Gas weapons need to leave a lingering cloud to shut down lanes of attack. That to me is the best way to buff them and keep them interesting. Otherwise they need to just crank the damage and effect time.
I think a 50% damage buff (they'd still only do 75% the damage of flame throwers), lingering clouds, and double the DoT/confusion duration. Change the rover to prioritize enemies that aren't debuffed and then we'd be sitting on some decent weapons
Tbh I don't think it really needs a damage buff (at least the gas grenades and orbital), it clears hordes pretty effectively but yeah maybe it could stay a little longer
@@CallOfTheMadMan I heard that the flamethrower can do something like 800 damage per second compared to the gas weapon only doing something like 40-80 dps. Even doubling that damage would be next to pointless. I'm hoping they lean in to the support purpose of the weapon to give us something unique.
I personally think buffing the damage is the wrong approach, it would just result in a worse flamethrower. I personally think the weapon is poorly designed. It might have worked better as a limited ammo gas grenade launcher. Its hard to be a support player if you have to get so close to the enemy and you can die super easy
I used to complain how other companies launch new stuff and it's usually op, but honestly I'm starting to appreciate that. I'd like for the new stuff to be good at launch so there's a reason to use it. Otherwise people get hyped up for new content and it's crap, not good for player retention.
The problem with companies launching new op stuff is when they sell that thing to u and after people buy it bc is op they nerf it, Clash royale is a BIG example for this, they launch new op stuff and put them behind a premium pass, people buy it and after a bit they nerf it, happened multiple times too
The issue with the Gas effect is not that it's bad, it's that it's bugged in a way that shows a massive lack of QA. The enemy AI will **continue its last directive** (whether that would have been to pounce at you, fire at you, etc.) before actually "listening" to the Gas debuff. However, during this period of time, the gas debuff's effect is still ticking down and it only lasts 3 seconds if not reapplied, meaning there can be a ton of situations where Gas feels like it's doing effectively nothing. Until they fix this bug, the Gas debuff will only be a fraction of what it could be.
Agree, i dont need to kill those medium/large enemies (but I need at least kill hunters more easily), I just want it to work properly. And they forget to buff smoke…
Shouldnt have reduced the damage of Gas. I like that it causes confusion. But the two dont need to be mutually exclusive. I get that keeping Gas that way effectively renders Fire the weaker version. But I still think we could have kept the original gas damage without turning to this imo
Even if gas had a better DOT, the flame thrower would still do more single target DPS. Literally no reason why we can’t have a flame thrower side grade like that.
I really haven't felt the effects of the damage reduction (at least in the grenades and orbital) it clears hordes really well, if anything better because they stay in it longer because of confusion
@@someoneindeed Just wanted to 2nd this. Took the gas strike in as an experiment and the damage reduction does not seem that obvious - wiping out huge numbers of bugs, probably makes up for it as the bugs go in and then just wander around till they die. Still a good weapon.
The problem with the Stim pistol is that people die too fast in this game, especially since the latest patch buffed damage for pretty much everyone including enemies, and people moving around too fast and unpredictably to hit with stims makes the Stim pistol difficult to justify taking. Stim pistol should be reworked to instead give a buff along with minor regeneration, so that it acts more like a support weapon that can actually work in this game system. Actually, it’d be great if we had some kind of system to fine tune stims in general so that they can do various things, like an “over-heal” mechanic to provide bonus health on top of your normal, combat buffs like reduced recoil, etc.
Not rlly, the design from the start was flawed idk why tf did anyone hype it up. Ever since it was announced I was very confused on how gas of all things will do great damage, guess that answered my question right here
Gas should remove -1 armour after continuous use, dot should last WAY longer and have a neat effect that happens when you combine it with fire. They’re going in the right direction making it different from flame but they still need to do more if they want it to perform just as well while having its own uniqueness
It seems the same in medium armor. Light armor is supreme for bugs again and Democracy Protects is probably the best bet on bots to randomly save you from some random deaths.
I love the new patch but the damage changes made heavy armor even more dogshit than it already was. Also people are defending the hell out of the warbond especially on Reddit, calling it a solely support bond but like, dawg, the confusion isn't even consistent on the steriliser especially and doesn't last long enough to support jack all. You are better off with a flamethrower.
Often the best way to 'support' your team is to just kill stuff more efficiently, more support-oriented gear or strats really need some sort of meaningful upside that actually matters to be worth it.
Torcher makes for a good primary, paired with gas grenades (that actually leave a cloud behind) and any support weapon like the AC, pretty fun loadout. Though I usually run supply pack because I run out stims much faster now. Stim gun is good on bot missions with friends, already saved a few of their lives on a single mission.
I absolutely love this warbond. Having said that, I can agree it needs some adjustments. The confusion effect should last longer, the guard dog shouldn’t focus on just one enemy at a time, and the stim pistol should heal more than just a third of your health. Those are just a few adjustments I can think of.
I have a feeling this warbond has been cooking since before escalation of freedom and didn't get any buffs changes to compensate for all the recent buffs to everything else. Hopefully Arrowhead buffs most of the stuff in the warbond so I have a reason to use the new armor.
I disagree highly on the gas armor. It’s amazing to drop gas on yourself, run through it and see all the bugs chasing you are no longer on your ass. Anytime I get overrun I just toss gas nades at my feet and dive backwards. The armor and grenades are perfect
or you could take medic armor and just heal through the bugs damage. Because you're still going to have to stim after running through the gas cloud anyway.
@@Valiant_C5He has a point though. Medic armor benefits your play more universally. Its not a TERRIBLE armor, but another bonus to solidify their identity would be nice. Less friendly fire dmg from gas/fire/elec would make it more appealling and wouldnt take too much away teamkill risk.
The armor thing isn't a bug, so much as a funny interaction. Basically when your wear a 150 armor set, and have vitality booster. You're making yourself immune to the gas effect, and your armor is giving you enough damage resistance to round the damage of the sterilizer to below 1 damage per tick. TL;DR it's not a bug, it's mechanics as intended. The sterilizer's damage per tick is just so low you can reduce it to below 1 so it doesn't register.
Just healing beam that locks to players near the crosshairs like in the first game Arrowhead (It was called the REP-80 stratagem)... and the same way in TF2 and Overwatch, because player movement aren't predictable unlike AI.
the servo armor comes with the amazing buff allowing you to throw farther, but also, many people forget that it increases all limb health. Ive been playing with it and I have to say it doesnt feel like Im at a higher armor level, but it does feel like Im at least reverted to the way health worked before, but without headshots randomly killing me. Give it a try!
also from steeled veterans truly a warbond 4 the people. also thanks for the info, I was choosing between this or the jungle vietnam warbond I cant remember its name but with the infusion hellpod and the shotgun secondary. Gonna have to go with that one.
It's refreshing to hear someone like you hone in on the "% damage reduction" passive thing. I also really wish they'd give those armors something else. I really think the fire, and to a lesser extent the gas, armors should also give you a small buffer before the DOT starts to affect you, and make it part of that % reduction passive so that you can still get an actual second passive. Then bugs bumping into you won't instantly spread fire/gas onto you.
Feels like an interesting way to buff the stim pistol is to have a small immediate health gain per shot maybe 20 hp, keep the slow healing, have the duration last a minute or two and have it apply a damage resistance buff. Something like a 30% resistance to all damage+ slow heal that can refresh the duration with every shot. For the fertilizer i say leave the low DoT and just have them more aggressively attack the nearest mob double the duration of the crazed effect as well. Dog breath would be the same except its ai needs to target the non effected as a priority spending no more than 1 second dousing any one target. Gas grenade seems fine.
