Oh my god, I can't believe it, someone who actually shows how to make the mech work instead of saying "mech dies when you stand in front of the enemy like a chicken with it's head off. It sucks!"
@@Reginald-sc9tkI do still feel like the mechs could use some work, and would love to see some customizability added to them. Being able to swap out weapon arms is the obvious choice, but even things like different armor types, strategem launchers, shield generators, or even a self destruct option would be really cool. Maybe these parts could give me a reason to actually use some of my requisition slips.
@@Famousagentman definitely still think mechs arent that good, but I had a lot of fun, it can be somewhat viable/usable but its definitely lackluster in almost every way except bughole and fabricator clearing with emancipator in blitz mission
@@BattlerEvil Yeah, I will say that having the option to up-armor them to make them have at least medium armor everywhere at the cost of mobility would be a good option. The opposite would be good as well, letting us roam around quickly in a fast, lightly armored scout mech.
Me and my buddies use the mechs not as tanks or even "super infantry", but as artillery. Two of us go in and complete the objective, the other two, in their mechs, use either their rocket pods or their autocannons to MASSIVELY thin out the dropships that get summoned. Because the offensive pairing draws the dropship to them, the mech pair can afford to be in a safer place, and focus entirely on dumping ammo onto the dropships' exposed infantry or their engines (in the case of a tank of factory strider). Additionally, the autocannon mechs are able to destroy fabricators from ludicrous ranges, while the standard is able to mow down trash mobs from equally long distances. Furthermore, two players bringing mechs allows for versatility in how we use them. Redundancy is always a good thing to have, and having an extra mech is always nice, especially considering just how fragile they can be when used recklessly.
I mean air burst rockets and the spear (when it stops crashing games) can do basically the same thing without needing a 10 minute cool-down with only 2 uses total and barely enough ammo for a couple of breach/drop encounters.
Typically, when an armored vehicle is designed, the front of the vehicle (which ideally is the side facing enemy fire) bears the thickest armor. Super Earth did not learn this lesson. As someone who loves armored vehicles and tanks and such, it drives me crazy that the FRONT is the weakest side of the mech!
Look, with some mental ginastics it does make sense, like, an armoured vehicle is designed keeping in mind that its going to be deployed with other armoured vehicles, in a group, but mechs are deployed sparsely, which means they are more likely to be flanked, because they more times than not, the only mech around, so beefing up the armour on the flanks, and sacrificing the frontal armour, where there is a fuckton of firepower to deal with the enemies makes sense. And yes i am just trying to make sense of this.
No bullshit, straight research and take-home advice. Thanks for the info. For what it's worth, even though the entire game is in a constant state of flux, the devs were absolutely unwilling to do much to change the mechs back in HD1. Buff requests in particular were nearly unilaterally ignored. So what we've got now may stick around. Armor 2 on the front is truly baffling though; I personally tried out the Patriot on its release, watched it blow up on landing or by brushing up against a thorny bush, and never used a mech again since their initial release. Even after the defensive buffs, I'd rather have the flexibility of another strategem than "become stronger infantry for a bit". There's strangely no tank fantasy to be had from "stomping around in a big metal mech". The Autocannon mech that got a lot of flak for being crap against bugs and bots may be very powerful against the illuminate when they come out because they don't use armor. However, the illuminate also use homing projectiles and instant hit sniping attacks that would absolutely penetrate the mechs as they are now, so the jury is out.
I'm still too new to have my own, but using a buddy's emancipator vs. bugs didn't feel bad at all the handful of times he let me joyride. The biggest downside is the autocannons being too weak for taking on bile titans and armored chargers effectively, but my teammates were able to focus them down pretty consistently while I kept the lil ones off of them.
@@ExValeFor I've never used it and until the mechs can fulfill the tank fantasy I don't think I ever will. I only speak from experience using the Obsidian against Illuminate in HD1.
@@Reginald-sc9tki really do miss the old accuracy of the patriot rockets. They were nigh dead accurate and i have mechwarrior online experience so i didnt mind having to turn wait for my arm to be on target, thought the shooting urself and self-blowing up was just part of theme of expendable helldivers
2:45 I like to call those spike trees "tree urchins" because they look like trees covered in sea urchins. Spread the word, I hope it takes off like wildfire.
The mechs completely trivialize egg missions. My buddies and I drop right into the middle of the map, drop our exo-suits, and just go on a leisurely walk. Send one mech to each egg nest and you can clear that mission type on difficulty 9 in mere minutes.
About the ending and regarding replying to comments, I was once making a series of artworks and they went semi viral. What surprised me was how exhausting it is to reply to everyone. It wasn't that i didn't have enough time, it was just... So oddly tiring. It's not even that I didn't want to or didn't like it, it was just that it was a surprisingly mentally taxing thing. It's like trying to have a deep meaningful conversation with every person you see on the street, which is just not sustainable. It really really does help so much to just read comments and not feel the pressure of feeling like you need to like or reply, so the next time you feel ignored even though they say they "read every comment", they're probably telling the truth, I can tell you that from experience.
I really do try to read them all. But like you say, its a surprisingly taxing process. Sometimes people have great thoughts and I can't give them all their fair attention either, which feels bad.
I haven't used it a ton, but I found the most success with the mech on defence when i committed to holding an angle. The big benefit of the mech is that you are largely immune to the weapons that come online the fastest when an enemy sees you. Rockets take a moment to aim and stance up, for example, and so where a helldiver holding an angle can be suppressed by enough small arms fire from a rush of enemies, in a mech you can shrug it off and they have to deal with the barrage of rounds coming their way. Best part? when things get hairy, you just move.
