’t work as well in a fully 3d space rather than the top down of HD1
I've been running the stalwart and the eat with the slugger or dominator as primary against bugs for a while now with and it has a bit of everything for every situation while being fun to use. Only downside is you cant bring much stratagems especially if you run with the shield as well
Great video. I have been taking EAT into bot missions for a bit, but I will try them out in bug missions now.
Love to call them in even when its calm, just attach it to you back and when u get in trouble u call down 2 new ones and have 3 for an engagement ^^
honestly the more i use eats the worse they are to use. i prefer the arc thrower and the autocannon. then i am loving the orbital precision strike the very first strat you get.. i prefer fast cooldown strats that i can spam it makes missions way easier. i do hellbomb, orbital precision strike, gatling barage, and arc gun.
by the way precision strike is better than the orbital rail canon even though canon locks on precisions strike one shots titan as well. or severely injures it if it hits wrong. all you have to do is wait for him to spit or run between its legs it takes titan 2 years to turn around.
i know some people love airburst but its not effected by the extra barrage ship upgrade which is weird and its only light damage. the orbital barrage has explosive rounds and lasts longer than airburst.
hellbomb everyone knows and as for arc gun its just preference you can use whatever support weapon you want here. each has their uses. having 4 different support weapons is better than having 4 same support weapons.
Eagle Airstrike and 500kg Bomb are all you need in any mission, imo. The Orbitals can be nice, but when you upgrade to an extra use for all of the Eagle call-ins, it's hard to justify an orbital precision strike when you can get three airstrikes off and then a short cool down
@@gogeta667 most consider taking 2 eagles a nerf the more you take the worse eagles are. personally after using precision strike and airstrike both a lot airstrike falls far behind. precision its only flaw is user error that's it. precisions is basically a mini 500 k bomb. thats i can rotate with 500 k. with a 90 sec cooldown. whole eagles are rearming you have 2 min. of being useless. with 2 orbitals i always have crowd clear heavy clear everything i need whenever i need it.
my team getting rushed say less. a breech happens i throw a 500 k or precisions strike on gas area if a titan comes out it dies immediately. titans never get to play the game when im in the squad.
If you are fast enough you can get the eats before dropships arrive meaning you can wipe out bot reinforcements
Armor doesn't change with difficulty for any enemy.
I use either Arc Thrower or EAT-17.
expendable is honestly super underrated i i remember doing a diff 5 mission on ingram where we got real unlucky and had 5 hulks spawn on us throughout the mission. 3 at the very beggining and 2 at the end, i killed four of em, the one i didnt kill myself i took its attention away so my teammate could give it backshots
If you shooting Bugholes with Eat-17, aim at the orange/yellow dots. in 9/10 cases it will shut down the hole.
I love the eat. But the turret took 5 shots with two hitting in the rear vents. It was wild.
i never find any elimanete charger / vile titan missions, u need to play on specific difficulty or i just got weird rng ?
The EAT is one of the best support weapons in the game if not the best, but it drives me crazy that it doesn’t shoot sometimes when you pull the trigger
finally someone put some respect on this things name, arc thrower + EAT is my current set up and it shreds
I always knew the EAT was slept on but HOLY FUCK! Two shots to the head and you bring down a Bile Titan?! How am I learning this now?!
Antitank is my favorite, especially since you dont need to go find your support if you die, just spam them everywhere for ease of access. Sleeper weapon for sure
I throw those things down all the time in group play. Never know when someone might find a use for them. Taking down 2 bile titans in 10 seconds (1 with the pod, the other with the rockets) is a blast.
Expenable Anti Tank definietly has been flying under my radar. Gonna try it out.
Dose the EAT do more damage than the recoiles ?
Glad to see you still making peak content! Been here since the dauntless days
Airstrikes and orbital barrages never follow the bug if you stick it. Is it just resupply you can get away with this, or is this patched from a month ago?
idk how i never thought to take it with another support gun, i'll definitely have to try replacing my railcannon strike with this
Full team and 2 running in tandem is even more amazing. 2 players get one each and you basically drop every 30 seconds.
I've been using this lately and the cool down and damage are great!
Enemies DO NOT have different HP or armour levels at higher game levels. The game increases difficulty by raising the quantity and frequency of bigger enemy spawns. There are two distinct charger varieties, represented visually. This was all from the devs.
I enjoy bringing an EAT. Sure the railgun is better but its also boring and makes the game too easy. The EAT is spicy and the whole team can enjoy it.
Well it can kill bile titans with 2 shots to the head and lets you annihilate chargers if you aim for the front legs and mag dump them, AND you can do that about once a minute with the cooldown. It's ridiculously good, so much better than the recoiless rifle or autocannon in my book.
2:14 you can just throw it like a grenade into the pipe, and it kills upon landing, saving you ammo / grenade :)
it must of gotten buffed or something because i've been able to one shot bile titans with headshots but only when they're pretty close
I've gotten so much better with this thing since I dropped it for Qasar. Loving it hard since the Qasar nerf.
Can you test how long it stays in the field? Let's say im running past the evac landing, can I just call in an anti tank there to be used later at the end when it's time to evac? Every time I pass it, I can keep spawning an arsenal of them ready to use when it's time to evac
they last at least 10 minutes
best way to treat eat is as low cooldown manually guided orbital strike