Where SPEAR shines over the Recoilless after all the changes is when weather modifiers start getting involved. Dust storms, heavy rain etc. anything that makes it impossible to see for a minute or so. The SPEAR doesn't give a damn, you get to shoot blind and, assuming the tank, Hulk or Factory Strider aren't surrounded by undesirable targets, you get to keep dishing out damage when it matters during a really dire situation.
The 2 extra shots and being able to fire when locks would malfunction (partly obscured fabricators, say) tip the balance towards RR. I think Spear needs +1 ammo in its pack
You are forgetting how manny rocket striders there are in super Helldive. You can not lock onto the hulk. Literally unusable, I need to shoot it with my senator or use a throw and forget thermite
Every good player knows dust storms and blizzards are actually benefits than hazards. They literally make you invisible. I'm not gonna be unfair and say if you're getting into fights during these, than "git gud". BUT you literally have to be looking for a fight on purpose if you're getting spotted during those. And as for rain and other fog, the spear auto aiming STILL isn't a good enough gimmick for it to be picked over the RR.
I still think they should revert the damage nerf on the 110mm rocket pod eagle strike. They were literally fine before, the only problem with them was that the targeting was super wonkey and half the time it would just straight up miss. It SHOULD kill a tank/hulk in one call-in. Especially since the regular airstrike eagle doesn’t consistently kill tanks in one call-in now it would make perfect sense for the 110mm to be the precise anti-armor alternative to the bomb airstrike.
IMO, you're really underrating the utility of orbital gas on higher difficulty. For the reload time it has, it's more effective than any other strategem, orbital or eagle, at making large problems instantly go away. Very often while I've been playing automatons on super helldive, my team has been getting surrounded by multiple patrols, and we've only had so much firepower and cover to adress them. The gas strike is really, *really* good at making an area you wont have to worry about for 30 seconds. It won't take down factory striders, but being able to effectively stun everything below it at a chokepoint and then kill all the chaff by itself has saved my bacon more times than I can count. Getting all the berserkers softened up is nice, too.
Don’t forget that in a pinch with a good throw, it’s the perfect strat for taking out a single bot factory. Drop the shell on top of it, and let the cloud blind things for you to get away. Sorta like eagle smoke
Orbital gas got so much better with new confusion effect and it will save you from harsh situations. If I’m bringing gas grenades I’m probarly going with orbital gatling barrage. Gas so much synergy with bot load outs.
I was playing tonight with a dude just fkkkkkking sht up with the airburst. I didn't get a clear look, but I'm 99% sure he 1-shot a hulk with it and everyone around him too. He was nasty with it
Walking Barrage with Servo-Assisted can take out half a fortress base with you not even getting into range of those annoying turrets, if you have the right angle.
No shot you gave HMGE only B tier. At the very least, it's A tier. That thing will annihilate ANYTHING in about 4 shots, including hulks, tanks, rocket striders, everything except factory striders, but it still does tons of damage against them. Insane damage, with a relatively low cooldown, not to mention the actual gun can block bullets, use it more, and you will see how valuable it is. And the smoke strike, I would say is currently the best stratagem for both factions. It works properly now, they will not see you through the smoke, so you can run away and instantly you escaped a bot drop, a fight, whatever. 2 Second call-in, creates a massive thick smoke screen, which also stops them shooting because they cant see you. At least 1 person must ALWAYS have a smoke strike.
Agree, his reasoning doesn't make sense, like the chance of HMGE getting blown up is extremely low since your HMGE is invisible to the enemy you are facing, along with the super long range & dmg, it is S tier for sure.
I generally prefer walking barrage over the others because the bots are in a straight line so often, and I’m far less likely to accidentally kill my team. And the new improved liberator guard dog will kill 5 enemies through fog/snow before I even see them. It’s so nice to reposition while my dog keeps the chaff off me. Even devestators
They need to give the rail cannon strike and laser a extra charge with a new ship module. If we go up in difficulty there are more mobs, ship modules are great example of how progression should work with some of them being just out right terrible. What they should not do is create a module that gives more damage to something as it impacts balance severely. They need to just stick to the philosophy of more mobs then more ammo.
42:12 HMG emplacement should be at higher A or lower S, i used it on my first superhelldive and it was very usefull, this thing is so good in bot drops, the examples he's giving will be rare occurances, you can kill the rocket striders and the rocket devs before they even shot at you.
Goes to show how the HMG emplacement is still so underrated by many people vs the bots. It gives you the sudden boost in controlled firepower like the Exosuits do, but you can keep on reusing it frequently. At an overwatch position, you can pretty much outgun all the bots at a distance.
Great content always man! I agree with a lot of this, the one thing I would say I would bump a little higher is the Medium Pen Guard dog. Gonna be honest this thing is absolutely nuts now. Rock some heavy fortified gear, run a plasma punisher, or crossbow or anything with good explosion radius and CC, run the shield gen and whatever else you would like. This build is absolutely incredible for pushing objectives for your team. The amount of time I was in a loop of ragdoll spam from rocket devs, or whatever, and the Dog just 3 shot each dev and kept them from keeping me in the loop saw some very high value. Takes out the Jump Pack brigade in one shot mid air before they ever become a problem. A true guardian angel on the battlefield in bots right now. In my gameplays on lvl 10 bots I would highly suggest this thing sees A tier or maybe even S for this playstyle. The shield gen changes also make it awesome to peel for your team, so yall can re setup, helps your RR users with cover to take out the heavies, straight up saves lives when caught out in the open with no cover running into a patrol or random drop, and helps you push forward into objectives very safely while firing CC weapons and your dog to take things out quick and efficiently. Amazing combo together! Great list as always man!
I think the reason it’s B tier as opposed to some other items here is because gameplay wise you have a load of primaries, secondaries, grenades and stratagems that can do this exact thing you mentioned. What I’m saying is, the guard dog doesn’t diversify your gameplay experience by adding new functionality, the shield backpack by comparison grants you invulnerability to attacks while on the move so long as it is charged, which is something no other thing in the game do. Similarly, the supply pack gives you 8 extra stims and nades + (very healthy amount of ammo) which again, nothing else can do. If I want to kill devastators like the guard dog does, I have a million other options, I don’t have a million other options for a backpack that gives me extra resources. Hope that helps clarify why the guard dog is not really that crazy.
@@the-bonser3059 It can fire while the user is safely behind cover/corners, regularly snipes both heads and jump troopers mid-flight, and is able to destroy scout/rocket striders, all without user input. Its damage output is something like 4-5 berserkers and its performance doesn't matter how appropriate a diver's weapon is. This is adding functionality.
