Thanks for this video. Because for example someone like me doesn't have the time to try all possible ways to kill that thing so I appreciate this video a lot.
Even with the nerfed slow there still the biggest threat on the bugs side especially when they can just jump through or over cover to double headshot you killing you instantly
@shinobiofashina2168 I was testing a complete fire build on lv5, all flamethrowers and it was a pain because Hunters don't flinch with fire and just jump through everything for those nonblockable headshots lol I was running away so much lol
@@KulZazeyeah as much as I think the flamethrower nerf was somewhat justified, they should have at least buffed it so it is good at what it is supposed to be good at
nice argument. would be a shame if the clip you showed was not hitting one of the weaksposts and if the enemy wasnt one of the most elite in the game. check out 20 seconds later 1:06
you need to do a tax wright off and wait three to four business days before the armor breaks then you need to send in a written form at to why you wish to deal damage to this enemy body part and a representative will get back with you as soon as the are available
The amount of things that can rag doll you in this game now is ridiculous. Those fucking rocket tanks on the automotons are the worst. You just get instakilled out of nowhere at worst, or ragdolled across the map into a group of rocket devastators that rag doll you until you die.
I feel you its fkin insane rn. Before the Update there where moments that maked you rage. NOW?! Its a fkin aggressive making Simulator, why even try fight when all say "you dont for the next Minutes".
Hell yeah brother, honorable mention here-- The strafing run will kill heavy's. Even decapitate a bile titan. For the impaled I only needed 1 or 2 depending on how it landed. (If you get unlucky bounce for some reason) I haven't done match in how minimal shots it takes with certain weapons but, trust me on the strafing run. Give it a go, ya get 5, short cooldown and can hit really well, or it just takes out other bugs too. I honestly never see people take it but every match I get into, I try to spread the word. I think it's got potential to be meta.
@@Tamachii12 16 seconds (19s) for 2 straffing runs. that's with the mission augment of more call in time, plus the time to call it in again. I would not sleep on Strafing runs after finding this out. go test it for yourself. youll be surprised. strafing run Callin 0: 02s - then 0: 06 seconds for pass by. thats with the augment.
I tested it, it took 7 strafing runs, and 2 Gatling barrages to kill a single titan. The game is too inconsistent for any reliable kill times when using the rocket pods, OGB, Airbursts strike, strafing runs, or the clussy bombs. Hell I've even had 500kgs flat out not kill an impaler when right next to the damn thing. I have also had OPS DIRECTLY hit a titan and he didn't give a shit.
@@Crimnox_Cinder Yep 500kg is the most inconsistent shit i've ever saw, sometimes the bomb falls right in the face of a regular charger and somehow it is still manages to survive, 1 shotting BT's is becoming a rarity now as well.
And this is why I hate the bugs, weak points do not feel rewarding enough to go for cause they still take too long to kill the thing you're trying to kill. With bots, you can kill most heavy enemies by shooting their weak points with non anti-tank support weapons, thus better rewarding game knowledge and player skill without straight-up limiting the player's loadout choices. There's so much more flexibility in builds to be found with bots whereas with bugs you're shoehorned into bringing certain stratagems and primary weapons that even aren't that effective themselves half the time.
I havent played bugs for weaks. Dont see any reason to change that. Bug players hardly help out in bot MO's, why should i? Id rather play something i actually enjoy.
Noticed I had more freedom of choice with my stratagems on the bot side since on the bugs it is essential to bring heavy armor penetration and anything with high DPS, but on the bot side the requirement is medium armor penetration and accuracy (recommended)
Half baked like most things in this game, you should be able to shoot off the tentacles and then it doesn't have them anymore to attack with. Even so just getting repeatedly raggdolled to death got pretty old pretty quick
It's baffling, they took one of the most hated mechanics and be like "hmmm, I bet our game would be much better if we add enemy, who can ragdoll player nonstop from any distance staying hidden". I just don't get it why being trapped in state where you can't control your character seems like a good gameplay experience in devs opinion.