Stim pistol needs to work like the medic class weapons in killing floor 2 where they are fully functional weapons that deal less damage per shot but have an alt fire that shoots a tracking dart toward teammates that heals teammates and poisons enemies.
Idk why they dont have it, have an offensive function by giving a strong gas debuff effect. Imagine shooting a charger and getting a temporary charger ally
This update was a great step in the right direction, but it is definitely one of many patches needed to keep this game alive. For instance, Green Bile spewers, and enemies tracking you while headless are NOT FUN, when they require a mag dump to negate them. Like seriously, why do green bile spewers have so much damn health, and come in packs of 8, and why does a Brood Commander require an additional 30 rounds to the body to negate effectively kill it, if you don't want to have to deal with the auto targeting feature when you shoot off its dome.
Agree for the most part, but sterilizer is actually cracked with a team that follows up off the confusion. On destroy egg or drill missions where enemies are spawning around you or tightly grouped, it creates so many openings and buys your team time for obj’s or to just mow enemies. Granted the supporty setup style of play isn’t for everyone but i actually enjoy it. Pair with the energy shield to make you a little beefier since you have to be relatively close. If you dive solo or like to lone wolf it around the map then this gun is a hard pass.
the cutting edge armor should also get a 10% to maybe 20% increase heat reduction on laser weapons so it will be really great on extreme cold, not so bad on extreme heat and slightly better on normal climate
I've heard the reason why we get one shot by everything right now is because of a bug that makes enemies spawn with duplicate weapons (2 sets of claws, 2 gun projectiles, etc). So we essentially receive twice as much damage than we should.
Personally i think it would be better to buff the sterilizer by: -Increasing the range. -Having it create a lingering gas cloud. (Makes it effective at zoning enemies). -maybe make it increase flame damage if a flame weapon’s flames touches the gas, basically igniting the cloud. It would be in a good place if it’s buffed like that so that it stays unique while being useful. If we just senselessly buff the damage it would just be a “green flamethrower.”
Earlier I dropped into a game, saw shrieker nest in the distance, called in my HMG and went to take it down. As I've done hundreds of times since I learned this was possible. Seeing someone do this a couple months ago is what made me start using it. I emptied a whole clip into it, every hit marker red, and was confused. It usually take 2/3ish of a single mag to take one tower down. I reload, and think it must only take a few more shots now, so I ignored the bugs coming up from behind. To my shock, I go through another whole mag of red marker hits and it doesn't go down, and being forced to fire for so much longer than I used to got me killed. This created a cascade of shitty events and experiences that made me, for the first time EVER in 700 hours, rage quit this fukin game. I did a bit of research and discovered that the HMG durable damage was stealth nerfed. This coupled with the extra health and armour buildings get, means that gameplay aspect is completely removed. Removing a gameplay option, in the same patch that kick starts this supposed 60 day turnaround plan? Fukkin idiots working in that company. I am honestly getting so tired of logging into this game and discovering that something I liked doing doesn't work anymore. It's become an actual piss take that feels like it's unhealthy for my brain. This should not be what I'm adapting to in a live service game. It should be new content. Not OCD levels of meddling and fukkering behind the scenes.
I got the idea of the gas but it does not work in Helldivers. What we should have got was a poison launcher (DoT) that slows enemies and prevent them to use any ability (jump, charge, etc). Pretty much the Toxic Avenger from HD1.
Glad I wasn’t going crazy when it came to how fast and how much I way dying in tier 8 missions today. Literally had to take a stim after getting hit by anything
For dart pistol there could be 2 solutions. First, make darts hit an enemy too and apply the poison effect. Now it has low funtionality. Second, make an ammo count 12 instead of 24 and let the pistol heal youself, plus add some healing power.
This has the same energy as fire warbond coming out let's perform fire. Gas warbond Let's make damage shit but add confusion so it's kinda pointless. Healing pistol let's make it weak and you take damage a lot faster..
3/4 of the armor sets are just re-colored versions of currently available armor sets (excluding helmets) This whole warbond felt really half-assed to me.
devs still dont play their own game. they should play a single match and see how unpractical everything in this warbond is. The "Gasthrower" is not just close to useless but also dangerous against bugs. its like standing next to a angered and confused Mike Tyson who is coming in swinging. A stim drone would be far more practical in terms on how fast everyone needs to be in that game.
so many of the comments I see everywhere are terrible ideas, ones that won't make a difference, ones which rely on synergies so heavily they'll be useless alone, or things that would be a nightmare to code
It's sad; i know, but at this point i'm just buying the warbonds cause i can (overabundance of medals and super credits just sittin' there) and only to buy the win poses and emotes.
The stim pistol should hit scan, I mean its description says it "fires a dart at near-supersonic speeds", and why not let the wielder heal themselves? Could add more to its utility considering we die faster now.
the issue i had in bug super helldive is (unsurprisingly) hunters, they kept pushing through it and lunging at me, there wasn't a moment where i wasn't using this thing and thinking to myself 'the flamethrower could've done this all better' this warbond isn't worth it at all
Hunters have their commando pro, tracking lunges again. Truly back to patch 1 days. They removed it for a time so you could bait out the lunges by outspacing them. Not so much anymore.
Sterilizer should deal smaller DOT than Flame weapons, however, it's effects should last forever (or something that feels like forever). Or, conversely, its DOT damage could be slow, but then ramp up over time, which contrast against the flame damage which dies over time. This would make sterilizer too slow to be effective anti-tank (kind of like a slower Thermite), but reliable enough of one to take them out if no teammates with proper anti-tank are around.
Gas grenade combined with the flamer is actually pretty great on bugs. The rest of it... Well, the helmets look really good. The gas just literally has the lowest DPS of any weapon in the game.
Hear me out … Armore: 100% resistance Grenade: explode on impact Gass spray: 8sec confusion with lingering air (like fire on floor) OR more range like a watergun Stimgun: literally normal stim efects I do feel they should also increase the damage of the dot but idk what it should be since im not a nerd❤
The thing that sucks with the confusion is that enemies in this game Queue up their attacks so if a hunter has a jump lined up for you then gets confused, it will still jump at that position where you were and then anything after that will be affected by the confusion but by the time that happens the effect wears off (if it isnt reapplied)
I think some possibilities of what they could do is make it like a fear mechanic and they run away from you, blind+confuse, slow, or it makes them attack each other.
this warbond is pretty garbage tbh instead of the gas thrower they should have put a gas grenade launcher because the only good thing in this warbond is the nade cool looking suits but why take this when you can take a +2 nades and reduce recoil armor perk
So all I heard was poop poop war bond and taking more dmg. Figures, don’t think they saving this one chief. Maybe some banger content in the future could help(marginally); but still no reason to play.
I dont know if its just me? But I find all types of gas super fun to use now against bots or bugs. to me it extremely helpful on certain mission where you need a stall thats more reliable than a strike- especially if you have the armor on, you can call it/use it on yourself and be generally safe while completing objectives. The fact it works on bile titans is cool as well
I know it's a bit out of topic, but in this comment section i think that people are kinda un'ubiased with the game status, unlike reddit lol. Guys is it me or the spawn rates ara kinda over the top now ? I played a couple of missions between diff 7-9 and boy those bugs literally never stopped spawning.