@@the-bonser3059 Surely the shield backpack can help you defensively as well as push offensively, with the current state and the ragdoll being applied to your shield pack, making your radius even bigger and easier to hit with rocket devs, you can be rag dolled much easier and honestly while running this for a long time, i opted to not run it anymore because this was extremely annoying. This is a great option, for sure though personally I no longer really enjoy running it for the reasons listed. While on the other hand, you are right about primaries taking things out effectively and efficiently, though the guard dog helps amplify your aggressive potential by being a secondary primary weapon with medium pen to help you kill things faster, or help you take out multiple targets with ease. The supply pack can give you more supplies for sure and I do enjoy running this but its not the same as having a whole second gun firing for you while you are also laying down fire. I haven't often needed more resources for the loadouts I have been taking and while I agree all these backpacks listed are great, that doesn't tell me that the guard dog isnt a valid pickup for its potential of clearing things out effectively and efficiently. The guard dog can also as someone else said, can take things out around corners, meaning while you are reloading your primary, or support weapon, you can use this to take shots at things while you are reloading, furthering your offensive potential. Id highly recommend using it in some missions and giving it a go and youll see exactly what I mean.
The Arc Thrower by itself is mid. But when paired with Gun Dog, it becomes insane. The Gun Dog has a perfect headshotting aimbot. BUT it only shoots at the head where it is at that very moment in time, it does not lead shots. So if the head moves, it will miss. But if you stun lock the enemy, the Dog never misses. Also, it's much easier to Senator the Hulks once you stun lock them. They're also decent against gunship when they get too close, but not a great solution.
HMG - To best use this as a PC player you need to use recoil armor. You don't need the peak physique perk when you have a mouse. The handling is only important when you aim. Turn toward your target without aiming and you turn fast. Then snap your machine gun up for the shot, lower it, turn for the next shot repeat. HMG for controller users is probably better with peak physique but I don't know. Add that recoil armor has either explo resist (excellent survival on bots) or extra grenades, and you should pair HMG with thermite grenades, even using supply pack having the extra space for thermites is so nice. There are alot of times you don't want to try and use your gun to kill things that a quick thermite toss takes care of for you without leaving cover. HMG/Supply pack, DCS is a great build. Bring grenade pistol for mobbing and fab snipes on jammers. Chefs kiss. So fun.
Been wondering what to run with it cause I'm looking for a good ad clear support and I like running the enforcer armor with fortified on bots anyway. I use controller and honestly don't have a problem with bad ergonomic weapons. I was great with stalwart pre ergo buff vs bugs with any armor (even at close range). You just overturn as you bring it up and then walk the aim back to the target to keep the muzzle facing where you want. Joystick aiming is good at recoil resist and constant steady turning because you can keep doing it forever without running out of mousepad. I was thinking nade pistol would make sense since you don't need senator for hulks. Stunning and shooting them seems fine as well but thermite is great for tanks and such so you can arc it while not being exposed to counterfire. What primary do you like? I have been using crossbow but just unlocked the purifier and it seems better (more shots between reloads, non charge fire option for smaller enemies, etc.) But with supply pack maybe the new ammo inefficient scorcher?
Plus the jump cool down it’s low enough that you can use heavy armor and keep up with your teammates using the jump to move, so you get better survivability and flanking potential
A funny thing to do with the autocannons flak is if you see a dropship with smaller unit in it you can spam the flak rounds into it and kill all the small units
Would switch AMR and Railgun, Shield gen and HMG emplacement. Tesla works decently on defense and eradication too! If you hide it from cannon fire behind a corner or so.
Put the tesla behind a wall, attack the bots inside the objective, watch them run to you, get attracted to the tower, shoot it if they can get close to it, miss most of the time, and get kills. Weakness: Not effective against tanks and factory striders You need to provide a supporting fire to kill the hulk smacking it like the AMR or the railgun Can't hit gunships Very niche but the fast cooldown makes it available for each objective you go to. You can even leave it on one objective, pursue another then go back with a lot less enemies. I still think it needs more rework. Maybe by hitting it with an arc thrower, you can bounce off your lightning further? Or hitting it with the arc makes it shoot a more powerful lightning that can take out the heavies? Or maybe remove the friendly fire on it so it becomes an area you can run into if you're being chased by bugs and reload in peace?
An advantage of the quasar is that its really easy to shoot fabricators and turrets across the map, as it has no projectile drop. Having infinite ammo makes this extra nice as you don't feel like its wasting ammo either.
funny the airburst launcher (RPG-7) has been stealth buffed, since the cluster bombs uses frags and previous patch that they did 250, now it does 500 per cluster so your basically doing 12500 dmg or more if you get a direct hit or hit in the a spot where all explodes, like capable to 1 shot a hulk and if it can kill a dropship or a patrol, then it can be increases to A or bottom S but there is draw backs, long reload but can cancel out, friendly fire (obviously) and the ridiculous blast radius (if your reckless)
Honestly ill take the ballistic shield over the energy shield. Its easy to recognize when the rocket devastators and striders are about to launch rockets at you and can easily side strafe them or just dodge and quickly stand back up. Also with the strafe run easily S tier for me, never had a issue taking out factories or devastators. It's amazing as a tool if you're being overwhelmed and you need breathing room. Just throw it right in front of you. In terms of heavies ive had a lot of success taking out tank if you're able to aim it so it hits the weak spot on the back of the turret. With hulks ive had success ripping the arms off which ill take it since i use the revolver to finish it off. Strafe is just amazing, ever since its buff i consistently get 500+700 kill games against bugs. You will get a lot of success if you're able to lead enemies into choke points or get them in a straight line.
The Autocannon Flak is actually less useful for gunships then it is for crowd control. Flak is actually great against devastator squads and striders. The only problem is the proximity burst will go off at the first obstacle so you need to find a clear angle.
Flak is amazing vs the little bots. I swept a patrol and got a 16 kill streak with one five shot burst last night, then their backpacks all blew up like popcorn after they were dead.
I don't disagree with the arc thrower placement, but I will say that with a shield so you can get out in front and get it firing before getting hit, and with good team coordination, it can be really strong. You can lock down a couple lines of enemies toggling fire between them and it allows your allies to chew them up without being shot at. Infinite stun and crowd control (that does also kill enemies eventually). Really good against charging berserkers. It also aims through smoke or storms or whatever, which is nice now that smokescreen works. A more niche take but can be stronger than it would seem solo.