Now that impalers exist they need to get rid of the spore modifier that makes it impossible to locate big enemies and guess where the hidden impaler is. That or I just don't know how to read hentai as to where the tentacles are coming from........... It's like "Where's Waldo" in the dark.
@@KT-pv3kl I agree. Sometimes I've been charged without hearing any thundering footsteps. Could be a bug of it's audio being overridden. Will keep an eye out on this.
they should have the tentacles work like they do for impalers in HD1 where you can tell the direction of them based on the direction the tentacles are facing
They somehow managed to make an enemy more annoying than the rocket devastator. 12:58 "Tentacles can be shot and despawned for a small duration of time, but they are tanky and it's not worth it considering how much damage it does take and how quickly they attack you after sprouting from the ground". The fact that what should be the main way to deal with the tentacles is simply not worth doing is baffling to me. The main idea of this enemy is that you HAVE to kill it otherwise his tentacles will follow you around constantly, which is interesting, but considering how ridiculously easy it is for a single Impaler to stunlock a Helldiver, how quickly spawn and despawn to constantly follow you and how often they attack, the game seems to want you to immediately kill that thing on sight without much time to react, otherwise killing it becomes a nightmare, specially considering it's more vulnerable limbs are behind it.
honestly the biggest problem I have with this game is the design of enemy armor and the lack of countermeasures to it. Difficulty 8 and above you'll have atleast one charger (and if playing on the higher end, maybe even a behemoth) included in every bug breach. Breaches often don't come alone, but in pairs, so you'll be spending a fair share of a breach dealing with 2 chargers and/or behemoths. 2 chargers is honestly fine, but 2 behemoths with the increased spawn rate is just suffering. First you'll have to clear any hunters and anything else fast that'll interfere with your aim, cause it's gonna take 4 EATs AT LEAST, you mess up a shot, it can be 6 or 8 EATs to just take care of those two behemoths cause you either slightly missed or got attacked upon firing and missed completely. With the addition of the impaler you SHOULD also try and deal with it first to make sure to be able to hit the behemoths, but that's difficult (especially in spore or environmental conditions that interfere with vision, and conceals the impaler). I have sometimes opted to use a railcannon strike to kill even just a single behemoth. Due to none of the primary or secondary weapons having ANY viable armor pen, it makes any non armor-pen support weapon useless, cause it'll leave you defenseless against armored targets unless you use half of your stratagem slots for support weapons. Honestly I could go on and on about issues with the enemy armor system, the recent change to flame damage included. But pretty much anyone here knows what I am talking about...
They keep adding more and more enemies that make the game harder while continuously nerfing any player tools that are actually good. Just makes me not want to play much unfortunately.
the “v spot” isnt only susceptible to explosive weapons. The stalwart will go from 180 shots normally to roughly 75 on the v spot. the MG will go from 100 to 50, and the HMG will go from 50 to 25
yeah i think an orbital precision strike to the head killing an Impaler is pretty realistic ok but seriously they GOTTA stop going for a realistic approach, i get that it's cool and all and that Helldivers are expendable but i'd rather have more fun than be more cinematic. either way, having a fun game can ALSO make it cinematic!! game is still fire tho and even if they were to keep going in this direction i'd say it's still worth playing, just as long as they play their cards right
Funny because I was thinking this was difficult to watch based on how weapons feel and sound when you use them and how effective they are compared to how they were in the past. 😅
@@memelord8611The thing is that they are definitely not going for a realistic approach. They just use it as a dumb excuse for unpopular changes. SPM working only when people with the upgrade call supplies? That's realism for you. Only one resupply strategem for four destroyers? That's game design obviously.
@@memelord8611flames just bouncing off of organic and flammable material instead of sticking to it and melting it through doesn't seem very realistic to me. Seems more like this is just AH using the "realism" excuse again.
@@roar104this, it aims for the exact center of the enemy model, in the case of the impaler that’s higher than the face because its model is very tall and it holds its head low when attacking.