3:58 A full 100 to 0, one-shot from a small common enemy on a shot to the arm. The player damage is definitely over tuned, I hope they dial that back some
Gas strike needs 3x the radius. It's twice the size of the grenade cloud. We can put more than two nades worth of gas in the payload of an orbital shell 👀 Or add two more shells in a triangle area spread 👀
Helldivers are not badass Rambo's they're disposable glass cannons at best you hit really hard but are really squishy it is not being a glizzy gobbler in this situation to say "get good skill issue"
Very eqsy fix for the stim gun: reduce ammo, make it a longer lasting stim with extra effect. Maybe add death protection to the stim effect like a medic uber beam. Push players to use it proactively before damage (when youre dead or stimminf anyway) rather than after damage. Give magnetism/lock to make it easier to hit.
I like the idea of gas being something that hangs around longer, does notably less damage, but is something you can completely immunize yourself to. They missed out on a gas mask helmet that lets you just bathe in the green gas.
Incompetence continues, I don't trust AH even when they buff and just because of a backlash, they still want have their way with something else within the game. I feel conflict how players want one thing, but developers want a game to be this certain way and can't help themselves to change in this instance ttk of players... Got killed by one bot with a pistol in one shot from him being at full health wtf
Gas fix: the dog and flamer, leave a cloud that linger for some time. That will improve the whole crowd control, and make the blind effect and random attack more effective
The stim pistol has no place in this game. It does not do enough healing, and to NOT bring a lethal secondary weapon is, in some cases, is suicide. Also, a solo player will find this "healer" useless because you cannot aim at yourself with it. This entire Gas section, needs a ton of work.
Increasing limb damage to "compensate" for the headshot reduction was so stupid, it shouldn't have been like that in the first place there's no reason to "compensate" for it. Also Stim Gun should have less ammo but lock onto team mates, heal more, and have the ability to overheal, and if you have the booster that replenishes stamina with stims it should do that as well.
The idea of it is neat, I love the idea of a more passive support role that really brings that enemy pressure down so your team can have breathing room, I partially think they wanted to see how we'd end up using the new gear before tweaking it a ton but I could be giving to much credit.
i find the gas thrower pretty good, like useful for a huge crowd of bugs, just spry'em real quick, get that confuse effect going. Then just run away do the objective or start blasting with ur primary or statragrams, like you shouldn't even be using it like a damage dealing weapon in the first place.
I’m hoping the next patch ups the DOT for the gas, keeping base damage itself the same to avoid being a flamethrower clone. Give it the acid rain perk of stripping armor as well to differentiate it from being an inferior flamethrower option. Arrowheads done good with most buffs, and while Chemical agents sucks now it can all change with one patch.
Here, for YT purposes, you're good at making content! Nah but for real I started watching you thanks to Helldivers when it just released mainly for useful info about the game but it turned out that I really enjoy your vibe, also love the way you intentionally twist some words xd Keep up the work brotha.
Gas is super effective against robots. My build is crossbow, thermite grenade(for tanks or hulks), smg-19. Stratagems - gas strike, heavy turret, 500kg and gas sprayer. It's the opposite play-style of flamethrower. You push close under drop ships with the gas sprayer and just tag all enemies and prioritize big enemies with crossy of thermite. You don't have to continually spray enemies, just reapply gas effect. Gas kills drones with no effort, Devastators will take a crossy to the back, Hulks with flame will spray, dive behind and crossy or thermite. Is there better gear of course, but nothing changes the similar gameplay like the gas for bots. No other build plays like this one, very refreshing for bots.
Dot damage makes sense. Giving it a combo with fire damage could be cool. A longer duration on the soft cc and/or making them target other bugs while under its effects would be my wish. Bonus points if they make helldivers drunk or see different colors.
A change Id like for stim pistols is giving "overheal". So you could shoot your teammates on downtime to get that extra heal, or constantly be applying the effect. Being "hard to hit" seems fair if the effect is good If confusion effect lasted longer it could be worth running Armor seems nice, I like spreading big clouds of gas so if bugs try to follow me, they get trapped in it, and I don't have to be worrying about the gas DPS
The way I see it, people have wanted a "support class" since launch, and this is it. It's not quite up to snuff but if blind made you harder to hit and gases duration was longer I think it'd e just right.
Stim guard dog that heals you/regen or stim grenade that explodes on impact and leaves a regen cloud for you and team MIGHT be useful. But as others have mentioned, our TTK is so short now we don’t even have a chance half the time to heal quick enough. Let along aiming a stim pistol 🔫 that shoots so slowly.
It's a good thing gas is less damaging than flames, it should be. (though perhaps give it around equal damage to bots if it were possible.) What are ways we could improve it's niche. I'd say one way is increase it's range significantly 33-100%. Make it sweep across when you're using it, making it far easier to confuse a horde which will in turn be more useful to a group than just one extra DPS, while not invalidating DPS. It will also make it safer to use and more likely to get the confusion off. Finally and I think all gas should do this. Give whatever is confused a debuff to defense. Give your crew more damage like erosive acid. Both of these things will allow it to keep the niche it has, making extremely useful on top of it not just being a fire+ weapon or just a weaker fire with just a gimmick.
Given the damage was nerfed the gas sprayers should have at minimum a 30 degrees of coverage of the spray or balloon out to 2-3 meters over an initial distance then cylinder/lingering-ground-mist of effect thereafter. Dog breath should be more like 45+ degrees considering it’s still trying to actively kill enemies one at a time.
Inb4 "no one is forcing you to use the new warbond weapons, just play on difficulty 1". If the new warbond js filled with trash why would i ever buy it. I swaer arrowhead cant even claim a single free W, just makr the paid dlc weapons good and youll make money this isnt hard.
Literally bro it’s like they don’t wanna make money or have anyone get hyped about a release I would be embarrassed if I was them every warbond coming out on release completely sucks
Yeah I'll be honest, I got this warbond day one knowing it could be kinda lackluster, but gave it a shot anyway. I'm not really thrilled with it, hopefully AH will address it in a later patch to make gas equipment better. With that being said, orbital gas strike is still amazing and I can't justify not taking it on bug missions. Bug breach? Toss a gas strike onto it, then throw an eagle napalm and watch your kill counter soar. That being said, if they made it so being under the affects of gas slow the target, or reduce its armor? That would immediately make gas a critically valuable crowd control asset.
I love this warbond. Didnt want a reskin of the flamethrower. I want more creative outlets for weapons instead of DPS. This warbond thrives with constant communication and coordination with a squad of my friends. It only falls short for me with randoms who dont talk in game.
I keep saying this, I'll say it here too. Gas should also debuff enemy armor. Get hit by gas, armor values plummet. I'm okay for it to keep its current DOT levels, it shouldn't have as much raw damage as the flamer, but it does need to be different. AH should lean Gas into a CC niche. Blindness, Confusion, and Armor debuff should give Gas a unique identity. The armor debuff should linger, anything that got hit by the gas would be softer and easier for everyone else to kill.
Furthermore, Gas should automatically override enemy actions and they immediately stop moving and start swinging and wailing on anything around it. The armor in the warbond should also get tweaked, I agree with Dough's comments on it. Armor should render you completely immune to the effects of gas and have additional benefits, maybe increased resistance to explosions, or something to that effect.
Still excited to get the Dog Breath for the confusion status. I love playing games where you can make your enemies attack eachother. Think of it as a guard dog that spreads Jedi Mind Trick to your enemies as you are also shooting them. Pretty neat I think.
