Some notes: --> Not sure if true, but I wonder if a leg being set on fire eventually blows the mech up (fire slowly damaging it) - just had a game where my mech blew up after having its leg on fire for awhile... --> Tanking a rushing Charger with your side is actually pretty decent at protecting yourself (getting hit to the front will at the very least get you to smoke and sometimes, and the Charger can skip its wind up animation for its attack and 1-shot you with its melee) --> If you walk off an elevated position, you can actually step on the larger bugs and damage them - but its not enough to kill them outright
I had one with a leg on fire for a long time but it never blew up even when left behind once ammo was used up. Maybe mine wasn't damaged enough for it to happen.
The theory I've seen about the stomp, is that the legs only have to be slightly damaged for the stomp to be disabled. The reason you can't even stomp on a fresh mech drop is possibly because the mechs take fall damage when they're deployed, and most of the time it's enough to disable the ability to stomp. The mech should definitely not be taking damage simply from it's deployment, so I hope they fix that, but also I think you should still be able to stomp unless your walker's leg is damaged to the point its limping.
Good video. The armor difference on the arms is hugely important by the way. You can actively angle the mech away from certain attacks to take quite significantly reduced damage. A Charger's charge being the best example of this, if you turn to have them hit your arm instead of your front, they'll bounce off and do fairly little damage.
So you are able to roll your armor to spread incoming damage across multiple armor sections instead of taking full damage to a single compartment too? Like in mechwarrior.
@@belorianuskane1952 No, not in the slightest, more like duck walking so the plate in a ballistic vest is more likely to stop a bullet/shrapnel. Turning the mech sideways increases the odds that a area capable of taking the damage/ unimportant or critical if damaged. The arms of a mech aren't able to be disabled so them getting hit has no inherent lose but it does have the ability of no longer having your fragile bits vulnerable to damage so you are likely to walk it off.
A game mechanic I'd really like someone to dive deep into would be how Outposts work; everything from how they spawn enemies, to what their radius is, to how much destroying them actually affects the enemy spawns, and how much light, medium, and heavy outposts contribute to all those factors. Its so weird to me that the game's been out this long but I can't really find any solid info about that beyond, "Destroying outposts lowers enemies somewhow... We think..."
It probably does nothing but increase our payout. Had a dive in which we cleared everything there was. At extraction we still got swarmed and nearly overrun by waves and waves of bugs who just kept spawning.
Even once its ammo is expended, it can still be useful. You can use it as mobile terrain to help bottleneck enemies, distract them into attacking and detonatong it, or detonate it yourself from a distance for extra kaboom
Great damage breakdown, thanks for this. All of these interactions make total sense playing with it all weekend. The thing im hoping they address is the insane explosive weakness, because a lot of terrain especially on jungle and forest maps seems to 'explode' when broken causing the mech to simply explode out of seemingly nowhere for no reason.
Subscribed since you started doing Darktide content, always enjoyed your in depth mechanics videos! Really happy to see you're doing Helldivers stuff now :).
I kind of wish the mech can have a short little on fire state, right before exploding, so you can jump out the last second. Like, this way, if your mech gets destroyed by chip damage, you can still jump out.
its great to see you focusing on helldivers content i like the mech a lot but i think im more a fan of boots on the ground alongside people in the mech like how i played battlefield, i hope in the future they add more engineering options like the first game had so i can play a mechanic for the people in mechs lol
Wow, so that's why the bile spew sometimes knocks off the rocket or gun but doesn't kill the mech, at least off the initial now nerfed volley. The bile must be getting into the vents. Glad you also call that thing a laz-cannon
It has a melee that can 2-shot chargers in the leg. Angle so a charging charger hits your arm, it'll stop, then turn and stomp it's leg twice. Works every time.
They fixed the mechs melee and it can two shot a charger if you hit them in the leg! Just be careful because if they do their bucking attack it will one shot you. Also if you block a chargers charge with your sides it seems to do no damage, or at least very little damage.
Great video, I don't think the patriot is as squishy as a wooden shack (love the analogy though lol), it is incredibly amazing in fire power, decent in survivability, and can be a powerhouse when used properly which only takes experience (success and failure) to learn. I look forward to viewing the rest of your videos. For Democracy!
The fact it dies in less than 2 seconds to the flamethrower makes me want to say the flamethrower should do way better against the bots. The mech, after all, is basically a bot without the computer brain in terms of construction. It is a lighter armored hulk basically.
Loved the Exo so far ^^ I wish there were ways to support it, tho, because once it's out of ammunition its only value is stomping bugs xD (which is fun, don't get me wrong... but, come on, we have ammunition bins scattered all over the place and the previous game had a repair gun!) Now, with that said, weaponizing the drop ship is quite fun ^^
I always used it for the extract. It reminded me of the Gatling and rocket sentry but with the plus you can move it to engage enemies. Sometimes in the field when it gets too harry i call it in and take out the heavys or a bug breach. Against bots however it feels like you're a target and you just quadrupled your size.