Helldiver “Stomper of Terminids,” here. I’ve always enjoyed the mech and never understood people’s whining. Every single strategy requires exactly that , a DIFFERENT STRATEGY and like every other support ; it’s got it’s uses and weaknesses
I liked the video. Very informative. Possible thing that could've been added was complementing strategems, and how the mech functions when you get out of it. For complementing weapons, whenever I bring a mech, I usually bring EATs or the Spear. For bugs, popping out of the mech to land a Bile Titan headshot with an EAT or Quasar can reduce the amount of AC shots or Rocket Pod shots from the mechs to down it by a significant amount, letting you save on ammunition. Using EAT calldowns liberally also lets you handle shrieker nests or spore towers while, again, saving a lot on your mech's ammo. For bots, the Spear allows you to tactically approach bot bases by stripping cannon turrets and popping tanks in heavy outposts before wading in to kill the chaff and destroy the fabricators. Once those key targets are down you're free to assault the base with impunity. Other strategems I bring whenever I'm running a mech are the AC sentry and Eagle Strikes. Against bots, your mech is a bigger threat than an AC or rocket sentry, drawing the fire of rocket raiders and devastators while your turrets can attack from a flank mostly unhindered. For bugs, you can screen for your turret more effectively, or use a shorter cooldown MG sentry as a distraction. Eagle strikes let you hop in and out of your mech to toast certain objectives at range (specifically, running 500s vs Detector Towers). While you're in transit to the next objective, you can send a rearm, making up for the loss of strategem firepower against roaming patrols with your mech. Mech calldowns don't aggress enemies unless you call down the mech in their vision range. This means, if you toss down a mech at extract at the beginning of the mission, as long as no enemies saw you do it, it'll still be standing there when you come back for it. On the other hand, since the mech is an important target to bots/bugs, you can also use an empty mech as cover or a distraction. Bot bases have wide enough corridors for a mech, but not a mech and a strider or hulk. Leaving an expended mech in a corridor or chokepoint can force enemies to shoot at the empty mech or melee it instead of closing with you while you deal with an objective.
Im glad to see someone else knowing what theyre doing with the mechs. Have had more than one friend ask me how i manage to stay alive in them on bots. Literally just use them as a huge offensive boost, not invincibility haha Great tutorial, really hope more people pick them up. Even with two uses, proper timing and usage go an extremely long way to stabilizing a sideways situation.
I think people forgot about the nature of these mechs that disposable like Helldivers. These things has more useful as mobile fire support for supporting the team
I'm actually glad you done this. I always find it frustrating with this community especially that there are complaints about something and provide little feedback or suggest the boring fix of "Just add more damage." And so with this, it actually helps us understands both the strengths and the weaknesses that can explain the issue. Which BY GOD, the fucking issue of the most vulnerable part of the mech IS THE FRONT?!?! Like that's fucking mind boggling. It's the closest thing the helldivers has to a tank. And they make the weakest part the one where you have to point at towards the enemies that will probably shoot at you. That's a fucking insane flaw. Like what does that tell me as a player? That I should always be running away from enemies? Doesn't that go against the point of a mech? The things I do hope for is the use of stratagems. Something the first game had but doesn't now, it would make some things bearable. But the other thing is that I do agree that backpacks should be doing something. The shield is great but imagine refilling your ammo with supplies, using drones for extra cover fire, or even use the backpacks of weapons like the rocket launchers to add ammo to the mech and let them use special kind of ammo. Like imagine the mech firing a lock on spear missile? Or using the ammo of the auto cannon. It provides some certain builds you can use to enhance the exosuits and make it more fun to use.
It would be cool if they added a vehicle resupply and repair torch/kit stratagem for people that want to focus on playing with vehicles, plus extra sustainability wouldn’t hurt
Nice work! No fluff about it, just some straight-up, useful advice to use. Thank you so much, after this I'll most definitely be using the mechs more in the field.
Fantastic video, the information you've shared will really help me make the most of my mechs (when I finally unlock them). I never would have guessed that the front had the weakest armour.
Its a pelican with a different undercarriage mounted for carrying cargo/vehicles thats also used on the new nuke nursery mission and also on extract e-710 missions the pelican carries a little fuel tank as well
This is a great guide. As me and I friend have been XO enjoyers from the time they were added I have a few points to add. What's often not stated is how important it is to work with your team. If you hop into your exo and run off blazing into the distance away from your team you could potentially even become a detriment. What you should be doing is quickly checking where your team is and covering a flank completely for them Or Not shooting every single thing you see. A lot of times even if your buddies are on foot it doesn't mean they're not incapable. If you rather pick out hard targets that are a little bit harder for your team to kill like devastators/striders on the bot side, or hiveguards commanders streakers and bile spitters on the bug side. Then let your teammates clear up all the things which they can easily dispatch you will feel like you've doubled your ammo. You should of course respond and help your teammates by killing things that are getting too close to them but there's no reason to kill every little insignificant thing when your teammates can do that.
I think some talk on the overall survivability of the mech against the higher damage enemies (especially for the bots) might’ve been useful, as well as some exploration into how the rest of the squad can help as infantry support like say having a dedicated Spear player to deal with gunships and cannon turrets etc
A very nice niche use of the mechs is dealing with annoying Stalkers. Stalkers are next to helpless against mechs, and can only get shot at, stomped and die when facing a player in a mech. And the cherry on top is that (for the Emancipator at least) you can shoot Stalker lair bug holes shut at one shot per hole.
Oh good, someone who can actually pilot one and speaks on how to make it work. Thank you for not complaining the whole video. Also I find that when you use the dual mech glitch these things are outrageously op. The ability to not worry about ammo and just smash right into objectives and kill everything, for every primary objective in the mission, is just very strong. It's even better when you consider that these will aggro everything in a huge radius, so taken the heat off your buddies when they need it is a great way to get the job done. I love my exo's 🤤 Edit: another thing to consider is that your armor does matter as a mech pilot. Heavy armor, or democracy protects, can increase your chances of surviving the mech dying.
If you've ever played mechwarrior games the tactic of 'torso twisting' to roll damage also works pretty well with the helldivers mechs since the sides are more well armored than the center torso. Essentially if you have to move between cover and walk out into the open twist so you're perpendicular to the incoming fire
Thank you for the info I am constantly trying to update my tactics depending on what the situation is. I generally run the mg and missile mech do to its versatility. The information on how to deal with chargers by just letting them charge you is definitely getting used.
Yeah on the charger charge is important to note that if you dont move he'll do a regular sttack abd destroy you. This is why i loved bringing shield generator as well. *edit to clarify the deployable shield generator not the backpack as this forces them to bounce on it as well among a myriad of other perks when fighting bugs
This is less true after the buffs, but I still think mechs serve a great role as a tank in the more modern military sense: A mech on its own is really only at half strength. I feel like they’re great ways to support and “ground” a team, but they lack the flexibility of a trooper on the ground. With the recent updates, mech’s can win fights on their own, but its going to be an extremely inefficient use of ammo. One of my favorite ways around this is to buddy up with a friend, and we each have one mech type. By deploying together and covering for each other’s weaknesses, we got so much more (literal) milage
Nice job! I think it's a little funny that you looked up tank doctrine to figure out how the mech playstyle. It's just that the two vehicle types are almost not comparable. Tanks are the kings of the open field, while Mechs would completely out preform them in crowded urban environments. Tbh Gacrux, with the giant trees acting like skyscrapers, should be one of the best planets to see how far the current mechs can be pushed
I figured armored fighting vehicles like Stryker were more of a troop transport thing and I didn't know where to look for light armored assault vehicle tactics. Kinda a weird thing to search for really. But yeah, its decidedly not a tank.