I like it for what it is, but I do feel like they will add to it and I look forward to what they can come up with it. For now I still enjoy it for the support it brings to my team and myself when I use the Orbital Gas Strike on bug breaches.
Honestly I really like the gas grenades and the guard dog a lot. The gas grenades in particular are really useful and I've been able to get a lot of value out of them. The dog breath is really weird but I still feel like I get a good amount of value out of it on higher difficulties. The AI is definitely somewhat "weird" in that It seems to be more "aggressive" than the other guard dogs and will go out of its way to hit enemies further away which can sometimes hurt you and sometimes help you. I just think of it as a passive disruption tool that can keep enemies off of you in a lot of situations and I feel like I get a lot of value out of it usually. I think the armors are niche but not terrible too actually. Being able to call gas strikes on top of you and toss gas grenades at your feet and not take damage is actually super useful, but you have to make use of that mechanic. As someone who already frequently brought the gas strike it's been fun to play as a true "gasdiver". The sterilizer and med pistol are definitely disappointing though. The sterilizer wouldn't be terrible if it had more range and gas effect was more consistently applied and lasted longer but right now it's just a worse flamethrower. The med pistol is probably my biggest disappointment considering how much I liked playing medic in the Killing Floor games. I think they need to take a note out of those games and make the med pistol have some slight auto-aim and make it more potent.
Gas in concept sounds great but is currently a little too weak vs fire to be worth it, with some more tweaking both gas and flame weapons could probably coexist nicely. Beyond stat buffs gas could be buffed by being much less harmful to Helldivers, either having a grace period of a few seconds before gas starts to damage them or just a high damage reduction (you could figure the gas is designed to not harm humans as much or is blocked by helmets). That'd further distinguish gas from fire and open up some unique interactions, like gassing yourself to create a temporary defensive bubble. It might be cool if applying loads of gas to an enemy makes them go from confused to attacking anything nearby, multigassing a Bile Titan and having it stomp all over it's kids would be hilarious. The sprayer, gas nade and gas rover seem good in concept but just need their stats buffed up a bit. The Stim Pistol on the other hand is one of those bizarre 'Do they even play their own game?' inclusions, anyone who actually understands the basic flow of the game and how damage tends to be taken can immediately tell you something like this will always be incredibly awkward to make use of and highly situational at best (tl:dr, Helldivers tend to be killed way too quickly for a healing gadget to ever have much opportunity to even be used, the best way to save a teammate in crisis is pretty much always just to kill whatever's endangering them ASAP which holding a healing gadget instead of a gun prevents you from doing). There are at least some things that could be done to make it suck considerably less though: - Give it massive autoaim on Helldivers (similar to healing darts in Killing Floor 2), this really should've been a no-brainer - Give it some sort of unique temporary buff on impact, like damage resistance or increased melee damage (something that'll make your stimmed teammate less likely to just get shredded 2 seconds later anyway) - Potentially make it usable on self (by holding fire or switching fire mode), if so cut ammo in half - At least some negative effect on enemies, like gassing them or dealing damage comparable to a Peacemaker pistol shot (or both)
first thought on the heal pistol is, make it like the one from Rainbow six from DOC where you get extra health , maybe even more armor or resistence so you could TANK something with someone boosting you all the time...
Honestly find this war bond to be pretty cool, I don't really play hell divers for the difficulty like you or others do but it is pretty fun to play around with.
It's a corrosive gas, stated on the description. This should reduce armor over time permanently, depending on how long u stay in the gas + DoT, exponential , depending on how long they stay in the gas. Confusion is cool, but meh.
Perfect and concise review on the warbond. At least this update we took three step foward and only one back for a change this couldn't have been a helldivers 2 update without them touching and breaking stuff no ones asked for sweet liberty these devs are all of a piece...
Let the gas linger longer. Cutting off or creating a break between divers and breeches would be cool. If the stim pistol gave a better buff. Like the speed boost plus a damage reduction buff. Make it less of a heal item and more of a buff item.
Gas is fine, ppl just don't know how to role play in a video game because they are obsessed with TTK, also a simple way to fix the stim pistols inconsistencies is to simply give the weapon a tracking feature that locks onto your teammates, like seriously the fact arrowhead didn't think of that to begin with it actually frustrating tbh, literally every other game that's had a variation of this weapon has this feature built in for this exact reason
IMO what must happen is this, Support and or crowd control items or strats MUST be extremely good at that one thing with moderate damage if it makes sense to have it... this gas effect NEEDS to last 2-4 seconds longer.
on my view, as AH "lowered" difficulty by increasing the toolbox that is viable, the only way to ramp up challenge now would be to just increase spawnrates
Petition to apply this confused effect on them when you shoot their head off because they still track you and charge you which I always found weird.
yee, they get frenzy & perfect tracking while headless. makes sense...
Agreed, but don’t ban me on the Discord please haha
Smoke having a similar effect would be nice IMO, at least while they're inside the smoke radius.
@@weiss4855 good idea
I would like that, also it would be extremely funny.
How to "fix" gas - dot can stack, slows enemies, increase confusion duration.
How to fix stimgun - Give it ridiculous aim bot.
Or just aim better 🦖
Also make gas combustable with flame throwers for the best support class
make it have actual stims and reduce the ammo to around 4-6 stims.
@@mlgpanda2428 and aimbot on top of that
they need to make it a hitscan weapon.
Gas weapons need to leave a lingering cloud to shut down lanes of attack. That to me is the best way to buff them and keep them interesting. Otherwise they need to just crank the damage and effect time.
Side note. The resistance to gas armor effect should be on certain helmets instead of wasting an entire armor effect.
I think a 50% damage buff (they'd still only do 75% the damage of flame throwers), lingering clouds, and double the DoT/confusion duration. Change the rover to prioritize enemies that aren't debuffed and then we'd be sitting on some decent weapons
Tbh I don't think it really needs a damage buff (at least the gas grenades and orbital), it clears hordes pretty effectively but yeah maybe it could stay a little longer
@@CallOfTheMadMan I heard that the flamethrower can do something like 800 damage per second compared to the gas weapon only doing something like 40-80 dps. Even doubling that damage would be next to pointless. I'm hoping they lean in to the support purpose of the weapon to give us something unique.
I personally think buffing the damage is the wrong approach, it would just result in a worse flamethrower. I personally think the weapon is poorly designed. It might have worked better as a limited ammo gas grenade launcher. Its hard to be a support player if you have to get so close to the enemy and you can die super easy
Honestly i wish it had an interaction with fire damage, like a little explosion that does all the dot damage at once or something
You mean like DRG does with gas and the flamethrower or incendiary grenade from the gunner?
they need to make it act like the thermite gas traps from titanfall 2's scorch titan. that would be sick
DRG, THE FINALS, and other games have this interaction.
I remember Darkwood doing that with the gas bottles, it was also a blast throwing matches at the gas cloud to blow up a Red Chomper.
Which will cause back fire and kill you
I used to complain how other companies launch new stuff and it's usually op, but honestly I'm starting to appreciate that. I'd like for the new stuff to be good at launch so there's a reason to use it. Otherwise people get hyped up for new content and it's crap, not good for player retention.