So idk if anyone said this already but the EXO-45 can have its weapons shot off causing you to no longer have it for the rest of the duration you are using the EXO-45
The melee is pretty bugged in general. Sometimes you cant use it at all even if its brand new, and i have noticed that the button for it is inconsistent. I have my melee button mapped to one of my mouse buttons but those never worked, but the F key worked sometimes.
From my experience exclusively, you stomp on PC using the "F" key, even if you've rebound the melee button. Also, it seems to stop working if you're completely out of ammo for some reason.
Plant life OP. Careful firing rockets around certain bushes or falling trees. Leaves will set those rockets off and take you out. Also hunters, they love to jump in front of you when you fire them just like fellow divers.
stepping on a red barrel or two seems to blow up the mech instantly. Does walking over the little bile scavengers damage the mech, like it damages/kills a helldiver meleeing them or does that fall under the umbrella of corrosion resistane? In that case, how does it handle the various bile spewers and titans bile? Oneshots each and all of them or no/low damage?
i feel like there should be a separate stratagem for any mech or vehicles they might add to re-arm, a multi-use stratagem that takes about a minute to rearm a vehicle or mech and you cant get out while it re-arms
I wasn't expecting it to tank tons of damage, but the autocannon one shotting it shooting straight at center mass is insane. That means it has less health than a terminid hiveguard, which is... disappointing. I say it needs enough health to just barely survive a rocket from a rocket raider at least. It's good against bugs, but automatons turn it to swiss cheese, and unless the autocannon mech that's coming has better health or armor, it won't be much different.
I like your stuff from the Darktide content and I trust your quality, but just saying, if I didn't know you and had seen your "THE ULTIMATE" title, I would have hit "don't recommend channel" in a second
I stopped taking the exosuit after they completely ruined the rocket aiming. I was committed to making it work, but now aiming the rockets slightly to the right on purpose when it's the difference between 1-2 or 5-6 hits to down a large target is infuriating
The one thing that annoys me is that the "stomp" is... Nowhere near as satisfying in sound and movement. I mean, it's a MECH. Isaac Clarke stomps more enthusiastically and with more power than this machine.
I dont think it's that good, it was cool and fun when it first came out. But after using it. And watching others use it, i think you are better off with something that's unlimited use.
I think for Blitz missions is pretty good since the disadvantage of the limited use is minimized (you can summon both within 15 mints) and it gives you the firepower and range to advance into more dangerous areas to at least position yourself or get your team into a better position to take down the fabricators or bug holes! But otherwise, you're right - hard to justify it on regular missions when you get more mileage from other stratagems!
@rykenxiv yea hard missions it usually gets recked by chargers. You avoid the one in front of you to get killed from the one behind. It ends up being a waste.
Some notes:
--> Not sure if true, but I wonder if a leg being set on fire eventually blows the mech up (fire slowly damaging it) - just had a game where my mech blew up after having its leg on fire for awhile...
--> Tanking a rushing Charger with your side is actually pretty decent at protecting yourself (getting hit to the front will at the very least get you to smoke and sometimes, and the Charger can skip its wind up animation for its attack and 1-shot you with its melee)
--> If you walk off an elevated position, you can actually step on the larger bugs and damage them - but its not enough to kill them outright
I had one with a leg on fire for a long time but it never blew up even when left behind once ammo was used up. Maybe mine wasn't damaged enough for it to happen.
yeah in the first game when the mech health reched half would catch on fire and slowly lose health and it would stop working after reaching a treshold
So glad you're doing Helldivers 2 content. You're a boon to managed democracy!
The theory I've seen about the stomp, is that the legs only have to be slightly damaged for the stomp to be disabled. The reason you can't even stomp on a fresh mech drop is possibly because the mechs take fall damage when they're deployed, and most of the time it's enough to disable the ability to stomp.
The mech should definitely not be taking damage simply from it's deployment, so I hope they fix that, but also I think you should still be able to stomp unless your walker's leg is damaged to the point its limping.
Good video.
The armor difference on the arms is hugely important by the way. You can actively angle the mech away from certain attacks to take quite significantly reduced damage.
A Charger's charge being the best example of this, if you turn to have them hit your arm instead of your front, they'll bounce off and do fairly little damage.
So you are able to roll your armor to spread incoming damage across multiple armor sections instead of taking full damage to a single compartment too? Like in mechwarrior.