Shield generator is a huge takedown, been using it for ages and with the new changes they ruined it. Too big, to weak. Enemies now can enter easily if you take in to consideration that this thing is soooo big, now the defensive perimeter would probably get swarmed and you can't really take advantage of the dome if the wall is 20 meters away and a patrol walks right in. The dome is so big that it catches every single piece of bullet and explosive in your general direction, 70%of things that would have missed now hit the shields and it feels squishier than ever. Plus I don't find the new "if depleted it dies" mechanic a good one. If a big wave attack you the shield is gone and now you are on your own. Before patch would have reloaded mid fight and came back up possibly saving you from big hits like turrets or tanks because even at 1 hp the shield would have stopped that. As a last thing now it seems to take damage from hellpods so yeah, no calling stratagem or teammates in after is up or it's an instant shield down. If I could choose I would take the old shield 10 out of 10 times.
My team always runs air stratagems so I run the Gatling for shitters, auto-cannon, and either the mortar, shield gen, or rocket sentry (rocket is exceptionally a rare use because I run recoiles)
Jump pack should be at A tier very good on light class you zip around the map and can get in cover fast or making flanks to grab attention and can run to sabotage nest and out post.
ive found the RR to be the goat. deals with every large threat so easily and can make light work of bot drops. i also like walking barrage too for those large outposts and fortresses
One thing about Arc Thrower is it 2 taps hulks eyes You can do this fairly reliably by aiming high after stunning them with the first shot, and can take on 2 hulks at a time easily by staggering between them I have proof on a recent video I made tbh
You can also quickly swap to senator after the stun and that's pretty good. Or just shoot it occasionally while a thermite is on it to keep it from damaging allies. Arc thrower is a more defensive support weapon. Watch your angling and you can stun lines of enemies charging allies, letting them engage and quickly kill the enemy. With good team coordination it's really strong.
The airburst rocketlauncher is a slept on weapon. Sure it still detonates on dead bodies. But if you are carefull it really wrecks the bots! It takes down fabricators, gunships and even hulks. Shoot 1 at a patrol and it takes out all the troopers, making it impossible for them to summon reinforcements. And if you shoot a second rocket at them their will be nothing left. I use it a lot and I honnestly think 8t is an A-tier weapon against the bots. Hopefully arrowhead will fix the premature detonation soon.
I love that weapon but is just not good. Recoil less rifle is just better in any way. Airbust ko fabricators, RR too and better / airburst ko gunships and hulks, RR too and better, no risk of whiffing or early detonation/ airburts ko troopers( everything in game does) and if you shot again nothing survives, RR got the new ammo type, just switch it and it become an AOE RR. As a last point, I never killed myself with RR and probably only killed a few teammates by cross fire. With airbust is dangerously easy to kill yourself and teammates. I would love for Airbust to be good, sadly is just not.
I think some of these commenters are forgetting that this is an OPINION. Different people play different ways. Some things are great for mouse and keyboard, some things are easier for controller. Depends on play style and what you LIKE to use haha
I think adding the commando laser tracking to the spear as a firing mode would be super helpful and makes perfect sense. Being able to switch from fire and forget to the tracking to be more precise or when something is obscuring the lock on would be very useful. Also the sterilizer imo should get something like the spray and pray got with the duckbill muzzle where it kinda sprays in an area like a cropduster rather than a stream like the flamethrower. Either that or it needs to leave areas of lingering gas where it hits enemies for a few seconds in order to be effective as a support weapon. Also I still feel like it acting like an acid storm and weakening armor temporarily would be a reasonable gimmick to give it. At the end of the day it is pretty much just a worse version of the flamethrower that just confuses enemies rather than outright killing them. If it weakened armor so that it gave other weapons and your teammates an easier time dealing with afflicted targets it would actually properly fill its niche. That’s just my opinion though, great tier list.🫡
I do think Orbital Laser is a A tier option at least. It will absolutely destroy any base and its heavy defenders like possible hulks or tanks without much effort. It can be tossed in those heavy bases to deal with without setting foot, destroy command bunkers, or just serve as a “Oh shit” button for guarding at extraction against massive waves of enemies. It has a long cooldown and limit but its sheer power I think means it’s worth it, and can be rationed reasonably for the situations that NEED it.
If Arc Thrower consistently connected then easy A+. As it is, with how many times I've died because the damn thing won't zap the bots right in front of me, completely understandable.
The flack is actually pretty good against bot drops when the bots are still clumped up or even while they are dropping out of the ships More useful during defense missions than a normal map but it spreads democracy in this niche scenario very well 2:29
AMR/Crossbow with supply pack is superior to AC/DCS though they have the exact offensive capabilities almost. Where supply pack pulls away is in mobility/survivability (stims) and utility (grenades/primary ammo). I can't think of any real advantages of AC builds over AMR.
You get 3 free stratagem slots with AC load out and better durable dmg (explosive + AP4). AMR builds have less diversity, because you have 2 free stratagem slots to choose with (supply pack must pick imo). They are honestly excellent choices, but I lean more towards AMR with hard bot missions.
What I notice is people have insane issues with the amount of fog the devs have put in this game and the current steps permission a helldiver is taking. I didn't buy this game to play a walking simulator, I already have death stranding. It really does make me think that this game engine just can't handle whats on the screen so the devs hide most of it behind a permanent fart cloud thats spread to every planet. I've started just not fighting on foggy planets or places i cant see past 4 ft in front of me. Its annoying and id rather play factorio
Waaay undervaluing the SPEAR. Ranking it beside the MG is *criminal.* Guaranteed kill shot on tanks, hulks, cannons. Can go underneath factory striders and 1-shot them in the belly. Only other option besides RR that deletes bot drop. "A worse RR" is still insanely good right now. Spear is top of A-tier at least, if not bottom of S-tier. --- Simply overvaluing AC, imo. Used to be S-tier, but it's simply not anymore. Just can't rank either higher than A-tier when you *need* precision shots on a hulk to kill it, and *need* to flank tanks. Hell, if you run out of ammo while being chased by a hulk, or mid-battle with a tank, the stationary reload means you are cooked. You are often being chased by 3 hulks simultaneously, and the AC just can't keep up with the rate of hate exported by the RR / SPEAR, or the ability to run and reload of the Railgun / AMR.
i think you underestimate the jump pack, it brings you out of impossible to win fights while wearing heavy which is quite viable now and pairs superwell with the raygun or mg43 which imo ranks higher than the HMG. Enough destructive power for medium units and hulks and i would recommend at least one aitstrike type to deal with bigger things and rocket tower + cannon tower to hold a zone for a while. And the recoilless should be in its own tier above S for how much destructive power it can have while also having double the ammo of a spear. You know the tech, you explained it.
