If you manage to see a harvester before it sees you, the spike on top of their head is how they create their shield, and it only takes one shot from the AMR to take out
From watching Spiked videos for months and asking questions in the comments - to actually getting to be in one, how cool! Sorry for the TK and I never did master the SEAF shell kick, but appreciated playing with you!
Definitely loved using the AMR on my first mission with the illuminate, plus it’s nice this faction gives assault rifle weaponry a chance to shine with reducing shields quickly and tackling the hordes of those robbed of their votes. Excited to see what else the illuminate have got in their ranks and how it affects our builds! Hope you have fun rooftop sniping!
I’ve been running something similar to this on calypso, using the AMR on the harvester shield emitters is so satisfying. I also love how good AR’s feel against the squids
Against the Illuminate, the Guard Dog has been amazing. Not only does it seem absurdly good at getting headshots, but it can act as a great automated spotter when you're sniping, since one of the big dangers of trying to get shots off is getting swarmed by Voteless while you're distracted. You hear your Guard Dog starting to take shots, it's a good indication that you need to change position
Great gameplay again! I noticed that once again you didnt use your grenades very much, and so I wanted to highly recommend my favorite Illuminate option: IMPACT INCENDIARIES. One good one can cover a stretch of road and kill every zombie that tries to walk through it. It's probably about as effective as the machine gun sentry and could free up your strategems for something else (I personally opt for a big barrage for bases)
The crest on the top of the Harvesters can be shot and destroyed to prevent them from generating a shield again. Can be useful when fighting them with the AMR
Kinda sneaky, same with research stations no longer being destryed if you break the generator on the roof (if it has one). Will miss it, but at the same time I can't complain about objectives being too easy if you can do it from a distance like this. Does make SEAF Artillery more valuable too I guess.
yup! I work out the best place to shoot them over the course of this run, it's the unarmoured bits on the pelvis rather than the legs. Only takes 4 hits with the AMR there
Currently the warp ship door is bugged when you use the fused grenade like Frag in one door might not working so I think switch to any Impact Grenade is better atm
Speaking of the Anti-Tank Emplacement, it's not that strong against Illuminate because the only things you can use it against are Harvesters (this will change once more enemy types are added), but I've seen firsthand how absurdly broken it is against Automatons. I saw a guy place one on top of a hill and then destroy every single Fabricator he had line of sight to, on top of blowing up Hulks and Factory Striders from half a map away. Another time someone used it to blow up all the turrets and half the Fabricators on a Mega Fort.
Damn, it takes out fabs from any angle? I tried it vs the bugs and had a lot of joy with it, feels like a souped up autocannon, staggered the big guys with each shot too. only issue is the massive zoom, and the odd bug where you can't dismount.
@@newspiked7385 Yeah, I would say that each round is about as strong as a Commando rocket, but without having to wait 6-8 weeks for it to hit the target. Just plop it about 200 meters away, blow up all the turrets, then focus on whatever Fabricators you can see. About the only flaw is that once you start shooting, all the enemies inside will run outside to fight, so you need your teammates to back you up.
@@newspiked7385it's likely the physics objects density (all the civilian vehicles and voteless), plus the fact that the buildings are effectively two or three models per house; intact, damaged, and destroyed house variants have to be kept in memory, which will eat performance up like a singular hot pocket. keep in mind it's also the same engine that Vermintide and Vermintide 2 run on, so any issues with those games likely carries over to Helldivers 2.
If you manage to see a harvester before it sees you, the spike on top of their head is how they create their shield, and it only takes one shot from the AMR to take out
Is this true?? I had no idea, that would make them so much easier to deal with
@ Indeed, I think it's one shot from the autocannon too but I don't really like the stagger that has against the squids
@@samkostka126 o7
"I have to go now. My planet needs me." 4:32
didn't even register it, lel
From watching Spiked videos for months and asking questions in the comments - to actually getting to be in one, how cool! Sorry for the TK and I never did master the SEAF shell kick, but appreciated playing with you!
Was great playing with you! Catch you in the discord for another game soon!
I love this faction, the urban zones are amazing, it's like xcom with your pals
the whole blue aesthetic definitely gives me xcom enemy unknown vibes
Xcom except you can actually hit the enemies
Definitely loved using the AMR on my first mission with the illuminate, plus it’s nice this faction gives assault rifle weaponry a chance to shine with reducing shields quickly and tackling the hordes of those robbed of their votes. Excited to see what else the illuminate have got in their ranks and how it affects our builds! Hope you have fun rooftop sniping!