My main question is are there certain situations that either mech excels better in to sort of understand which one I might want to bring on a certain mission, or is it just personal preference
Well, I just got to the point where I don’t have anything else to spend samples on. Just a slow grind for medals that I don’t really want to spend. Guess I’ll get good at mechs now!
It would be very cool if we could stash the data onto the sides of the mechs but this utility didn't exist in the first, and with no other mention it's likely intended. But they have shown they're responsive to community feedback such as buffing the Precision Strike for more general combat purposes, maybe we could convince them to add that in. Alternatively, some handlebars on the back that lets up to two divers ride along would be pretty fun to.
I'm surprised no one's touched on Armor Passives while in the mech. Scout allows you to ping and find patrols to avoid or engage them with the map, which is very powerful for picking fights against the bots. Combine this with Cross System Tracking and an EMS turret for on-demand strikes against problem targets; this also works with the regular Mortar but that one's bloodthristy...
the mechs are a lot of fun, but my main problem with them is that you only get 2 per mission. imo they should give you at least 3 on a 8 min cooldown instead of a 10 min one.
I'd prefer having only 1 use, but with more reasonable levels of armor, a recall strategem to send it back to the super destroyer to fix it, and the ability to reload it with supply packs.
Infantry support is huge for mechs. Bring a friend with anti-tank on bugs or a shield generator relay on bots and let them prioritize anything that might kill you. More effective than 2 people on foot and a lot of fun!
I felt like the armor of the mech was either for structural in order to support two heavy weapons or balance(not gameplay) because it walked on two legs. But i still hope that in the future, there will be either buff or upgrade for it .
The mech can change Camera angles same way a helldiver can, which before the patch making the aim better, was the only way to aim rockets properly, though now it makes it a bit easier though more optional, by holding right mouse click and hitting the switch side interaction key (i have it bound to melee), this works better with the patriot because of the spool up delay with the rotary cannon on the left arm, however for the emancipator you Will waste ammunition doing this and serves no benefit as both cannons are better boresighted than the patriot’s. Hopefully in the future AH will give the mech a dedicated switch side keybind to not have to waste ammo switching shoulders.
I wonder if the bad rep was mostly from the initial release. Back when those bug mines and spores could kill the mech. It makes sense to use the mech like other mech games. Light mechs I mean. Lots of movement and cover. I still don't know why the surface, most likely to be shot, has the lightest armor. Wondering if we'll eventually need a guide for the wheeled vehicles as well.
I play a lot of the battlefield games and would call myself a vehicle main. More or less much of the same thought process in those games applies to the mechs here. Its best not to think of mechs as leading the force but as fire support to infantry. Your target priority should be enemies more difficult for infantry to deal with. This isnt just the chargers and factory striders, but bots like heavy and rocket devastators, and for bugs its hunters, warriors ,brood commanders and spewers. As fire support, hanging behind teammates and picking off the more problematic enemies will allow for infantry to have an easier time pushing whatever objective they're going for. That isn't to say you shouldn't approach though. Being aware of your teammates state is critical for success. If you see a teammate retreating, you should be taking out the enemies causing them to retreat or drawing their aggro. The idea is to be maximizing the damage potential of your whole team, and supressed allies reduces that damage. Playing like this also has some benefits with randoms. I find players are much more likely to stick around me if they feel like I will protect them, and in turn they'll help me when im in danger as well. Also take recon armor! Situational awareness is the key to survival in the mech. Constantly be checking the map and use map pings to scout for enemies. The recon booster also helps a ton with the mech and lets you react accordingly.
"Oh mech of the seas, what is your wisdom." Here's a wisdom everyone can use: Stop shooting down automaton dropships with anti tank weaponry, everything on board will survive and can shoot you through the wreckage when you can't shoot back.
The way I see it, you need to use and treat mechs like how tanks are used irl You act as the squad’s shield and sword, you draw in the enemy and kill them en masse, your team on the other hand will be your bow, they keep an eye out for AT enemies(rockets, artillery, armor) and take their time to properly aim and lay suppressive fire To this end, you can also switch with the infantry and be their bow as they act as your sword, staying back as you blast crowds to bits and take out dropships
I love the power the Mechs can theoretically bring. The problem, that many things in this game have, is that we don’t get to use said power as much as we want or even need. 2 limited uses doesn’t seem fair considering the limited ammo. I can’t tell what AH wants them to be. Disposable quick use stratagems like an EAT or long term usage. The problem is that it doesn’t do either 2 well. They need to double down somewhere. Are they gonna be quick power ups every few minutes or strong stratagems we need to take care off. If the former they need at least 3 uses plus a shorter cooldown. The latter needs the Mech to have more ammo and stronger armour. OR… give us a damn upgrade tree like every other stratagem. There are 2 Arc stratagems and for some reason they get a powerful endgame upgrade but not Mechs.
because the armor is stronger on the sides, you may want to look into MechWarrior online or MW mercs for strategies. for example lets say that you run out of missiles quite fast, if so just use that side to armor role and shield enemy fire. Since the Mech isn't a tank but a humanoid weapon platform, most vehicle strategies won't really apply to lower weight mechs in general
@@Reginald-sc9tk I really enjoy the mechs but only wish they were buffed in some areas yet they're fully functional. I usually use them as a last resort despite being in them all the time. They're as useful as any tank, you have to be around your team so they cover for you but in return your guns can push out most enemies forcefully since there is no reload downtime and your weapons are powerful. Some times I'll just pop out, leave the mech behind cover and use all my red strategems and only hop back in when it's bad.
NGL I take at least one turret on almost every run but I use mech only when handed out for free. I just can’t justify a 10 minute cool-down and 2 uses for a vehicle I can run out if ammo for with a single breach/drop. That’s 3 turrets, 20+ clusters or 7-8 precision strikes with no usage restrictions beyond landing the poke balls.
The mech is always going to be a 'for fun' stratagem to me. As the guy that always hordes limited use items in any game, I'm always too worried about wasting something I have only two of.
Having to tell people to use a mech as a mech rather than a tank to be effective against bots is always strange. Perhaps that is part of the reason why many cannot see what a mech is for, because to them all vehicular combat is a slapfight where you must tank every hit.