I think they are scared to buff the orbital-EMS.:D In my opinion it was the Single best stratagem in helldivers 1. Bringing multiple of These… good times
Recoilless and spear have enough damage to kill the dropships outright if you hit the main body. If you hit a dropship engine it crashes but the enemies don't die, if you can kill it by hitting the main body everything attached instantly dies. That's why it's worth it now.
Yep. Grab a buddy and reload each other and you can take down dropship after dropship. We did this on a defend missoin where youre launching the rockets, and we took down every single drop ship that came in. Its cracked.
They just need comically short cooldowns. It's okay to have truly spammable but very weak stratagems that require more skill. Lots of gameplay diversity to be had there.
Yeah no. I disagree with Orbital Napalm Barrage. Easy high A or low S, even better than 380 at times. It can kill hulks and tanks. I throw this in a base or on a flare, and every single bot in the radius is dead unless it's a factory strider. I struggle to not take this thing due to how damn powerful it is. Only downsides are the long cooldown and... teammates running in
hell yeah. I run 380, napalm barrage, auto cannon turret and strafing run. orbitals alone can destroy bot drops but auto cannon and strafing can literally hold down a whole bot drop itself.
Putting machine gun next to SPEAR and Nade launcher is crazy, machine gun should be prolly C or low B, nade laincher is actually pretty decent vs bots so B is a good rank and if AC and recoiless is S, SPEAR should 100% be A. I had sooo many missions where there was fog u couldn't see shit so recoiless and AC would be unable to shoot turret towers, tanks or fabricators in the distance but SPEAR can get rid of them with ease from the distance and without even seeing them.
Agree with the Spear comment. But the Machine Gun? It's really freaking good. Has enough pen to destroy all the mechs without weak spots. Besides like the super heavies like Factories and Hulks. In that case it can 1-2 mag weak points for the factory strider. Quarter of a mag for a Hulk. It's really good atm.
Giving up thermite to take stun just so you can shoot hulks with senator is.... not great. Just use the thermite on the hulk and take grenade pistol or dagger, or verdict etc. Depending on your build. Senator isn't efficient for anything because you gotta get close, and close on bots when you don't have to is a mistake.
The spear is the best anti tank period it takes the least skill and hits hard asf. Clears fabrication factories from across the map as well as shreker nests and bot drops. This is a terrible list.
@generalock3015 that's cap. I dont even gotta aim. I'll always out perform RR with a spear. The ammo isn't that big of a deal I just take priority on supply drops
Plus Bots are notorious for having legitimately terrible visibility on lots and lots of missions. Hitting a pole once every 30 shots is nothing compared to how easy it is to use. Tiny downside and huge upside. I'll take it being a little bad at finishing off Factory Striders but i always take off their Main Cannons immediately w/ it and then the rest of my team rains down every stratagem they have on it and that thing is dead. You'll basically never solo kill a Strider unless your team is *really* bad.
You lost me when you put HMG above C because senator is litteraly better in every way. Also dropships always kill what's not deployed when it dies now, doesn't matter how it dies. Engine or not it kills the strider on the ship
But how is the hmg bad enough to be in c tier? Because the senator is better? The revolver the only holds 6 rounds at a time. Yeah it's an amzing secondary but it's not made for 10+ enemies coming at you. That makes 0 sense. Has heavy pen, good add clear, changeable RPMs, lots of ammo. The only negative is highish recoil when standing and slow sway which is fixable with a armor perk.
Recoilless does indeed have a higher skill ceiling but the vast majority of Recoilless players are terrible and miss Dropships all the time, they'd be *much* better off with a Spear. If you're really insane with it then Recoilless is indeed better because of the ammo but Spear is still #2 right behind it. Dunno why this dude made such a big deal about the spear "hitting poles" once every 50 shots.
Every single Stratagem below the Recoilless in S tier all the way until the Spear in B tier is worse than the Spear too lmfao. He smoked something when ranking it.
Where SPEAR shines over the Recoilless after all the changes is when weather modifiers start getting involved. Dust storms, heavy rain etc. anything that makes it impossible to see for a minute or so. The SPEAR doesn't give a damn, you get to shoot blind and, assuming the tank, Hulk or Factory Strider aren't surrounded by undesirable targets, you get to keep dishing out damage when it matters during a really dire situation.
The 2 extra shots and being able to fire when locks would malfunction (partly obscured fabricators, say) tip the balance towards RR. I think Spear needs +1 ammo in its pack
You are forgetting how manny rocket striders there are in super Helldive. You can not lock onto the hulk. Literally unusable, I need to shoot it with my senator or use a throw and forget thermite
Not to mention it is trivial to one-shot-snipe towers across the map. The ammo hurts a bit but it has its uses...
Exept that enemies will not engage you in those situations aswell unless you atack them so its kinda pointless
Every good player knows dust storms and blizzards are actually benefits than hazards. They literally make you invisible. I'm not gonna be unfair and say if you're getting into fights during these, than "git gud". BUT you literally have to be looking for a fight on purpose if you're getting spotted during those. And as for rain and other fog, the spear auto aiming STILL isn't a good enough gimmick for it to be picked over the RR.
I still think they should revert the damage nerf on the 110mm rocket pod eagle strike. They were literally fine before, the only problem with them was that the targeting was super wonkey and half the time it would just straight up miss. It SHOULD kill a tank/hulk in one call-in. Especially since the regular airstrike eagle doesn’t consistently kill tanks in one call-in now it would make perfect sense for the 110mm to be the precise anti-armor alternative to the bomb airstrike.
IMO, you're really underrating the utility of orbital gas on higher difficulty. For the reload time it has, it's more effective than any other strategem, orbital or eagle, at making large problems instantly go away. Very often while I've been playing automatons on super helldive, my team has been getting surrounded by multiple patrols, and we've only had so much firepower and cover to adress them. The gas strike is really, *really* good at making an area you wont have to worry about for 30 seconds. It won't take down factory striders, but being able to effectively stun everything below it at a chokepoint and then kill all the chaff by itself has saved my bacon more times than I can count. Getting all the berserkers softened up is nice, too.