@@belorianuskane1952 No, not in the slightest, more like duck walking so the plate in a ballistic vest is more likely to stop a bullet/shrapnel. Turning the mech sideways increases the odds that a area capable of taking the damage/ unimportant or critical if damaged. The arms of a mech aren't able to be disabled so them getting hit has no inherent lose but it does have the ability of no longer having your fragile bits vulnerable to damage so you are likely to walk it off.
A game mechanic I'd really like someone to dive deep into would be how Outposts work; everything from how they spawn enemies, to what their radius is, to how much destroying them actually affects the enemy spawns, and how much light, medium, and heavy outposts contribute to all those factors.
Its so weird to me that the game's been out this long but I can't really find any solid info about that beyond, "Destroying outposts lowers enemies somewhow... We think..."
It probably does nothing but increase our payout. Had a dive in which we cleared everything there was. At extraction we still got swarmed and nearly overrun by waves and waves of bugs who just kept spawning.
This has been done by Lex Locatelli on youtube
@@Eppa93 Yep, it's a great video. Also, destroying outposts actually increases enemy spawns
last clip is A+. hilarious game
Even once its ammo is expended, it can still be useful. You can use it as mobile terrain to help bottleneck enemies, distract them into attacking and detonatong it, or detonate it yourself from a distance for extra kaboom
Great damage breakdown, thanks for this. All of these interactions make total sense playing with it all weekend. The thing im hoping they address is the insane explosive weakness, because a lot of terrain especially on jungle and forest maps seems to 'explode' when broken causing the mech to simply explode out of seemingly nowhere for no reason.
That must've been an insane effort! Incredible! Furthering democracy and the ministry of science is worth every drop of sweat.
Love the use of science in your experiments. Looking forward to more Helldivers videos.
Glad you like them!
Now THAT'S how you do testing, bravo 👍
Subscribed since you started doing Darktide content, always enjoyed your in depth mechanics videos!
Really happy to see you're doing Helldivers stuff now :).
Glad to see a vid from you Ryken! I enjoyed your data on the armor.
Always good to see Super Earth's tax credits being put to good, democratic use!
Yanno I’m proud to say you were the first UA-camr I thought would really like this game when it came out
I kind of wish the mech can have a short little on fire state, right before exploding, so you can jump out the last second.
Like, this way, if your mech gets destroyed by chip damage, you can still jump out.
its great to see you focusing on helldivers content
i like the mech a lot but i think im more a fan of boots on the ground alongside people in the mech like how i played battlefield, i hope in the future they add more engineering options like the first game had so i can play a mechanic for the people in mechs lol
Wow, so that's why the bile spew sometimes knocks off the rocket or gun but doesn't kill the mech, at least off the initial now nerfed volley. The bile must be getting into the vents. Glad you also call that thing a laz-cannon
Good stuff man. And love how you still pump that sweet darktide soundtrack signing off.
Thanks! And yes - it felt right for my videos to be signing off with Darktide since that is what I started with!
The last clip was great
It has a melee that can 2-shot chargers in the leg. Angle so a charging charger hits your arm, it'll stop, then turn and stomp it's leg twice. Works every time.
Can’t wait for the quad auto cannon variant
They fixed the mechs melee and it can two shot a charger if you hit them in the leg! Just be careful because if they do their bucking attack it will one shot you. Also if you block a chargers charge with your sides it seems to do no damage, or at least very little damage.
Thanks for the video! I've been following you since your Darktide Series. Hoping to see more content from you! Keep the spreadsheets flowing my guy.
Glad you like them!
Great video, I don't think the patriot is as squishy as a wooden shack (love the analogy though lol), it is incredibly amazing in fire power, decent in survivability, and can be a powerhouse when used properly which only takes experience (success and failure) to learn. I look forward to viewing the rest of your videos. For Democracy!
Varlets represent ❤️ loving the helldivers vids mate! Also loved the DT music in the outro 😂 keen to hop in the mech when I reach lvl 25 🤩
love to see helldiver content from you, the darktide content you did was top stuff and so useful. and this has been just as top tier and info!
Glad to hear it!
The fact it dies in less than 2 seconds to the flamethrower makes me want to say the flamethrower should do way better against the bots. The mech, after all, is basically a bot without the computer brain in terms of construction. It is a lighter armored hulk basically.
thanks for the detailed info, I find it odd the armour is quite the opposite of how it would be IRL. medium on the back rather than the front.
Love your voice and the info
Loved the Exo so far ^^ I wish there were ways to support it, tho, because once it's out of ammunition its only value is stomping bugs xD (which is fun, don't get me wrong... but, come on, we have ammunition bins scattered all over the place and the previous game had a repair gun!)
Now, with that said, weaponizing the drop ship is quite fun ^^
Hope this comment helps with the youtube algorythm, keep up the good work chief.