I love the mechs, but they just feel so limited. Two uses per mission, can only take one type, and they only have enough ammo to get through 1-2 breaches on higher difficulties. I really hope they add a way to enhance them like in HD1
Excellent video! The "walk damages bots" was nice to confirm, and I'm shocked the front of the mech is the weakest. As far as tactics go, in a group it's good to have infantry move in front of the mech and prioritize AT infantry and other armored threats. The mech seems to fill the fighting role of a sort of a Humvee; carries heavier support weapons but is technically more vulnerable than the infantry it supports (and Mechs are not fast, something something Mechs IRL are impractical). If infantry can focus on AT threats then either mech will desolate the rest and make devestators a thing of the past. I'm kind of curious on if you found unique ways to use the call in Pelican (either through positioning or timing) to clear out enemies. What, if any, changes would you like to see from Mechs?
Change wise id like to see heavier front armor, 1 more call in per game, and more damage for Patriot Rockets and Emancipator AC shots. I haven't found specific value in using the pelican. Its really unreliable about actually shooting things I care about.
I’ve always been a big mech supporter as i find it to be even more useful than a big bomb or other stratagem, its a trump card to turn a bad situation around or to hold your ground during extract.
Mech would be vastly improved if it's limited uses were gotten rid of and a shorter cd. Right now mechs do not contribute enough to any mission against virtually every single other strategem.
Its not always we get ejected from being submersed in water, I've used it to take a teammate on top of the mech across deep water that would go up to their waist while standing on the mech. Perhaps it has something to do with being the host? or something else.
I love mechs in all types of sci fi. From Starship Troopers, C&C, StarCraft, MechWarriors, Gundams, 40k. Like how awesome would it be to play something like a dreadnought from 40k in helldivers 2 setting. I would have the time of my life. I would trade all of my Stratagems slots and my primary/secondary if I could play a dreadnought. sigh....I know it's never gonna happen, but a man can dream, right.... :(
Crimsica, why are we still on Crimsica? I was there months ago, it was the first place I fought. How many major orders have we done to liberate that sector? Why are we still fighting there?
@@Reginald-sc9tk The melee animation doesn't seem to bounce off anything, so it goes through objects and touches every hitbox along the way. You can stomp on a Charger's leg to hit that vulnerable flesh hitbox inside. I don't know if its only one melee attack required though. Think it works on their bodies too. I really do want an exosuit with a melee arm...
My hats off to any mech players it probably takes the most skill to use on the bot side, that said add mech rearm or 1 more use pls AH support weapons can resupply but mechs can’t?
Mech is great for bug. Using it to bots is kinda death wish. Still, front of the mech as weak spot still lame. Not to mention legs and arms can easily destroyed by light weaponry.
Mechs are not used because they're honestly bad, saying that as a mech lover. Compare Helldivers 2 mechs to mechs in Helldivers (first one), in Helldivers you call a mech and it makes your game easier for as long as you have ammo in it (if you call right type of mech), and as long as its not destroyed, but they're pretty durable, so that's not a problem. In Helldivers 2 mech is not worth the slot, its not much better than just taking a stratagem that you'll be able to use multiple times or another support weapon like commando or eat. Mechs are weak in defence (they still cant tank cannon shots as they were able to in HD) and in offence, cannons have very low ammo count and deal very little damage, same for rockets. Only thing I want a mech for is to go through lakes. There is no fantasy, no power :'( Oh and also, mechs in Helldivers were able to call stratagems, mechs in Helldivers 2 seems to have a spot for a tube from which stratagems are supposed to be launched, but the tube isn't there.
They ARE tanky, so if you're ambushed or something its worth getting in a mech and shooting everything (on bots). But gambling stratagem slot for mech that might be never used is not for me.
Oh my god, I can't believe it, someone who actually shows how to make the mech work instead of saying "mech dies when you stand in front of the enemy like a chicken with it's head off. It sucks!"
Its totally usable for sure. Big issues are really its call ins and damage output. But I think its survivable enough!
@@Reginald-sc9tkI do still feel like the mechs could use some work, and would love to see some customizability added to them.
Being able to swap out weapon arms is the obvious choice, but even things like different armor types, strategem launchers, shield generators, or even a self destruct option would be really cool.
Maybe these parts could give me a reason to actually use some of my requisition slips.
@@Famousagentman definitely still think mechs arent that good, but I had a lot of fun, it can be somewhat viable/usable but its definitely lackluster in almost every way except bughole and fabricator clearing with emancipator in blitz mission
@@BattlerEvil Yeah, I will say that having the option to up-armor them to make them have at least medium armor everywhere at the cost of mobility would be a good option.
The opposite would be good as well, letting us roam around quickly in a fast, lightly armored scout mech.
I just wish the stop was more consistent. Feels like it only works 10% of the time for me
Me and my buddies use the mechs not as tanks or even "super infantry", but as artillery.
Two of us go in and complete the objective, the other two, in their mechs, use either their rocket pods or their autocannons to MASSIVELY thin out the dropships that get summoned. Because the offensive pairing draws the dropship to them, the mech pair can afford to be in a safer place, and focus entirely on dumping ammo onto the dropships' exposed infantry or their engines (in the case of a tank of factory strider).
Additionally, the autocannon mechs are able to destroy fabricators from ludicrous ranges, while the standard is able to mow down trash mobs from equally long distances.
Furthermore, two players bringing mechs allows for versatility in how we use them. Redundancy is always a good thing to have, and having an extra mech is always nice, especially considering just how fragile they can be when used recklessly.
I mean air burst rockets and the spear (when it stops crashing games) can do basically the same thing without needing a 10 minute cool-down with only 2 uses total and barely enough ammo for a couple of breach/drop encounters.
You good sir are a shining example to all diver, "Dive Smarter Not Harder"
Typically, when an armored vehicle is designed, the front of the vehicle (which ideally is the side facing enemy fire) bears the thickest armor.
Super Earth did not learn this lesson. As someone who loves armored vehicles and tanks and such, it drives me crazy that the FRONT is the weakest side of the mech!
Its absolutely one of the least sane things about the design of this mech.
Its suprising considering how beefy the mechs look. Torso armor should be 5 on the front and the legs should be 4. Rear armor is fine.
Arrowhead hates us, I mean just look at the front armor of automaton walkers
Well, at risk of getting introduced to the Democracy Officer, Super Earth isn't exactly the pinnacle of competence.
Look, with some mental ginastics it does make sense, like, an armoured vehicle is designed keeping in mind that its going to be deployed with other armoured vehicles, in a group, but mechs are deployed sparsely, which means they are more likely to be flanked, because they more times than not, the only mech around, so beefing up the armour on the flanks, and sacrificing the frontal armour, where there is a fuckton of firepower to deal with the enemies makes sense.