The problem with companies launching new op stuff is when they sell that thing to u and after people buy it bc is op they nerf it, Clash royale is a BIG example for this, they launch new op stuff and put them behind a premium pass, people buy it and after a bit they nerf it, happened multiple times too
I don’t mind stuff launching a bit OP as long as they dont nerf it into the ground later on. It should still be a good and viable option post nerf
The issue with the Gas effect is not that it's bad, it's that it's bugged in a way that shows a massive lack of QA. The enemy AI will **continue its last directive** (whether that would have been to pounce at you, fire at you, etc.) before actually "listening" to the Gas debuff. However, during this period of time, the gas debuff's effect is still ticking down and it only lasts 3 seconds if not reapplied, meaning there can be a ton of situations where Gas feels like it's doing effectively nothing.
Until they fix this bug, the Gas debuff will only be a fraction of what it could be.
Agree, i dont need to kill those medium/large enemies (but I need at least kill hunters more easily), I just want it to work properly. And they forget to buff smoke…
"We should cross streams, I'll go first." LMAO
LMAO. reading that it sounds WILD
Shouldnt have reduced the damage of Gas. I like that it causes confusion. But the two dont need to be mutually exclusive. I get that keeping Gas that way effectively renders Fire the weaker version. But I still think we could have kept the original gas damage without turning to this imo
Even if gas had a better DOT, the flame thrower would still do more single target DPS. Literally no reason why we can’t have a flame thrower side grade like that.
Gas should erode armour and make it so lower armour penetrating weapons can penetrate weakened armour
I really haven't felt the effects of the damage reduction (at least in the grenades and orbital) it clears hordes really well, if anything better because they stay in it longer because of confusion
@@someoneindeed Just wanted to 2nd this. Took the gas strike in as an experiment and the damage reduction does not seem that obvious - wiping out huge numbers of bugs, probably makes up for it as the bugs go in and then just wander around till they die. Still a good weapon.
The problem with the Stim pistol is that people die too fast in this game, especially since the latest patch buffed damage for pretty much everyone including enemies, and people moving around too fast and unpredictably to hit with stims makes the Stim pistol difficult to justify taking. Stim pistol should be reworked to instead give a buff along with minor regeneration, so that it acts more like a support weapon that can actually work in this game system.
Actually, it’d be great if we had some kind of system to fine tune stims in general so that they can do various things, like an “over-heal” mechanic to provide bonus health on top of your normal, combat buffs like reduced recoil, etc.
Overheal and aim assist is the way to buff stim pistol
@@Low_commotion If it's good enough for TF2 it's good enough for helldivers
The best support you can give your team is killing enemies, not this goofy gas. Could be cool in the future, though.
Nah dont expect teammates to kill anything
U gotta do all the killing and all the objectives yourself in this game
This game needs sbmm 🦖
@@blueferal8626 sbmm wouldnt solve anything
Ems says otherwise
Hell nah, SBMM in a coop game, are you insane?@@blueferal8626
Who the hell puts SBMM in a pve game?? @@blueferal8626
We found what Alexus has been working on
They should get rid of that guy
Not rlly, the design from the start was flawed idk why tf did anyone hype it up.
Ever since it was announced I was very confused on how gas of all things will do great damage, guess that answered my question right here
Lol
@@DrClef_1 It used to do the exact same damage as the fire weapons, so it could've been pretty good.
@@DrClef_1 "I was very confused" so gas is working as intended? 😂
Gas should remove -1 armour after continuous use, dot should last WAY longer and have a neat effect that happens when you combine it with fire. They’re going in the right direction making it different from flame but they still need to do more if they want it to perform just as well while having its own uniqueness
So helldivers 1 you get a healing beam that tracks. Helldivers 2 with fast paced 3d gameplay you get a point and aim stim pistol.....slow clap.
They should've went for a gas grenade launcher because the confuse effect is so much more useful on bots
They nerfed light armor by increasing our limb damage taken. You get 2 tapped now.
by alpha warriors and alpha commanders yeah.
It seems the same in medium armor. Light armor is supreme for bugs again and Democracy Protects is probably the best bet on bots to randomly save you from some random deaths.
I love the new patch but the damage changes made heavy armor even more dogshit than it already was.
Also people are defending the hell out of the warbond especially on Reddit, calling it a solely support bond but like, dawg, the confusion isn't even consistent on the steriliser especially and doesn't last long enough to support jack all. You are better off with a flamethrower.
Often the best way to 'support' your team is to just kill stuff more efficiently, more support-oriented gear or strats really need some sort of meaningful upside that actually matters to be worth it.
Torcher makes for a good primary, paired with gas grenades (that actually leave a cloud behind) and any support weapon like the AC, pretty fun loadout. Though I usually run supply pack because I run out stims much faster now.
Stim gun is good on bot missions with friends, already saved a few of their lives on a single mission.
I absolutely love this warbond. Having said that, I can agree it needs some adjustments. The confusion effect should last longer, the guard dog shouldn’t focus on just one enemy at a time, and the stim pistol should heal more than just a third of your health. Those are just a few adjustments I can think of.
The best gas item is the one that wasn't even part of the warbond. Says a lot.
what did the changes do to heavy armor? i thought taking more dmg overall would make heavy armor more valuable
I have a feeling this warbond has been cooking since before escalation of freedom and didn't get any buffs changes to compensate for all the recent buffs to everything else. Hopefully Arrowhead buffs most of the stuff in the warbond so I have a reason to use the new armor.
But the gas change was in the patch tho
I mean the support weapon at least was datamined before the black hole event started, so probably.
I disagree highly on the gas armor. It’s amazing to drop gas on yourself, run through it and see all the bugs chasing you are no longer on your ass. Anytime I get overrun I just toss gas nades at my feet and dive backwards. The armor and grenades are perfect
Agreed
or you could take medic armor and just heal through the bugs damage.
Because you're still going to have to stim after running through the gas cloud anyway.
@@GameFuMaster you don’t have to stim after going though gas, the damage is so little. Sometimes I stay in the cloud longer than a stim lasts
@@Valiant_C5He has a point though. Medic armor benefits your play more universally. Its not a TERRIBLE armor, but another bonus to solidify their identity would be nice. Less friendly fire dmg from gas/fire/elec would make it more appealling and wouldnt take too much away teamkill risk.
The armor thing isn't a bug, so much as a funny interaction. Basically when your wear a 150 armor set, and have vitality booster. You're making yourself immune to the gas effect, and your armor is giving you enough damage resistance to round the damage of the sterilizer to below 1 damage per tick.
TL;DR it's not a bug, it's mechanics as intended. The sterilizer's damage per tick is just so low you can reduce it to below 1 so it doesn't register.
Just healing beam that locks to players near the crosshairs like in the first game Arrowhead (It was called the REP-80 stratagem)... and the same way in TF2 and Overwatch, because player movement aren't predictable unlike AI.
the servo armor comes with the amazing buff allowing you to throw farther, but also, many people forget that it increases all limb health. Ive been playing with it and I have to say it doesnt feel like Im at a higher armor level, but it does feel like Im at least reverted to the way health worked before, but without headshots randomly killing me. Give it a try!
also from steeled veterans truly a warbond 4 the people. also thanks for the info, I was choosing between this or the jungle vietnam warbond I cant remember its name but with the infusion hellpod and the shotgun secondary. Gonna have to go with that one.
I bought it for the drip. It was worth it in that sense for me.
Skull looking helmet with the green cutting edge medium fit is really good with mantle of citizenship cape.
Just buy the sewer store helmet.
facts
2:08 why is that Charger able to casually scale a wall at 90-degree incline?