Don’t forget that in a pinch with a good throw, it’s the perfect strat for taking out a single bot factory. Drop the shell on top of it, and let the cloud blind things for you to get away. Sorta like eagle smoke
Orbital gas got so much better with new confusion effect and it will save you from harsh situations.
If I’m bringing gas grenades I’m probarly going with orbital gatling barrage. Gas so much synergy with bot load outs.
sterilizer should be reworked into a drum mag gas grenade launcher.
That’s a fantastic idea
Try the airburst again, i got stealth buffed by the frag buff it does double damage now
I was playing tonight with a dude just fkkkkkking sht up with the airburst. I didn't get a clear look, but I'm 99% sure he 1-shot a hulk with it and everyone around him too. He was nasty with it
So i get to kill my team better now amazing!
@MrRynox52719 if you get it behind the hulk, it will indeed one shot it. Shoot under the legs or while behind it, goes down.
@@MrRynox52719 Yep you can one shot hulks by shootig between the legs or at the heat sink
It just needs the two stage reload
Walking Barrage with Servo-Assisted can take out half a fortress base with you not even getting into range of those annoying turrets, if you have the right angle.
No shot you gave HMGE only B tier. At the very least, it's A tier. That thing will annihilate ANYTHING in about 4 shots, including hulks, tanks, rocket striders, everything except factory striders, but it still does tons of damage against them. Insane damage, with a relatively low cooldown, not to mention the actual gun can block bullets, use it more, and you will see how valuable it is.
And the smoke strike, I would say is currently the best stratagem for both factions. It works properly now, they will not see you through the smoke, so you can run away and instantly you escaped a bot drop, a fight, whatever. 2 Second call-in, creates a massive thick smoke screen, which also stops them shooting because they cant see you. At least 1 person must ALWAYS have a smoke strike.
Agree, his reasoning doesn't make sense, like the chance of HMGE getting blown up is extremely low since your HMGE is invisible to the enemy you are facing, along with the super long range & dmg, it is S tier for sure.
Yes, HMGE is easily S tier. I delete tons of drops at once in seconds with it reliably
I generally prefer walking barrage over the others because the bots are in a straight line so often, and I’m far less likely to accidentally kill my team.
And the new improved liberator guard dog will kill 5 enemies through fog/snow before I even see them. It’s so nice to reposition while my dog keeps the chaff off me. Even devestators
They need to give the rail cannon strike and laser a extra charge with a new ship module. If we go up in difficulty there are more mobs, ship modules are great example of how progression should work with some of them being just out right terrible. What they should not do is create a module that gives more damage to something as it impacts balance severely. They need to just stick to the philosophy of more mobs then more ammo.
42:12 HMG emplacement should be at higher A or lower S, i used it on my first superhelldive and it was very usefull, this thing is so good in bot drops, the examples he's giving will be rare occurances, you can kill the rocket striders and the rocket devs before they even shot at you.
Goes to show how the HMG emplacement is still so underrated by many people vs the bots. It gives you the sudden boost in controlled firepower like the Exosuits do, but you can keep on reusing it frequently. At an overwatch position, you can pretty much outgun all the bots at a distance.
Great content always man! I agree with a lot of this, the one thing I would say I would bump a little higher is the Medium Pen Guard dog. Gonna be honest this thing is absolutely nuts now. Rock some heavy fortified gear, run a plasma punisher, or crossbow or anything with good explosion radius and CC, run the shield gen and whatever else you would like. This build is absolutely incredible for pushing objectives for your team. The amount of time I was in a loop of ragdoll spam from rocket devs, or whatever, and the Dog just 3 shot each dev and kept them from keeping me in the loop saw some very high value. Takes out the Jump Pack brigade in one shot mid air before they ever become a problem. A true guardian angel on the battlefield in bots right now. In my gameplays on lvl 10 bots I would highly suggest this thing sees A tier or maybe even S for this playstyle. The shield gen changes also make it awesome to peel for your team, so yall can re setup, helps your RR users with cover to take out the heavies, straight up saves lives when caught out in the open with no cover running into a patrol or random drop, and helps you push forward into objectives very safely while firing CC weapons and your dog to take things out quick and efficiently. Amazing combo together! Great list as always man!
I think the reason it’s B tier as opposed to some other items here is because gameplay wise you have a load of primaries, secondaries, grenades and stratagems that can do this exact thing you mentioned. What I’m saying is, the guard dog doesn’t diversify your gameplay experience by adding new functionality, the shield backpack by comparison grants you invulnerability to attacks while on the move so long as it is charged, which is something no other thing in the game do. Similarly, the supply pack gives you 8 extra stims and nades + (very healthy amount of ammo) which again, nothing else can do. If I want to kill devastators like the guard dog does, I have a million other options, I don’t have a million other options for a backpack that gives me extra resources. Hope that helps clarify why the guard dog is not really that crazy.
@@the-bonser3059 It can fire while the user is safely behind cover/corners, regularly snipes both heads and jump troopers mid-flight, and is able to destroy scout/rocket striders, all without user input. Its damage output is something like 4-5 berserkers and its performance doesn't matter how appropriate a diver's weapon is. This is adding functionality.
@@the-bonser3059 Surely the shield backpack can help you defensively as well as push offensively, with the current state and the ragdoll being applied to your shield pack, making your radius even bigger and easier to hit with rocket devs, you can be rag dolled much easier and honestly while running this for a long time, i opted to not run it anymore because this was extremely annoying. This is a great option, for sure though personally I no longer really enjoy running it for the reasons listed. While on the other hand, you are right about primaries taking things out effectively and efficiently, though the guard dog helps amplify your aggressive potential by being a secondary primary weapon with medium pen to help you kill things faster, or help you take out multiple targets with ease. The supply pack can give you more supplies for sure and I do enjoy running this but its not the same as having a whole second gun firing for you while you are also laying down fire. I haven't often needed more resources for the loadouts I have been taking and while I agree all these backpacks listed are great, that doesn't tell me that the guard dog isnt a valid pickup for its potential of clearing things out effectively and efficiently. The guard dog can also as someone else said, can take things out around corners, meaning while you are reloading your primary, or support weapon, you can use this to take shots at things while you are reloading, furthering your offensive potential. Id highly recommend using it in some missions and giving it a go and youll see exactly what I mean.
The Arc Thrower by itself is mid. But when paired with Gun Dog, it becomes insane.