And yes i am just trying to make sense of this.
Helldiver 17762 here, thank you Reginald for the information on the mechs, may this knowledge help us spread managed democracy.
Helldiver 17762 confirmed patriot.
It’s incredible that the front armor is the weakest lmao
Yeah that drives me up a wall
Probably designed by the same people who removed the Eagle's ejection and fire suppression in the name of more bomb.
@@Reginald-sc9tk we need to glue ballistic shield in front of mec asap!
@@Bober077 literally please let me
Super Earth's finest
No bullshit, straight research and take-home advice. Thanks for the info.
For what it's worth, even though the entire game is in a constant state of flux, the devs were absolutely unwilling to do much to change the mechs back in HD1. Buff requests in particular were nearly unilaterally ignored. So what we've got now may stick around.
Armor 2 on the front is truly baffling though; I personally tried out the Patriot on its release, watched it blow up on landing or by brushing up against a thorny bush, and never used a mech again since their initial release. Even after the defensive buffs, I'd rather have the flexibility of another strategem than "become stronger infantry for a bit". There's strangely no tank fantasy to be had from "stomping around in a big metal mech".
The Autocannon mech that got a lot of flak for being crap against bugs and bots may be very powerful against the illuminate when they come out because they don't use armor. However, the illuminate also use homing projectiles and instant hit sniping attacks that would absolutely penetrate the mechs as they are now, so the jury is out.
Hopefully we see just some improvements to their weaponry. They're under powered. I'd also like to see improved accuracy and maybe 1 more call in.
I'm still too new to have my own, but using a buddy's emancipator vs. bugs didn't feel bad at all the handful of times he let me joyride. The biggest downside is the autocannons being too weak for taking on bile titans and armored chargers effectively, but my teammates were able to focus them down pretty consistently while I kept the lil ones off of them.
The emancipator is completely fine vs both factions, people were just unhinged at the time
@@ExValeFor I've never used it and until the mechs can fulfill the tank fantasy I don't think I ever will. I only speak from experience using the Obsidian against Illuminate in HD1.
@@Reginald-sc9tki really do miss the old accuracy of the patriot rockets. They were nigh dead accurate and i have mechwarrior online experience so i didnt mind having to turn wait for my arm to be on target, thought the shooting urself and self-blowing up was just part of theme of expendable helldivers
2:45
I like to call those spike trees "tree urchins" because they look like trees covered in sea urchins.
Spread the word, I hope it takes off like wildfire.
Tree urchins is a great name.
I like it, imma start calling them that
That's great
The mechs completely trivialize egg missions. My buddies and I drop right into the middle of the map, drop our exo-suits, and just go on a leisurely walk. Send one mech to each egg nest and you can clear that mission type on difficulty 9 in mere minutes.
About the ending and regarding replying to comments, I was once making a series of artworks and they went semi viral. What surprised me was how exhausting it is to reply to everyone. It wasn't that i didn't have enough time, it was just... So oddly tiring. It's not even that I didn't want to or didn't like it, it was just that it was a surprisingly mentally taxing thing. It's like trying to have a deep meaningful conversation with every person you see on the street, which is just not sustainable. It really really does help so much to just read comments and not feel the pressure of feeling like you need to like or reply, so the next time you feel ignored even though they say they "read every comment", they're probably telling the truth, I can tell you that from experience.
I really do try to read them all. But like you say, its a surprisingly taxing process. Sometimes people have great thoughts and I can't give them all their fair attention either, which feels bad.
one of the best helldivers channels on youtube (indisputably top 3)
Very high praise, I am grateful for it.
I haven't used it a ton, but I found the most success with the mech on defence when i committed to holding an angle.
The big benefit of the mech is that you are largely immune to the weapons that come online the fastest when an enemy sees you. Rockets take a moment to aim and stance up, for example, and so where a helldiver holding an angle can be suppressed by enough small arms fire from a rush of enemies, in a mech you can shrug it off and they have to deal with the barrage of rounds coming their way. Best part? when things get hairy, you just move.
as an old MechWarrior head I very much appreciate the love and attention given to the bots
Helldiver “Stomper of Terminids,” here. I’ve always enjoyed the mech and never understood people’s whining. Every single strategy requires exactly that , a DIFFERENT STRATEGY and like every other support ; it’s got it’s uses and weaknesses
It’s weaknesses shouldn’t be the goddamn front and legs, that’s what I’m most annoyed about for the mech
I had 0 clue there was a stomp attack this whole time. That will save me some ammo in the future. Also, emancipator 4 lyfe
cuz it was bugged for a month or two
Nice knowing that chargers aren't that big of a threat. I was always worried about getting hit by them.
They can still delete you if you aren't careful, just make sure that you back up asap
They Can also knock off your armaments with the killing stomp they do.
So what I understood is
Their charge doesn't do much
It's only their stomp that is the real threat
@@momma_bal Yeah, I've seen the stomp instantly destroy both arms on a mostly undamaged mech.
@@denodagor alright, noted
I liked the video. Very informative. Possible thing that could've been added was complementing strategems, and how the mech functions when you get out of it.
For complementing weapons, whenever I bring a mech, I usually bring EATs or the Spear. For bugs, popping out of the mech to land a Bile Titan headshot with an EAT or Quasar can reduce the amount of AC shots or Rocket Pod shots from the mechs to down it by a significant amount, letting you save on ammunition. Using EAT calldowns liberally also lets you handle shrieker nests or spore towers while, again, saving a lot on your mech's ammo. For bots, the Spear allows you to tactically approach bot bases by stripping cannon turrets and popping tanks in heavy outposts before wading in to kill the chaff and destroy the fabricators. Once those key targets are down you're free to assault the base with impunity.
Other strategems I bring whenever I'm running a mech are the AC sentry and Eagle Strikes. Against bots, your mech is a bigger threat than an AC or rocket sentry, drawing the fire of rocket raiders and devastators while your turrets can attack from a flank mostly unhindered. For bugs, you can screen for your turret more effectively, or use a shorter cooldown MG sentry as a distraction. Eagle strikes let you hop in and out of your mech to toast certain objectives at range (specifically, running 500s vs Detector Towers). While you're in transit to the next objective, you can send a rearm, making up for the loss of strategem firepower against roaming patrols with your mech.