The fashion Spiked used in this video:
Helmet - SA-25 Steel Trooper (Steeled Veterans Warbond)
Armour - CE-27 Ground Breaker (Democratic Detonation Warbond)
Cape - Standard of Safe Distance (Chemical Agents Warbond)
The squad is back
Holee Crap the Man is back with more HD2 content!
Gas strike and grenades are amazing for the squids. The impact of the gas strike can destroy the warships even with the shield up.
keep up the videos sarge !!!
I’ve been running something similar to this on calypso, using the AMR on the harvester shield emitters is so satisfying. I also love how good AR’s feel against the squids
it's much more efficient to use a fast firing primary on the shields
Against the Illuminate, the Guard Dog has been amazing. Not only does it seem absurdly good at getting headshots, but it can act as a great automated spotter when you're sniping, since one of the big dangers of trying to get shots off is getting swarmed by Voteless while you're distracted. You hear your Guard Dog starting to take shots, it's a good indication that you need to change position
Truly a diver's best friend
Great gameplay again!
I noticed that once again you didnt use your grenades very much, and so I wanted to highly recommend my favorite Illuminate option:
IMPACT INCENDIARIES.
One good one can cover a stretch of road and kill every zombie that tries to walk through it. It's probably about as effective as the machine gun sentry and could free up your strategems for something else (I personally opt for a big barrage for bases)
true, will have to try them next time!
The crest on the top of the Harvesters can be shot and destroyed to prevent them from generating a shield again. Can be useful when fighting them with the AMR
Yeah, started taking it out first if I happen across one that doesn't have their shield up
Illuminate are back. Oh, geez. Here we go again.
Spiked what are your thoughts on Fabricators not being able to destroy Stratagem Jammers anymore. Cheeky stealth nerf.
Kinda sneaky, same with research stations no longer being destryed if you break the generator on the roof (if it has one). Will miss it, but at the same time I can't complain about objectives being too easy if you can do it from a distance like this. Does make SEAF Artillery more valuable too I guess.
For those big Illuminate tripods, try the legs. I heard they have medium armor and knocking off at least one leg ends it.
yup! I work out the best place to shoot them over the course of this run, it's the unarmoured bits on the pelvis rather than the legs. Only takes 4 hits with the AMR there
this is almost my exact loadout, except i prefer gas grenades, breaker spray&pray, and a jump pack
Currently the warp ship door is bugged when you use the fused grenade like Frag in one door might not working so I think switch to any Impact Grenade is better atm
yeah, been running into that problem a lot. Still good for hordes of Voteless so it's fine as long as you have a Grenade Pistol.
Speaking of the Anti-Tank Emplacement, it's not that strong against Illuminate because the only things you can use it against are Harvesters (this will change once more enemy types are added), but I've seen firsthand how absurdly broken it is against Automatons. I saw a guy place one on top of a hill and then destroy every single Fabricator he had line of sight to, on top of blowing up Hulks and Factory Striders from half a map away. Another time someone used it to blow up all the turrets and half the Fabricators on a Mega Fort.
Damn, it takes out fabs from any angle? I tried it vs the bugs and had a lot of joy with it, feels like a souped up autocannon, staggered the big guys with each shot too. only issue is the massive zoom, and the odd bug where you can't dismount.
@@newspiked7385 Yeah, I would say that each round is about as strong as a Commando rocket, but without having to wait 6-8 weeks for it to hit the target. Just plop it about 200 meters away, blow up all the turrets, then focus on whatever Fabricators you can see. About the only flaw is that once you start shooting, all the enemies inside will run outside to fight, so you need your teammates to back you up.
Did anyone else notice any performance issues upon entering the cities? Like anytime I aimed at something, it looked incredibly janky
I didn't, but frog one of our regulars did, turning down graphics didn't seem to help much sadly.
@@newspiked7385it's likely the physics objects density (all the civilian vehicles and voteless), plus the fact that the buildings are effectively two or three models per house; intact, damaged, and destroyed house variants have to be kept in memory, which will eat performance up like a singular hot pocket.
keep in mind it's also the same engine that Vermintide and Vermintide 2 run on, so any issues with those games likely carries over to Helldivers 2.
The "purge illuminate" objective really messes with people looking to full clear lol. "Where's that damn 5th side objective??"
had us stumped for a while lol
Hey, watched my 2024 UA-cam gaming recap and... I'm in the top 0.1% of your veiwers!
:D much appreciated!
"God a squid problem Sir?"🪖