The Gun Dog has a perfect headshotting aimbot. BUT it only shoots at the head where it is at that very moment in time, it does not lead shots. So if the head moves, it will miss. But if you stun lock the enemy, the Dog never misses.
Also, it's much easier to Senator the Hulks once you stun lock them.
They're also decent against gunship when they get too close, but not a great solution.
HMG - To best use this as a PC player you need to use recoil armor. You don't need the peak physique perk when you have a mouse. The handling is only important when you aim. Turn toward your target without aiming and you turn fast. Then snap your machine gun up for the shot, lower it, turn for the next shot repeat.
HMG for controller users is probably better with peak physique but I don't know.
Add that recoil armor has either explo resist (excellent survival on bots) or extra grenades, and you should pair HMG with thermite grenades, even using supply pack having the extra space for thermites is so nice. There are alot of times you don't want to try and use your gun to kill things that a quick thermite toss takes care of for you without leaving cover.
HMG/Supply pack, DCS is a great build. Bring grenade pistol for mobbing and fab snipes on jammers. Chefs kiss. So fun.
Been wondering what to run with it cause I'm looking for a good ad clear support and I like running the enforcer armor with fortified on bots anyway. I use controller and honestly don't have a problem with bad ergonomic weapons. I was great with stalwart pre ergo buff vs bugs with any armor (even at close range). You just overturn as you bring it up and then walk the aim back to the target to keep the muzzle facing where you want. Joystick aiming is good at recoil resist and constant steady turning because you can keep doing it forever without running out of mousepad. I was thinking nade pistol would make sense since you don't need senator for hulks. Stunning and shooting them seems fine as well but thermite is great for tanks and such so you can arc it while not being exposed to counterfire. What primary do you like? I have been using crossbow but just unlocked the purifier and it seems better (more shots between reloads, non charge fire option for smaller enemies, etc.) But with supply pack maybe the new ammo inefficient scorcher?
the laser guard dog is good against the jet brigade. it essentially works as an A.A gun on your back vs the jet raiders
Jump pack is awesome for getting the Highground
Plus the jump cool down it’s low enough that you can use heavy armor and keep up with your teammates using the jump to move, so you get better survivability and flanking potential
Obi Wan approves
Thank for the suggestion, I got no problem fighting Difficulty 10 bugs, but struggle to fight 9 Difficulty bot.
For me, the Jump Pack is A. It fits how I play so well and with its recent buff lets me just zoom around the map and get stuff done.
A funny thing to do with the autocannons flak is if you see a dropship with smaller unit in it you can spam the flak rounds into it and kill all the small units
Would switch AMR and Railgun, Shield gen and HMG emplacement.
Tesla works decently on defense and eradication too! If you hide it from cannon fire behind a corner or so.
No way AMR is S and Railgun is A. Or both are S or both are A.
Nah AMR isn’t above Railgun
I love the AMR, it's part of my chilling kit. It definitely doesn't belong in S, railgun is better in almost every way BUT sound.
@@alphaxbox3728If only the Railguns scope wasn't the worst thing ever. Long range super precise weapon with a 1x super thick reticle.
Put the tesla behind a wall, attack the bots inside the objective, watch them run to you, get attracted to the tower, shoot it if they can get close to it, miss most of the time, and get kills.
Weakness:
Not effective against tanks and factory striders
You need to provide a supporting fire to kill the hulk smacking it like the AMR or the railgun
Can't hit gunships
Very niche but the fast cooldown makes it available for each objective you go to. You can even leave it on one objective, pursue another then go back with a lot less enemies. I still think it needs more rework. Maybe by hitting it with an arc thrower, you can bounce off your lightning further? Or hitting it with the arc makes it shoot a more powerful lightning that can take out the heavies? Or maybe remove the friendly fire on it so it becomes an area you can run into if you're being chased by bugs and reload in peace?
An advantage of the quasar is that its really easy to shoot fabricators and turrets across the map, as it has no projectile drop.
Having infinite ammo makes this extra nice as you don't feel like its wasting ammo either.
funny the airburst launcher (RPG-7) has been stealth buffed, since the cluster bombs uses frags and previous patch that they did 250, now it does 500 per cluster so your basically doing 12500 dmg or more if you get a direct hit or hit in the a spot where all explodes, like capable to 1 shot a hulk and if it can kill a dropship or a patrol, then it can be increases to A or bottom S but there is draw backs, long reload but can cancel out, friendly fire (obviously) and the ridiculous blast radius (if your reckless)
Honestly ill take the ballistic shield over the energy shield. Its easy to recognize when the rocket devastators and striders are about to launch rockets at you and can easily side strafe them or just dodge and quickly stand back up.
Also with the strafe run easily S tier for me, never had a issue taking out factories or devastators. It's amazing as a tool if you're being overwhelmed and you need breathing room. Just throw it right in front of you. In terms of heavies ive had a lot of success taking out tank if you're able to aim it so it hits the weak spot on the back of the turret. With hulks ive had success ripping the arms off which ill take it since i use the revolver to finish it off. Strafe is just amazing, ever since its buff i consistently get 500+700 kill games against bugs. You will get a lot of success if you're able to lead enemies into choke points or get them in a straight line.
The Autocannon Flak is actually less useful for gunships then it is for crowd control. Flak is actually great against devastator squads and striders. The only problem is the proximity burst will go off at the first obstacle so you need to find a clear angle.
Been using the Recoilless Rifle since launch against bots. I do change it up but I always go back to ol' reliable.
Flak is amazing vs the little bots. I swept a patrol and got a 16 kill streak with one five shot burst last night, then their backpacks all blew up like popcorn after they were dead.
I don't disagree with the arc thrower placement, but I will say that with a shield so you can get out in front and get it firing before getting hit, and with good team coordination, it can be really strong. You can lock down a couple lines of enemies toggling fire between them and it allows your allies to chew them up without being shot at. Infinite stun and crowd control (that does also kill enemies eventually). Really good against charging berserkers. It also aims through smoke or storms or whatever, which is nice now that smokescreen works. A more niche take but can be stronger than it would seem solo.