Mech calldowns don't aggress enemies unless you call down the mech in their vision range. This means, if you toss down a mech at extract at the beginning of the mission, as long as no enemies saw you do it, it'll still be standing there when you come back for it. On the other hand, since the mech is an important target to bots/bugs, you can also use an empty mech as cover or a distraction. Bot bases have wide enough corridors for a mech, but not a mech and a strider or hulk. Leaving an expended mech in a corridor or chokepoint can force enemies to shoot at the empty mech or melee it instead of closing with you while you deal with an objective.
Im glad to see someone else knowing what theyre doing with the mechs. Have had more than one friend ask me how i manage to stay alive in them on bots. Literally just use them as a huge offensive boost, not invincibility haha
Great tutorial, really hope more people pick them up. Even with two uses, proper timing and usage go an extremely long way to stabilizing a sideways situation.
Good points here. Just an oddity to add that the Emancipator can go deeper underwater for longer than the Patriot...because Yellow Submarine I guess
Thats hilarious
I think people forgot about the nature of these mechs that disposable like Helldivers. These things has more useful as mobile fire support for supporting the team
Then they should give more than 2.
It’ll trivialize difficultly, you won’t need other stratagems if you have 3-4 mechs
@@Karakzul you won't need other stratagems when you have 2 eagles or orbital.
Argument doesn't work.
I'm actually glad you done this. I always find it frustrating with this community especially that there are complaints about something and provide little feedback or suggest the boring fix of "Just add more damage." And so with this, it actually helps us understands both the strengths and the weaknesses that can explain the issue.
Which BY GOD, the fucking issue of the most vulnerable part of the mech IS THE FRONT?!?! Like that's fucking mind boggling. It's the closest thing the helldivers has to a tank. And they make the weakest part the one where you have to point at towards the enemies that will probably shoot at you. That's a fucking insane flaw. Like what does that tell me as a player? That I should always be running away from enemies? Doesn't that go against the point of a mech?
The things I do hope for is the use of stratagems. Something the first game had but doesn't now, it would make some things bearable. But the other thing is that I do agree that backpacks should be doing something. The shield is great but imagine refilling your ammo with supplies, using drones for extra cover fire, or even use the backpacks of weapons like the rocket launchers to add ammo to the mech and let them use special kind of ammo. Like imagine the mech firing a lock on spear missile? Or using the ammo of the auto cannon. It provides some certain builds you can use to enhance the exosuits and make it more fun to use.
I agree with you totally.
i really like this video!
thank you for keeping it so clear and concise. i really like the clear timestamps and clock thingy. :>
It would be cool if they added a vehicle resupply and repair torch/kit stratagem for people that want to focus on playing with vehicles, plus extra sustainability wouldn’t hurt
I hope we get something like that.
Nice work! No fluff about it, just some straight-up, useful advice to use. Thank you so much, after this I'll most definitely be using the mechs more in the field.
Fantastic video, the information you've shared will really help me make the most of my mechs (when I finally unlock them). I never would have guessed that the front had the weakest armour.
the mech isn't dropped by a pelican. it's a different type of jet vtol chopper.
Its a pelican with a different undercarriage mounted for carrying cargo/vehicles thats also used on the new nuke nursery mission and also on extract e-710 missions the pelican carries a little fuel tank as well
i been inspired to become a mech player now, uh oh
This is a great guide. As me and I friend have been XO enjoyers from the time they were added I have a few points to add.
What's often not stated is how important it is to work with your team. If you hop into your exo and run off blazing into the distance away from your team you could potentially even become a detriment. What you should be doing is quickly checking where your team is and covering a flank completely for them
Or
Not shooting every single thing you see. A lot of times even if your buddies are on foot it doesn't mean they're not incapable. If you rather pick out hard targets that are a little bit harder for your team to kill like devastators/striders on the bot side, or hiveguards commanders streakers and bile spitters on the bug side. Then let your teammates clear up all the things which they can easily dispatch you will feel like you've doubled your ammo.
You should of course respond and help your teammates by killing things that are getting too close to them but there's no reason to kill every little insignificant thing when your teammates can do that.
I think some talk on the overall survivability of the mech against the higher damage enemies (especially for the bots) might’ve been useful, as well as some exploration into how the rest of the squad can help as infantry support like say having a dedicated Spear player to deal with gunships and cannon turrets etc
All I really want is for them to add a Dual Flamethrower mech, so I can relive the glory days of playing Papa Scorch in Titanfall 2
Saw a leak about that
A very nice niche use of the mechs is dealing with annoying Stalkers.
Stalkers are next to helpless against mechs, and can only get shot at, stomped and die when facing a player in a mech.
And the cherry on top is that (for the Emancipator at least) you can shoot Stalker lair bug holes shut at one shot per hole.
Oh good, someone who can actually pilot one and speaks on how to make it work.
Thank you for not complaining the whole video.
Also I find that when you use the dual mech glitch these things are outrageously op. The ability to not worry about ammo and just smash right into objectives and kill everything, for every primary objective in the mission, is just very strong.
It's even better when you consider that these will aggro everything in a huge radius, so taken the heat off your buddies when they need it is a great way to get the job done.
I love my exo's 🤤
Edit: another thing to consider is that your armor does matter as a mech pilot. Heavy armor, or democracy protects, can increase your chances of surviving the mech dying.
If you've ever played mechwarrior games the tactic of 'torso twisting' to roll damage also works pretty well with the helldivers mechs since the sides are more well armored than the center torso. Essentially if you have to move between cover and walk out into the open twist so you're perpendicular to the incoming fire
Excellent call out
looking forward for new mech releases. the current ones are pretty fun as a breath of fresh air
Thank you for the info I am constantly trying to update my tactics depending on what the situation is. I generally run the mg and missile mech do to its versatility. The information on how to deal with chargers by just letting them charge you is definitely getting used.
Yeah on the charger charge is important to note that if you dont move he'll do a regular sttack abd destroy you.
This is why i loved bringing shield generator as well.
*edit to clarify the deployable shield generator not the backpack as this forces them to bounce on it as well among a myriad of other perks when fighting bugs
Cooked again with another banger. Love your videos man!! I can't wait to see where you'll go next!
Thanks for the positive feedback!
You’re on my list for viewing material now. See ya soon. Good work
Excellent video! Exactly what I would advise and more!
Great information, Underrated channel. Algo boosting
I appreciate that!
So basically
Bugs - Act like you're a terminator
Bots - act like you're a hulk
Squids - run away from energy walls
You're back with a new guide. WOOOO!
This is a very good video. Greatly appreciate the insight
This is less true after the buffs, but I still think mechs serve a great role as a tank in the more modern military sense: A mech on its own is really only at half strength. I feel like they’re great ways to support and “ground” a team, but they lack the flexibility of a trooper on the ground.