He got confused and forgot how gravity worked
It is a bug…
@@rickshaw3397 An incredibly heavy sometimes buggy bug
the bugs make the bugs extra powerful lmao
It's refreshing to hear someone like you hone in on the "% damage reduction" passive thing. I also really wish they'd give those armors something else. I really think the fire, and to a lesser extent the gas, armors should also give you a small buffer before the DOT starts to affect you, and make it part of that % reduction passive so that you can still get an actual second passive. Then bugs bumping into you won't instantly spread fire/gas onto you.
Yea, the whole making us take more damage, or as I like to look at it : Stealing our health to give to our weapons, was an asshole move on Arrowhead.
They did say helldivers should be glass cannons. So idk what you would expect.
@@Paradox1012 We kinda already were, imo. Now I'm using twice as many stims to keep my limbs together.
Feels like an interesting way to buff the stim pistol is to have a small immediate health gain per shot maybe 20 hp, keep the slow healing, have the duration last a minute or two and have it apply a damage resistance buff. Something like a 30% resistance to all damage+ slow heal that can refresh the duration with every shot. For the fertilizer i say leave the low DoT and just have them more aggressively attack the nearest mob double the duration of the crazed effect as well. Dog breath would be the same except its ai needs to target the non effected as a priority spending no more than 1 second dousing any one target. Gas grenade seems fine.
Stim pistol needs to work like the medic class weapons in killing floor 2 where they are fully functional weapons that deal less damage per shot but have an alt fire that shoots a tracking dart toward teammates that heals teammates and poisons enemies.
Idk why they dont have it, have an offensive function by giving a strong gas debuff effect. Imagine shooting a charger and getting a temporary charger ally
This update was a great step in the right direction, but it is definitely one of many patches needed to keep this game alive. For instance, Green Bile spewers, and enemies tracking you while headless are NOT FUN, when they require a mag dump to negate them. Like seriously, why do green bile spewers have so much damn health, and come in packs of 8, and why does a Brood Commander require an additional 30 rounds to the body to negate effectively kill it, if you don't want to have to deal with the auto targeting feature when you shoot off its dome.
Agree for the most part, but sterilizer is actually cracked with a team that follows up off the confusion. On destroy egg or drill missions where enemies are spawning around you or tightly grouped, it creates so many openings and buys your team time for obj’s or to just mow enemies.
Granted the supporty setup style of play isn’t for everyone but i actually enjoy it. Pair with the energy shield to make you a little beefier since you have to be relatively close. If you dive solo or like to lone wolf it around the map then this gun is a hard pass.
the cutting edge armor should also get a 10% to maybe 20% increase heat reduction on laser weapons so it will be really great on extreme cold, not so bad on extreme heat and slightly better on normal climate
I've heard the reason why we get one shot by everything right now is because of a bug that makes enemies spawn with duplicate weapons (2 sets of claws, 2 gun projectiles, etc). So we essentially receive twice as much damage than we should.
Personally i think it would be better to buff the sterilizer by:
-Increasing the range.
-Having it create a lingering gas cloud. (Makes it effective at zoning enemies).
-maybe make it increase flame damage if a flame weapon’s flames touches the gas, basically igniting the cloud.
It would be in a good place if it’s buffed like that so that it stays unique while being useful. If we just senselessly buff the damage it would just be a “green flamethrower.”
I just bought it because I needed something to use my medals on and now it feels like a waste of SCs lol
I hear ya. I'm sure they'll get around to improving the stratagems though.
Earlier I dropped into a game, saw shrieker nest in the distance, called in my HMG and went to take it down. As I've done hundreds of times since I learned this was possible.
Seeing someone do this a couple months ago is what made me start using it.
I emptied a whole clip into it, every hit marker red, and was confused. It usually take 2/3ish of a single mag to take one tower down.
I reload, and think it must only take a few more shots now, so I ignored the bugs coming up from behind.
To my shock, I go through another whole mag of red marker hits and it doesn't go down, and being forced to fire for so much longer than I used to got me killed.
This created a cascade of shitty events and experiences that made me, for the first time EVER in 700 hours, rage quit this fukin game.
I did a bit of research and discovered that the HMG durable damage was stealth nerfed. This coupled with the extra health and armour buildings get, means that gameplay aspect is completely removed.
Removing a gameplay option, in the same patch that kick starts this supposed 60 day turnaround plan? Fukkin idiots working in that company.
I am honestly getting so tired of logging into this game and discovering that something I liked doing doesn't work anymore. It's become an actual piss take that feels like it's unhealthy for my brain. This should not be what I'm adapting to in a live service game. It should be new content. Not OCD levels of meddling and fukkering behind the scenes.
I got the idea of the gas but it does not work in Helldivers. What we should have got was a poison launcher (DoT) that slows enemies and prevent them to use any ability (jump, charge, etc). Pretty much the Toxic Avenger from HD1.
Glad I wasn’t going crazy when it came to how fast and how much I way dying in tier 8 missions today. Literally had to take a stim after getting hit by anything
For dart pistol there could be 2 solutions. First, make darts hit an enemy too and apply the poison effect. Now it has low funtionality. Second, make an ammo count 12 instead of 24 and let the pistol heal youself, plus add some healing power.
This has the same energy as fire warbond coming out let's perform fire. Gas warbond Let's make damage shit but add confusion so it's kinda pointless. Healing pistol let's make it weak and you take damage a lot faster..
3/4 of the armor sets are just re-colored versions of currently available armor sets (excluding helmets) This whole warbond felt really half-assed to me.
devs still dont play their own game.
they should play a single match and see how unpractical everything in this warbond is.
The "Gasthrower" is not just close to useless but also dangerous against bugs.
its like standing next to a angered and confused Mike Tyson who is coming in swinging.
A stim drone would be far more practical in terms on how fast everyone needs to be in that game.
Everyone in the comments basically have better ideas for gas than the devs
so many of the comments I see everywhere are terrible ideas, ones that won't make a difference, ones which rely on synergies so heavily they'll be useless alone, or things that would be a nightmare to code
It's sad; i know, but at this point i'm just buying the warbonds cause i can (overabundance of medals and super credits just sittin' there) and only to buy the win poses and emotes.
the idea of arc reduction armor to also deal less arc damage to teammates is such a great idea. would make it a way more useful and tactical choice.
The Support Flamethrower is meant to do more damage, but instead of buffing it by 33% they accidentally nerfed it by that much.
The gas should be like Acid specifically good against bots and is like Fire to bugs.
So it's flame nerf over again...
just less meaningfull
The stim pistol should hit scan, I mean its description says it "fires a dart at near-supersonic speeds", and why not let the wielder heal themselves? Could add more to its utility considering we die faster now.
Oh shit, so I wasn't imagining things. We do take a lot more damage now. Was wondering how the fuck did I die getting 2 shot'd by bots/bugs.
the issue i had in bug super helldive is (unsurprisingly) hunters, they kept pushing through it and lunging at me, there wasn't a moment where i wasn't using this thing and thinking to myself 'the flamethrower could've done this all better' this warbond isn't worth it at all
Hunters have their commando pro, tracking lunges again. Truly back to patch 1 days. They removed it for a time so you could bait out the lunges by outspacing them. Not so much anymore.
Sterilizer should deal smaller DOT than Flame weapons, however, it's effects should last forever (or something that feels like forever). Or, conversely, its DOT damage could be slow, but then ramp up over time, which contrast against the flame damage which dies over time. This would make sterilizer too slow to be effective anti-tank (kind of like a slower Thermite), but reliable enough of one to take them out if no teammates with proper anti-tank are around.