Shield generator is a huge takedown, been using it for ages and with the new changes they ruined it. Too big, to weak. Enemies now can enter easily if you take in to consideration that this thing is soooo big, now the defensive perimeter would probably get swarmed and you can't really take advantage of the dome if the wall is 20 meters away and a patrol walks right in. The dome is so big that it catches every single piece of bullet and explosive in your general direction, 70%of things that would have missed now hit the shields and it feels squishier than ever. Plus I don't find the new "if depleted it dies" mechanic a good one. If a big wave attack you the shield is gone and now you are on your own. Before patch would have reloaded mid fight and came back up possibly saving you from big hits like turrets or tanks because even at 1 hp the shield would have stopped that. As a last thing now it seems to take damage from hellpods so yeah, no calling stratagem or teammates in after is up or it's an instant shield down. If I could choose I would take the old shield 10 out of 10 times.
laser cannon/laser guard dog on a cold planet/raining planet you can just lay down lanes of pain all day. Not much AP though
My team always runs air stratagems so I run the Gatling for shitters, auto-cannon, and either the mortar, shield gen, or rocket sentry (rocket is exceptionally a rare use because I run recoiles)
Jump pack should be at A tier very good on light class you zip around the map and can get in cover fast or making flanks to grab attention and can run to sabotage nest and out post.
ive found the RR to be the goat. deals with every large threat so easily and can make light work of bot drops.
i also like walking barrage too for those large outposts and fortresses
The spear should have a non-tracking mode and I think it would be fine. Also don’t let it lock onto a scout strider.
One thing about Arc Thrower is it 2 taps hulks eyes
You can do this fairly reliably by aiming high after stunning them with the first shot, and can take on 2 hulks at a time easily by staggering between them
I have proof on a recent video I made tbh
You can also quickly swap to senator after the stun and that's pretty good. Or just shoot it occasionally while a thermite is on it to keep it from damaging allies. Arc thrower is a more defensive support weapon. Watch your angling and you can stun lines of enemies charging allies, letting them engage and quickly kill the enemy. With good team coordination it's really strong.
The airburst rocketlauncher is a slept on weapon. Sure it still detonates on dead bodies. But if you are carefull it really wrecks the bots!
It takes down fabricators, gunships and even hulks. Shoot 1 at a patrol and it takes out all the troopers, making it impossible for them to summon reinforcements. And if you shoot a second rocket at them their will be nothing left.
I use it a lot and I honnestly think 8t is an A-tier weapon against the bots.
Hopefully arrowhead will fix the premature detonation soon.
I love that weapon but is just not good. Recoil less rifle is just better in any way.
Airbust ko fabricators, RR too and better / airburst ko gunships and hulks, RR too and better, no risk of whiffing or early detonation/ airburts ko troopers( everything in game does) and if you shot again nothing survives, RR got the new ammo type, just switch it and it become an AOE RR. As a last point, I never killed myself with RR and probably only killed a few teammates by cross fire. With airbust is dangerously easy to kill yourself and teammates. I would love for Airbust to be good, sadly is just not.
I think some of these commenters are forgetting that this is an OPINION. Different people play different ways. Some things are great for mouse and keyboard, some things are easier for controller. Depends on play style and what you LIKE to use haha
Certain opinions are better than others depending on a lot of factors though :/
Yeah, but he literally says “let me know what you think in the comments below.” So we are sharing our opinions.
I think adding the commando laser tracking to the spear as a firing mode would be super helpful and makes perfect sense. Being able to switch from fire and forget to the tracking to be more precise or when something is obscuring the lock on would be very useful.
Also the sterilizer imo should get something like the spray and pray got with the duckbill muzzle where it kinda sprays in an area like a cropduster rather than a stream like the flamethrower. Either that or it needs to leave areas of lingering gas where it hits enemies for a few seconds in order to be effective as a support weapon. Also I still feel like it acting like an acid storm and weakening armor temporarily would be a reasonable gimmick to give it. At the end of the day it is pretty much just a worse version of the flamethrower that just confuses enemies rather than outright killing them. If it weakened armor so that it gave other weapons and your teammates an easier time dealing with afflicted targets it would actually properly fill its niche. That’s just my opinion though, great tier list.🫡
This tier list hit the spot.
I do think Orbital Laser is a A tier option at least. It will absolutely destroy any base and its heavy defenders like possible hulks or tanks without much effort. It can be tossed in those heavy bases to deal with without setting foot, destroy command bunkers, or just serve as a “Oh shit” button for guarding at extraction against massive waves of enemies. It has a long cooldown and limit but its sheer power I think means it’s worth it, and can be rationed reasonably for the situations that NEED it.
I have been using one turret in all my loadouts for a while mow, but now, i might be taking two
If Arc Thrower consistently connected then easy A+. As it is, with how many times I've died because the damn thing won't zap the bots right in front of me, completely understandable.
HMG turret is mid to high A tier on both fronts. Good damage, distracts anemones and with its low cool-down it’s almost always available.
I think the big thing about the personal shield is that it can prevent one taps from occurring cough cough* rocket striders
The ballistic shield should be ably to be deployed like montagne from R6 Siege, giving cover to teammates and resisting ragdoll.
The flack is actually pretty good against bot drops when the bots are still clumped up or even while they are dropping out of the ships
More useful during defense missions than a normal map but it spreads democracy in this niche scenario very well 2:29
"A hulk will survive the gatling barrage" Mother of God, just make every enemy have 1hp if this is how we're judging weapon balance.
AMR/Crossbow with supply pack is superior to AC/DCS though they have the exact offensive capabilities almost. Where supply pack pulls away is in mobility/survivability (stims) and utility (grenades/primary ammo).
I can't think of any real advantages of AC builds over AMR.
You get 3 free stratagem slots with AC load out and better durable dmg (explosive + AP4).
AMR builds have less diversity, because you have 2 free stratagem slots to choose with (supply pack must pick imo).
They are honestly excellent choices, but I lean more towards AMR with hard bot missions.
What I notice is people have insane issues with the amount of fog the devs have put in this game and the current steps permission a helldiver is taking. I didn't buy this game to play a walking simulator, I already have death stranding. It really does make me think that this game engine just can't handle whats on the screen so the devs hide most of it behind a permanent fart cloud thats spread to every planet. I've started just not fighting on foggy planets or places i cant see past 4 ft in front of me. Its annoying and id rather play factorio
Waaay undervaluing the SPEAR. Ranking it beside the MG is *criminal.*
Guaranteed kill shot on tanks, hulks, cannons.
Can go underneath factory striders and 1-shot them in the belly.
Only other option besides RR that deletes bot drop.
"A worse RR" is still insanely good right now.
Spear is top of A-tier at least, if not bottom of S-tier.