With the recent updates, mech’s can win fights on their own, but its going to be an extremely inefficient use of ammo. One of my favorite ways around this is to buddy up with a friend, and we each have one mech type. By deploying together and covering for each other’s weaknesses, we got so much more (literal) milage
Nice job! I think it's a little funny that you looked up tank doctrine to figure out how the mech playstyle. It's just that the two vehicle types are almost not comparable. Tanks are the kings of the open field, while Mechs would completely out preform them in crowded urban environments. Tbh Gacrux, with the giant trees acting like skyscrapers, should be one of the best planets to see how far the current mechs can be pushed
I figured armored fighting vehicles like Stryker were more of a troop transport thing and I didn't know where to look for light armored assault vehicle tactics. Kinda a weird thing to search for really.
But yeah, its decidedly not a tank.
My main question is are there certain situations that either mech excels better in to sort of understand which one I might want to bring on a certain mission, or is it just personal preference
I think its preference but I think the patriot is the safer choice because it has more versatile ammunition.
"BABE!!! STOP RIDING ME!!!
HELLDIVER RAYCEVICK POSTED A NEW GUIDE!!!"
Well, I just got to the point where I don’t have anything else to spend samples on. Just a slow grind for medals that I don’t really want to spend. Guess I’ll get good at mechs now!
It would be very cool if we could stash the data onto the sides of the mechs but this utility didn't exist in the first, and with no other mention it's likely intended. But they have shown they're responsive to community feedback such as buffing the Precision Strike for more general combat purposes, maybe we could convince them to add that in. Alternatively, some handlebars on the back that lets up to two divers ride along would be pretty fun to.
I'm surprised no one's touched on Armor Passives while in the mech. Scout allows you to ping and find patrols to avoid or engage them with the map, which is very powerful for picking fights against the bots. Combine this with Cross System Tracking and an EMS turret for on-demand strikes against problem targets; this also works with the regular Mortar but that one's bloodthristy...
As long as the arm pokes round the corner you can shoot. Everyone always shows their whole mech when they use it to peek.
the mechs are a lot of fun, but my main problem with them is that you only get 2 per mission.
imo they should give you at least 3 on a 8 min cooldown instead of a 10 min one.
I'd prefer having only 1 use, but with more reasonable levels of armor, a recall strategem to send it back to the super destroyer to fix it, and the ability to reload it with supply packs.
Great video quality, you’re a natural bro
Infantry support is huge for mechs. Bring a friend with anti-tank on bugs or a shield generator relay on bots and let them prioritize anything that might kill you. More effective than 2 people on foot and a lot of fun!
I felt like the armor of the mech was either for structural in order to support two heavy weapons or balance(not gameplay) because it walked on two legs.
But i still hope that in the future, there will be either buff or upgrade for it .
The mech can change Camera angles same way a helldiver can, which before the patch making the aim better, was the only way to aim rockets properly, though now it makes it a bit easier though more optional, by holding right mouse click and hitting the switch side interaction key (i have it bound to melee), this works better with the patriot because of the spool up delay with the rotary cannon on the left arm, however for the emancipator you Will waste ammunition doing this and serves no benefit as both cannons are better boresighted than the patriot’s. Hopefully in the future AH will give the mech a dedicated switch side keybind to not have to waste ammo switching shoulders.
Yeah I decided not to discuss this due to its buggy state.
I wonder if the bad rep was mostly from the initial release. Back when those bug mines and spores could kill the mech.
It makes sense to use the mech like other mech games. Light mechs I mean. Lots of movement and cover.
I still don't know why the surface, most likely to be shot, has the lightest armor.
Wondering if we'll eventually need a guide for the wheeled vehicles as well.
I play a lot of the battlefield games and would call myself a vehicle main. More or less much of the same thought process in those games applies to the mechs here.
Its best not to think of mechs as leading the force but as fire support to infantry. Your target priority should be enemies more difficult for infantry to deal with. This isnt just the chargers and factory striders, but bots like heavy and rocket devastators, and for bugs its hunters, warriors ,brood commanders and spewers.
As fire support, hanging behind teammates and picking off the more problematic enemies will allow for infantry to have an easier time pushing whatever objective they're going for.
That isn't to say you shouldn't approach though. Being aware of your teammates state is critical for success. If you see a teammate retreating, you should be taking out the enemies causing them to retreat or drawing their aggro. The idea is to be maximizing the damage potential of your whole team, and supressed allies reduces that damage.
Playing like this also has some benefits with randoms. I find players are much more likely to stick around me if they feel like I will protect them, and in turn they'll help me when im in danger as well.
Also take recon armor! Situational awareness is the key to survival in the mech. Constantly be checking the map and use map pings to scout for enemies. The recon booster also helps a ton with the mech and lets you react accordingly.
"Oh mech of the seas, what is your wisdom."
Here's a wisdom everyone can use:
Stop shooting down automaton dropships with anti tank weaponry, everything on board will survive and can shoot you through the wreckage when you can't shoot back.
The way I see it, you need to use and treat mechs like how tanks are used irl
You act as the squad’s shield and sword, you draw in the enemy and kill them en masse, your team on the other hand will be your bow, they keep an eye out for AT enemies(rockets, artillery, armor) and take their time to properly aim and lay suppressive fire
To this end, you can also switch with the infantry and be their bow as they act as your sword, staying back as you blast crowds to bits and take out dropships
I definitely shoulda spent some time on squad tactics.
I love the power the Mechs can theoretically bring. The problem, that many things in this game have, is that we don’t get to use said power as much as we want or even need.
2 limited uses doesn’t seem fair considering the limited ammo. I can’t tell what AH wants them to be. Disposable quick use stratagems like an EAT or long term usage. The problem is that it doesn’t do either 2 well.
They need to double down somewhere. Are they gonna be quick power ups every few minutes or strong stratagems we need to take care off. If the former they need at least 3 uses plus a shorter cooldown. The latter needs the Mech to have more ammo and stronger armour.
OR… give us a damn upgrade tree like every other stratagem. There are 2 Arc stratagems and for some reason they get a powerful endgame upgrade but not Mechs.
Today, Ogryn gets new guns.
Also yey mech tutorial!
Update: no new gun. Dissapoimted Just pickaxe
because the armor is stronger on the sides, you may want to look into MechWarrior online or MW mercs for strategies. for example lets say that you run out of missiles quite fast, if so just use that side to armor role and shield enemy fire. Since the Mech isn't a tank but a humanoid weapon platform, most vehicle strategies won't really apply to lower weight mechs in general
Noted, good mention. I should have called out intentionally using your empty weapons to block hits.