Gas grenade combined with the flamer is actually pretty great on bugs. The rest of it... Well, the helmets look really good. The gas just literally has the lowest DPS of any weapon in the game.
Hear me out …
Armore: 100% resistance
Grenade: explode on impact
Gass spray: 8sec confusion with lingering air (like fire on floor)
OR
more range like a watergun
Stimgun: literally normal stim efects
I do feel they should also increase the damage of the dot but idk what it should be since im not a nerd❤
The thing that sucks with the confusion is that enemies in this game Queue up their attacks so if a hunter has a jump lined up for you then gets confused, it will still jump at that position where you were and then anything after that will be affected by the confusion but by the time that happens the effect wears off (if it isnt reapplied)
I think some possibilities of what they could do is make it like a fear mechanic and they run away from you, blind+confuse, slow, or it makes them attack each other.
this warbond is pretty garbage tbh
instead of the gas thrower they should have put a gas grenade launcher because the only good thing in this warbond is the nade
cool looking suits but why take this when you can take a +2 nades and reduce recoil armor perk
So all I heard was poop poop war bond and taking more dmg. Figures, don’t think they saving this one chief. Maybe some banger content in the future could help(marginally); but still no reason to play.
You're just not using it right. Have you tried... Getting Gud?
JK, the Warbond is hot garbage.
But keep cookin Devs, best patch yet!
@@Dohzer shi is good at superhelldive
@@RedKess_ No it isn't
I dont know if its just me? But I find all types of gas super fun to use now against bots or bugs. to me it extremely helpful on certain mission where you need a stall thats more reliable than a strike- especially if you have the armor on, you can call it/use it on yourself and be generally safe while completing objectives. The fact it works on bile titans is cool as well
I know it's a bit out of topic, but in this comment section i think that people are kinda un'ubiased with the game status, unlike reddit lol. Guys is it me or the spawn rates ara kinda over the top now ? I played a couple of missions between diff 7-9 and boy those bugs literally never stopped spawning.
3:58 A full 100 to 0, one-shot from a small common enemy on a shot to the arm. The player damage is definitely over tuned, I hope they dial that back some
Gas strike needs 3x the radius. It's twice the size of the grenade cloud. We can put more than two nades worth of gas in the payload of an orbital shell 👀
Or add two more shells in a triangle area spread 👀
They gave us power only to turn around and make it so we die from one or two swipes even with personal shields active, Arrowhead devs are slow.
Helldivers are not badass Rambo's they're disposable glass cannons at best you hit really hard but are really squishy it is not being a glizzy gobbler in this situation to say "get good skill issue"
Very eqsy fix for the stim gun: reduce ammo, make it a longer lasting stim with extra effect. Maybe add death protection to the stim effect like a medic uber beam. Push players to use it proactively before damage (when youre dead or stimminf anyway) rather than after damage. Give magnetism/lock to make it easier to hit.
Heres an idea. Make the gas igniteable with flames. Hose down a horde with gas and then fire the flame primary/secondary
I like the idea of gas being something that hangs around longer, does notably less damage, but is something you can completely immunize yourself to. They missed out on a gas mask helmet that lets you just bathe in the green gas.
@@fabricated With the armor, you barely take damage from the DoT.
But I agree that it should definitely stick around for longer.
Incompetence continues, I don't trust AH even when they buff and just because of a backlash, they still want have their way with something else within the game. I feel conflict how players want one thing, but developers want a game to be this certain way and can't help themselves to change in this instance ttk of players...
Got killed by one bot with a pistol in one shot from him being at full health wtf
Gas fix: the dog and flamer, leave a cloud that linger for some time.
That will improve the whole crowd control, and make the blind effect and random attack more effective
The stim pistol has no place in this game. It does not do enough healing, and to NOT bring a lethal secondary weapon is, in some cases, is suicide. Also, a solo player will find this "healer" useless because you cannot aim at yourself with it. This entire Gas section, needs a ton of work.
Increasing limb damage to "compensate" for the headshot reduction was so stupid, it shouldn't have been like that in the first place there's no reason to "compensate" for it.
Also Stim Gun should have less ammo but lock onto team mates, heal more, and have the ability to overheal, and if you have the booster that replenishes stamina with stims it should do that as well.
The idea of it is neat, I love the idea of a more passive support role that really brings that enemy pressure down so your team can have breathing room, I partially think they wanted to see how we'd end up using the new gear before tweaking it a ton but I could be giving to much credit.
i find the gas thrower pretty good, like useful for a huge crowd of bugs, just spry'em real quick, get that confuse effect going. Then just run away do the objective or start blasting with ur primary or statragrams, like you shouldn't even be using it like a damage dealing weapon in the first place.
It's an easy fix. More dot DMG and slow the enemies down more. I think it could be very useful once properly buffed. Interesting play style.
I’m hoping the next patch ups the DOT for the gas, keeping base damage itself the same to avoid being a flamethrower clone. Give it the acid rain perk of stripping armor as well to differentiate it from being an inferior flamethrower option.
Arrowheads done good with most buffs, and while Chemical agents sucks now it can all change with one patch.
Here, for YT purposes, you're good at making content!
Nah but for real I started watching you thanks to Helldivers when it just released mainly for useful info about the game but it turned out that I really enjoy your vibe, also love the way you intentionally twist some words xd
Keep up the work brotha.
Gas is super effective against robots. My build is crossbow, thermite grenade(for tanks or hulks), smg-19. Stratagems - gas strike, heavy turret, 500kg and gas sprayer.
It's the opposite play-style of flamethrower. You push close under drop ships with the gas sprayer and just tag all enemies and prioritize big enemies with crossy of thermite. You don't have to continually spray enemies, just reapply gas effect. Gas kills drones with no effort, Devastators will take a crossy to the back, Hulks with flame will spray, dive behind and crossy or thermite. Is there better gear of course, but nothing changes the similar gameplay like the gas for bots. No other build plays like this one, very refreshing for bots.
Stim pistol should be as strong as normal stims
Dot damage makes sense. Giving it a combo with fire damage could be cool. A longer duration on the soft cc and/or making them target other bugs while under its effects would be my wish.
Bonus points if they make helldivers drunk or see different colors.
A change Id like for stim pistols is giving "overheal". So you could shoot your teammates on downtime to get that extra heal, or constantly be applying the effect. Being "hard to hit" seems fair if the effect is good
If confusion effect lasted longer it could be worth running
Armor seems nice, I like spreading big clouds of gas so if bugs try to follow me, they get trapped in it, and I don't have to be worrying about the gas DPS
Steeled vets doesn't count, it's the premium warbond we got at launch.
The way I see it, people have wanted a "support class" since launch, and this is it. It's not quite up to snuff but if blind made you harder to hit and gases duration was longer I think it'd e just right.
Stim guard dog that heals you/regen or stim grenade that explodes on impact and leaves a regen cloud for you and team MIGHT be useful. But as others have mentioned, our TTK is so short now we don’t even have a chance half the time to heal quick enough. Let along aiming a stim pistol 🔫 that shoots so slowly.
It's a good thing gas is less damaging than flames, it should be. (though perhaps give it around equal damage to bots if it were possible.) What are ways we could improve it's niche. I'd say one way is increase it's range significantly 33-100%. Make it sweep across when you're using it, making it far easier to confuse a horde which will in turn be more useful to a group than just one extra DPS, while not invalidating DPS. It will also make it safer to use and more likely to get the confusion off.