Dude i love this content thanks a lot
Glad you enjoyed it!
I always used it for the extract. It reminded me of the Gatling and rocket sentry but with the plus you can move it to engage enemies. Sometimes in the field when it gets too harry i call it in and take out the heavys or a bug breach. Against bots however it feels like you're a target and you just quadrupled your size.
I literally laughed out loud when I saw the title
Thanks Ryken, you Varlet.
So idk if anyone said this already but the EXO-45 can have its weapons shot off causing you to no longer have it for the rest of the duration you are using the EXO-45
I hate when my exo-45 weapons get shot leaving me with an exo-45 with no weapons
The melee is pretty bugged in general. Sometimes you cant use it at all even if its brand new, and i have noticed that the button for it is inconsistent. I have my melee button mapped to one of my mouse buttons but those never worked, but the F key worked sometimes.
From my experience exclusively, you stomp on PC using the "F" key, even if you've rebound the melee button. Also, it seems to stop working if you're completely out of ammo for some reason.
GTA 5 Weaponized Tampa in HellDivers 2
Plant life OP. Careful firing rockets around certain bushes or falling trees. Leaves will set those rockets off and take you out. Also hunters, they love to jump in front of you when you fire them just like fellow divers.
I would like to see the ems function with some Goode combo ideeas
stepping on a red barrel or two seems to blow up the mech instantly. Does walking over the little bile scavengers damage the mech, like it damages/kills a helldiver meleeing them or does that fall under the umbrella of corrosion resistane? In that case, how does it handle the various bile spewers and titans bile? Oneshots each and all of them or no/low damage?
The melee attack can actually 2 shot chargers if you hit them in the leg lol.
i feel like there should be a separate stratagem for any mech or vehicles they might add to re-arm, a multi-use stratagem that takes about a minute to rearm a vehicle or mech and you cant get out while it re-arms
I couldn't use melee attack in mech after rebinding it from the default key look out for that
I wasn't expecting it to tank tons of damage, but the autocannon one shotting it shooting straight at center mass is insane. That means it has less health than a terminid hiveguard, which is... disappointing. I say it needs enough health to just barely survive a rocket from a rocket raider at least. It's good against bugs, but automatons turn it to swiss cheese, and unless the autocannon mech that's coming has better health or armor, it won't be much different.
This thing is S tier on bugs but probably C tier on bots lol
Be careful with making it deploy from Pelican slower. Once saw Mech hitting an edge or something and blowing up because of that.
I like your stuff from the Darktide content and I trust your quality, but just saying, if I didn't know you and had seen your "THE ULTIMATE" title, I would have hit "don't recommend channel" in a second
I feel like the mech should have an explosive self-destruct as a last resort when out of ammo
I’ll save you the twelve minutes. The rockets go boom boom and the gun goes pew pew and it’s read guud.
Playing around with the mech I noticed patrols would aggro from much further away which makes it not ideal to cross large distances.
I mean that makes sense, it's pretty hard to hide the 10 foot tall steel box on very loud servo-powered legs lol
Thank you always! You're a blessing to the games you cover and I look forward to more of the a-tier humour in many of your Darktide vids!
It confused me not to hear “hello Varlets”
Love this beast of a mech, but even after the buffs it still feels paper mache
The rockets can one shot chargers and bile titans with perfect headshots
it defenitely needs more explosive protection. Its basically usless against robots because of that.
BE WARNED, it can drop the exosuit off on the edge of a rock and the suit will receive damage/explode.
I stopped taking the exosuit after they completely ruined the rocket aiming. I was committed to making it work, but now aiming the rockets slightly to the right on purpose when it's the difference between 1-2 or 5-6 hits to down a large target is infuriating
You should update this video since they nerfed tf out of the rocket accuracy
It doesn't feel tough when it gets blown up by a meteor while being deployed by the aircraft...
Why has no one watched this video? Just because it is a late unlock?
The one thing that annoys me is that the "stomp" is... Nowhere near as satisfying in sound and movement. I mean, it's a MECH. Isaac Clarke stomps more enthusiastically and with more power than this machine.
Sure doesnt feel tough when i turn and fire a rocket lol
I dont think it's that good, it was cool and fun when it first came out. But after using it. And watching others use it, i think you are better off with something that's unlimited use.
I think for Blitz missions is pretty good since the disadvantage of the limited use is minimized (you can summon both within 15 mints) and it gives you the firepower and range to advance into more dangerous areas to at least position yourself or get your team into a better position to take down the fabricators or bug holes!
But otherwise, you're right - hard to justify it on regular missions when you get more mileage from other stratagems!
@rykenxiv yea hard missions it usually gets recked by chargers. You avoid the one in front of you to get killed from the one behind. It ends up being a waste.