What are the music tracks you've used in the background? these are bangers!
Great video!
Good mech guide.
Glad you enjoyed it
@@Reginald-sc9tk I really enjoy the mechs but only wish they were buffed in some areas yet they're fully functional. I usually use them as a last resort despite being in them all the time. They're as useful as any tank, you have to be around your team so they cover for you but in return your guns can push out most enemies forcefully since there is no reload downtime and your weapons are powerful. Some times I'll just pop out, leave the mech behind cover and use all my red strategems and only hop back in when it's bad.
NGL I take at least one turret on almost every run but I use mech only when handed out for free.
I just can’t justify a 10 minute cool-down and 2 uses for a vehicle I can run out if ammo for with a single breach/drop. That’s 3 turrets, 20+ clusters or 7-8 precision strikes with no usage restrictions beyond landing the poke balls.
The mech is always going to be a 'for fun' stratagem to me. As the guy that always hordes limited use items in any game, I'm always too worried about wasting something I have only two of.
Having to tell people to use a mech as a mech rather than a tank to be effective against bots is always strange. Perhaps that is part of the reason why many cannot see what a mech is for, because to them all vehicular combat is a slapfight where you must tank every hit.
I love the mechs, but they just feel so limited.
Two uses per mission, can only take one type, and they only have enough ammo to get through 1-2 breaches on higher difficulties.
I really hope they add a way to enhance them like in HD1
Excellent video! The "walk damages bots" was nice to confirm, and I'm shocked the front of the mech is the weakest.
As far as tactics go, in a group it's good to have infantry move in front of the mech and prioritize AT infantry and other armored threats. The mech seems to fill the fighting role of a sort of a Humvee; carries heavier support weapons but is technically more vulnerable than the infantry it supports (and Mechs are not fast, something something Mechs IRL are impractical). If infantry can focus on AT threats then either mech will desolate the rest and make devestators a thing of the past.
I'm kind of curious on if you found unique ways to use the call in Pelican (either through positioning or timing) to clear out enemies.
What, if any, changes would you like to see from Mechs?
Change wise id like to see heavier front armor, 1 more call in per game, and more damage for Patriot Rockets and Emancipator AC shots.
I haven't found specific value in using the pelican. Its really unreliable about actually shooting things I care about.
The emancipator can aim its autocannons down, You just have to melee at the same time.
interesting, do they stay angled down?
@@Reginald-sc9tk melee, and fire continuously.
Sweeps the area right in front of you with auto-cannon fire.
I’ve always been a big mech supporter as i find it to be even more useful than a big bomb or other stratagem, its a trump card to turn a bad situation around or to hold your ground during extract.
Mechs would be wild if they could shrug off small arms fire from front.
Mechs are heavily underpowered
Mech would be vastly improved if it's limited uses were gotten rid of and a shorter cd. Right now mechs do not contribute enough to any mission against virtually every single other strategem.
Any tip for exposing the charger’s weak point with exo-45? I think I spam a lot of missiles to one of their leg yet the armor on it still kicking.
These days I've noticed that the rear leg is easy to pop with a singular rocket. Hit it just as it finishes its skid and presents an easy shot.
Ayo best wishes from Mexico
Its not always we get ejected from being submersed in water, I've used it to take a teammate on top of the mech across deep water that would go up to their waist while standing on the mech.
Perhaps it has something to do with being the host? or something else.
We should be able to ride the Mechs like it's Titanfall 2
I love mechs in all types of sci fi. From Starship Troopers, C&C, StarCraft, MechWarriors, Gundams, 40k. Like how awesome would it be to play something like a dreadnought from 40k in helldivers 2 setting. I would have the time of my life. I would trade all of my Stratagems slots and my primary/secondary if I could play a dreadnought. sigh....I know it's never gonna happen, but a man can dream, right.... :(
If they would just give us a mech with the characteristics of the bot mechs...man...
I do wish we eventually get a heavy flamer mech
God emperor willing
@@Reginald-sc9tk for the emprah!
Crimsica, why are we still on Crimsica? I was there months ago, it was the first place I fought. How many major orders have we done to liberate that sector? Why are we still fighting there?
5:56 Crab people, crab people, crab people.
Funniest clip, I've been saving it for months.
anyone know how to live the mech death explosion while you’re in it?
Luck
You can kill a charger with one melee from a bot
Tell us more!
@@Reginald-sc9tk The melee animation doesn't seem to bounce off anything, so it goes through objects and touches every hitbox along the way. You can stomp on a Charger's leg to hit that vulnerable flesh hitbox inside. I don't know if its only one melee attack required though. Think it works on their bodies too. I really do want an exosuit with a melee arm...
@@Xhaleon thats cool
My hats off to any mech players it probably takes the most skill to use on the bot side, that said add mech rearm or 1 more use pls AH support weapons can resupply but mechs can’t?
Helldiver 18386 here, I neglect usage of the mechs perhaps to my own regret. Maybe I should use them more often?
Oh also wonderful video as always, love the roadmap idea! Makes the video flow really well
Someone suggested it to me in a comment and I really think its a great idea.
I think they're extremely fun when played well and useful. Though when you fudge a call in or die right away its a bummer.
👍🎉
Mech is great for bug.
Using it to bots is kinda death wish.
Still, front of the mech as weak spot still lame. Not to mention legs and arms can easily destroyed by light weaponry.
5:56 humanities best 😌
Dedicated dungeon crawlers.
Mechs are not used because they're honestly bad, saying that as a mech lover. Compare Helldivers 2 mechs to mechs in Helldivers (first one), in Helldivers you call a mech and it makes your game easier for as long as you have ammo in it (if you call right type of mech), and as long as its not destroyed, but they're pretty durable, so that's not a problem. In Helldivers 2 mech is not worth the slot, its not much better than just taking a stratagem that you'll be able to use multiple times or another support weapon like commando or eat. Mechs are weak in defence (they still cant tank cannon shots as they were able to in HD) and in offence, cannons have very low ammo count and deal very little damage, same for rockets. Only thing I want a mech for is to go through lakes. There is no fantasy, no power :'(
Oh and also, mechs in Helldivers were able to call stratagems, mechs in Helldivers 2 seems to have a spot for a tube from which stratagems are supposed to be launched, but the tube isn't there.
They ARE tanky, so if you're ambushed or something its worth getting in a mech and shooting everything (on bots). But gambling stratagem slot for mech that might be never used is not for me.
mech dying to plants is ridiculous
MOVE DIAGONALLY
So tru
boost