Finally and I think all gas should do this. Give whatever is confused a debuff to defense. Give your crew more damage like erosive acid.
Both of these things will allow it to keep the niche it has, making extremely useful on top of it not just being a fire+ weapon or just a weaker fire with just a gimmick.
Given the damage was nerfed the gas sprayers should have at minimum a 30 degrees of coverage of the spray or balloon out to 2-3 meters over an initial distance then cylinder/lingering-ground-mist of effect thereafter.
Dog breath should be more like 45+ degrees considering it’s still trying to actively kill enemies one at a time.
Inb4 "no one is forcing you to use the new warbond weapons, just play on difficulty 1".
If the new warbond js filled with trash why would i ever buy it. I swaer arrowhead cant even claim a single free W, just makr the paid dlc weapons good and youll make money this isnt hard.
Literally bro it’s like they don’t wanna make money or have anyone get hyped about a release I would be embarrassed if I was them every warbond coming out on release completely sucks
Yeah I'll be honest, I got this warbond day one knowing it could be kinda lackluster, but gave it a shot anyway. I'm not really thrilled with it, hopefully AH will address it in a later patch to make gas equipment better. With that being said, orbital gas strike is still amazing and I can't justify not taking it on bug missions. Bug breach? Toss a gas strike onto it, then throw an eagle napalm and watch your kill counter soar.
That being said, if they made it so being under the affects of gas slow the target, or reduce its armor? That would immediately make gas a critically valuable crowd control asset.
I love this warbond. Didnt want a reskin of the flamethrower. I want more creative outlets for weapons instead of DPS. This warbond thrives with constant communication and coordination with a squad of my friends. It only falls short for me with randoms who dont talk in game.
The new gas grenade is sick, but the thermite grenade buff makes it hard to justify picking.
I keep saying this, I'll say it here too.
Gas should also debuff enemy armor. Get hit by gas, armor values plummet. I'm okay for it to keep its current DOT levels, it shouldn't have as much raw damage as the flamer, but it does need to be different. AH should lean Gas into a CC niche. Blindness, Confusion, and Armor debuff should give Gas a unique identity. The armor debuff should linger, anything that got hit by the gas would be softer and easier for everyone else to kill.
Furthermore, Gas should automatically override enemy actions and they immediately stop moving and start swinging and wailing on anything around it. The armor in the warbond should also get tweaked, I agree with Dough's comments on it. Armor should render you completely immune to the effects of gas and have additional benefits, maybe increased resistance to explosions, or something to that effect.
Still excited to get the Dog Breath for the confusion status. I love playing games where you can make your enemies attack eachother. Think of it as a guard dog that spreads Jedi Mind Trick to your enemies as you are also shooting them. Pretty neat I think.
I like it for what it is, but I do feel like they will add to it and I look forward to what they can come up with it. For now I still enjoy it for the support it brings to my team and myself when I use the Orbital Gas Strike on bug breaches.
Honestly I really like the gas grenades and the guard dog a lot. The gas grenades in particular are really useful and I've been able to get a lot of value out of them. The dog breath is really weird but I still feel like I get a good amount of value out of it on higher difficulties. The AI is definitely somewhat "weird" in that It seems to be more "aggressive" than the other guard dogs and will go out of its way to hit enemies further away which can sometimes hurt you and sometimes help you. I just think of it as a passive disruption tool that can keep enemies off of you in a lot of situations and I feel like I get a lot of value out of it usually. I think the armors are niche but not terrible too actually. Being able to call gas strikes on top of you and toss gas grenades at your feet and not take damage is actually super useful, but you have to make use of that mechanic. As someone who already frequently brought the gas strike it's been fun to play as a true "gasdiver".
The sterilizer and med pistol are definitely disappointing though. The sterilizer wouldn't be terrible if it had more range and gas effect was more consistently applied and lasted longer but right now it's just a worse flamethrower. The med pistol is probably my biggest disappointment considering how much I liked playing medic in the Killing Floor games. I think they need to take a note out of those games and make the med pistol have some slight auto-aim and make it more potent.
Gas in concept sounds great but is currently a little too weak vs fire to be worth it, with some more tweaking both gas and flame weapons could probably coexist nicely.
Beyond stat buffs gas could be buffed by being much less harmful to Helldivers, either having a grace period of a few seconds before gas starts to damage them or just a high damage reduction (you could figure the gas is designed to not harm humans as much or is blocked by helmets). That'd further distinguish gas from fire and open up some unique interactions, like gassing yourself to create a temporary defensive bubble.
It might be cool if applying loads of gas to an enemy makes them go from confused to attacking anything nearby, multigassing a Bile Titan and having it stomp all over it's kids would be hilarious.
The sprayer, gas nade and gas rover seem good in concept but just need their stats buffed up a bit.
The Stim Pistol on the other hand is one of those bizarre 'Do they even play their own game?' inclusions, anyone who actually understands the basic flow of the game and how damage tends to be taken can immediately tell you something like this will always be incredibly awkward to make use of and highly situational at best (tl:dr, Helldivers tend to be killed way too quickly for a healing gadget to ever have much opportunity to even be used, the best way to save a teammate in crisis is pretty much always just to kill whatever's endangering them ASAP which holding a healing gadget instead of a gun prevents you from doing).
There are at least some things that could be done to make it suck considerably less though:
- Give it massive autoaim on Helldivers (similar to healing darts in Killing Floor 2), this really should've been a no-brainer
- Give it some sort of unique temporary buff on impact, like damage resistance or increased melee damage (something that'll make your stimmed teammate less likely to just get shredded 2 seconds later anyway)
- Potentially make it usable on self (by holding fire or switching fire mode), if so cut ammo in half
- At least some negative effect on enemies, like gassing them or dealing damage comparable to a Peacemaker pistol shot (or both)
first thought on the heal pistol is, make it like the one from Rainbow six from DOC where you get extra health , maybe even more armor or resistence so you could TANK something with someone boosting you all the time...
Honestly find this war bond to be pretty cool, I don't really play hell divers for the difficulty like you or others do but it is pretty fun to play around with.
It's a corrosive gas, stated on the description. This should reduce armor over time permanently, depending on how long u stay in the gas + DoT, exponential , depending on how long they stay in the gas.
Confusion is cool, but meh.
Perfect and concise review on the warbond. At least this update we took three step foward and only one back for a change this couldn't have been a helldivers 2 update without them touching and breaking stuff no ones asked for sweet liberty these devs are all of a piece...
Let the gas linger longer. Cutting off or creating a break between divers and breeches would be cool.
If the stim pistol gave a better buff. Like the speed boost plus a damage reduction buff. Make it less of a heal item and more of a buff item.
Hey UA-cam, this guy is good at making videos!
Gas is fine, ppl just don't know how to role play in a video game because they are obsessed with TTK, also a simple way to fix the stim pistols inconsistencies is to simply give the weapon a tracking feature that locks onto your teammates, like seriously the fact arrowhead didn't think of that to begin with it actually frustrating tbh, literally every other game that's had a variation of this weapon has this feature built in for this exact reason
IMO what must happen is this, Support and or crowd control items or strats MUST be extremely good at that one thing with moderate damage if it makes sense to have it... this gas effect NEEDS to last 2-4 seconds longer.
on my view, as AH "lowered" difficulty by increasing the toolbox that is viable, the only way to ramp up challenge now would be to just increase spawnrates