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Simply overvaluing AC, imo. Used to be S-tier, but it's simply not anymore. Just can't rank either higher than A-tier when you *need* precision shots on a hulk to kill it, and *need* to flank tanks. Hell, if you run out of ammo while being chased by a hulk, or mid-battle with a tank, the stationary reload means you are cooked. You are often being chased by 3 hulks simultaneously, and the AC just can't keep up with the rate of hate exported by the RR / SPEAR, or the ability to run and reload of the Railgun / AMR.
The mg is way better, spear has no case over the recoiless
i think you underestimate the jump pack, it brings you out of impossible to win fights while wearing heavy which is quite viable now and pairs superwell with the raygun or mg43 which imo ranks higher than the HMG. Enough destructive power for medium units and hulks and i would recommend at least one aitstrike type to deal with bigger things and rocket tower + cannon tower to hold a zone for a while.
And the recoilless should be in its own tier above S for how much destructive power it can have while also having double the ammo of a spear. You know the tech, you explained it.
yeah that hmg platform is way better than B tier if you have heavy medic armor, you mow down everything
Railgun is a total PITA against heavy devs. Its so hit and miss with the shield.
It kills them anywhere thats not the arm you dont have to be that acurate at all just dont hit the arm or the shield
Why do people even shoot the legs of rocket striders? Literally just a worse compared to hitting the middle area.
I think they are scared to buff the orbital-EMS.:D
In my opinion it was the Single best stratagem in helldivers 1.
Bringing multiple of These… good times
jet pack is S-tier now
Tesla is super underrated for both factions rn.
Commando is much less viable due to requiring 3 to kill a turret tower more than anything else
Guard dog + railgun + light gunner S tier vs bot atm
agree just change ems to barrage ems it wil be viable
Completely L take on the jet pack. The maneuverability of it is VERY valuable in a lot of situations
Wait are we shooting dropships down again? I thought that the consensus was it wasn't worth it. Because I love shooting them down so I'm very hyped
Recoilless and spear have enough damage to kill the dropships outright if you hit the main body.
If you hit a dropship engine it crashes but the enemies don't die, if you can kill it by hitting the main body everything attached instantly dies. That's why it's worth it now.
Yep. Grab a buddy and reload each other and you can take down dropship after dropship. We did this on a defend missoin where youre launching the rockets, and we took down every single drop ship that came in. Its cracked.
Break them in half with the Recoilless or Spear or don't bother with it.
You also have to shoot it before it manages to be stable above the drop point or else tanks and above will survive
I think EMS and smoke stratagems should be combined
They just need comically short cooldowns. It's okay to have truly spammable but very weak stratagems that require more skill. Lots of gameplay diversity to be had there.
Yeah no. I disagree with Orbital Napalm Barrage. Easy high A or low S, even better than 380 at times. It can kill hulks and tanks. I throw this in a base or on a flare, and every single bot in the radius is dead unless it's a factory strider. I struggle to not take this thing due to how damn powerful it is. Only downsides are the long cooldown and... teammates running in
hell yeah. I run 380, napalm barrage, auto cannon turret and strafing run. orbitals alone can destroy bot drops but auto cannon and strafing can literally hold down a whole bot drop itself.
🤷🏼♂️ people love the crutch dog backpacks
This clown really put Tesla Tower above SPEAR on bots 😭
Spear sux
Putting machine gun next to SPEAR and Nade launcher is crazy, machine gun should be prolly C or low B, nade laincher is actually pretty decent vs bots so B is a good rank and if AC and recoiless is S, SPEAR should 100% be A.
I had sooo many missions where there was fog u couldn't see shit so recoiless and AC would be unable to shoot turret towers, tanks or fabricators in the distance but SPEAR can get rid of them with ease from the distance and without even seeing them.
Agree with the Spear comment. But the Machine Gun? It's really freaking good. Has enough pen to destroy all the mechs without weak spots. Besides like the super heavies like Factories and Hulks. In that case it can 1-2 mag weak points for the factory strider. Quarter of a mag for a Hulk.
It's really good atm.
Mg is good spear should be like c its outclassed completely
Giving up thermite to take stun just so you can shoot hulks with senator is.... not great. Just use the thermite on the hulk and take grenade pistol or dagger, or verdict etc. Depending on your build. Senator isn't efficient for anything because you gotta get close, and close on bots when you don't have to is a mistake.
The spear is the best anti tank period it takes the least skill and hits hard asf. Clears fabrication factories from across the map as well as shreker nests and bot drops. This is a terrible list.
Spear gets less ammo than recoiless and it sometimes takes too long to lock onto a ship to actually destroy it in time rr just does everything better
@generalock3015 that's cap. I dont even gotta aim. I'll always out perform RR with a spear. The ammo isn't that big of a deal I just take priority on supply drops
Insane to see all that garbage above the Spear lmfao. Recoilless is definitely better but Spear is right behind it.
Plus Bots are notorious for having legitimately terrible visibility on lots and lots of missions. Hitting a pole once every 30 shots is nothing compared to how easy it is to use. Tiny downside and huge upside.
I'll take it being a little bad at finishing off Factory Striders but i always take off their Main Cannons immediately w/ it and then the rest of my team rains down every stratagem they have on it and that thing is dead. You'll basically never solo kill a Strider unless your team is *really* bad.
You lost me when you put HMG above C because senator is litteraly better in every way.
Also dropships always kill what's not deployed when it dies now, doesn't matter how it dies. Engine or not it kills the strider on the ship
But how is the hmg bad enough to be in c tier? Because the senator is better? The revolver the only holds 6 rounds at a time. Yeah it's an amzing secondary but it's not made for 10+ enemies coming at you. That makes 0 sense.
Has heavy pen, good add clear, changeable RPMs, lots of ammo. The only negative is highish recoil when standing and slow sway which is fixable with a armor perk.
Lost me at Spear bro. You don’t know what you’re talking about.
It’s simply a worse RR, it is what it is bro
The spear has lost its only good gimmick of the fabricator destruction, a recoilless can just do everything the spear can but better.
@@crashdummyfreed9088 I can auto target sight unseen, through smoke and environmental issue…. from 300m across the map. AC needs los aiming
Recoilless does indeed have a higher skill ceiling but the vast majority of Recoilless players are terrible and miss Dropships all the time, they'd be *much* better off with a Spear.
If you're really insane with it then Recoilless is indeed better because of the ammo but Spear is still #2 right behind it. Dunno why this dude made such a big deal about the spear "hitting poles" once every 50 shots.
Every single Stratagem below the Recoilless in S tier all the way until the Spear in B tier is worse than the Spear too lmfao. He smoked something when ranking it.
NOOB