For Eagle Airstrike, it might be a similar case to the Factory Strider, where throwing it while it's perpendicular means more of Eagle 1's bombing run hits the target. If you're flanking the Impaler, that might up the chances of a one-shot. It's easier too. It kinda just sits there unlike the Factory Strider that likes to break your heart and slowly turn 90 degrees to dodge most of the salvo.
There's a significant difference in that the Stalwart can only do that to squishy things, whereas the HMG can kill much tougher mobs than the Stalwart, but at a slower rate of fire. A fair tradeoff.
@LethalOwl I'm not saying it's not fair but in terms of ammo and punching power it shouldn't take almost a full clip on soft meat with heavy armor pen. That's the part that feels silly.
An update on the Impaler. I noticed a pattern when the tentacles go for the Helldiver, and about 1.5 seconds after spawning it locks in your position and then strikes in the next 1-2 seconds. After it locks in, you can change directions and consistently not get hit, even by the ragdoll effect. It then strikes two more times before despawning and when it stops moving when tracking the Helldiver, change your direction immediately to avoid getting hit. I tested it's better to change directions trying to get behind the tentacle, far left or right, depending on how many are targeting you. Didn't test it further, though. Edit: running or diving away works the best.
HMG emplacement is also decent but only if you happen to have it out before the impaler plants the head. It's funny how ineffective AT weapons are against a tank like bug. On super helldive you often get 3 impalers at the same time on mega nests, especially if you trigger a bug breach as well.
Issue is how much you have to dedicate to killing one of these, while you often find 3 of them at once - surrounded by bile titans, 6 chargers, hordes of others too. Asterisk maybe that I’ve played exclusively Lv.10 since it launched.
I have seen the orbital railgun fail at pretty much everything heavily armored except chargers. Its use case is for chargers yet has one of the longest cooldowns... Against titans or impalers they need to be damaged first then hit with the orbital railgun to 1hk them. Otherwise it just leaves them in a weaker state.
The way to "fix" the airburst rifle imo is to make it a shotgun cone behind the point of detonation. So hitting a hive guard at the front and it just does a shotgun spread with the remaining grenades on the crowd behind.
important to note that the ragdolling becomes less common as you add squad members, it doesn’t seem to like targeting multiple people at once, i dont have any specific stats on this fact, but the ragdolling seems much less likely when i play with my full squad, even when we can’t find the impaler and are getting attacked by it while fighting other bugs.
another thing to note about the Railcannon and 110mm rocket pods is that they'll only work if there's no titans around, since otherwise they'll likely prioritize the titan. Makes em more unreliable on higher diffs where there's almost always a titan somewhere nearby
I think they should raise the durable damage of the railgun to at least the AMR. I think that makes sense from a balance perspective. You'd still need 3-4 shots to take out armored targets like a chargers head or legs, and with the lower ammo capacity, fire rate and poorer scope, but higher armor piercing, it would make for a good balance i think. Also, glad to see someone put out a video on how to deal with impalers. maybe not people will stop whining about them. also, looking at some of the bullet numbers on the MGs, it looks like the face might have 100% durability or very close to it. Either that, or it has a frankly ridiculous health pool, given that 65 HMG shots is something like 10K damage in total. but since it doesn't take 15 commando shots to the face to kill it, i think high durability is more likely.
Nice video man, never realized the impaler had the same leg weakspot as the charger. Side note, don't wanna be that guy but there's a spelling mistake in the title, it's "Impaler".
Small note: Usng the stomp for the mechs can do a lot of dmg as well, and can eve get the implaier o retract its tentacles JUST so it can try to stomp your mech, potentially saving teammates
Setting aside the Impaler, it seems like ragdolling has become a lot more common with this patch. Playing a few missions on the bot front, I'm getting knocked over from lots of blasts that don't even cause me damage and thrown around all over the place from rockets that happen to be in the same zipcode. Feels like unintentionally playing the insurance fraud mini game in Saints Row.
I would suggest including the orbital gatling in your videos for testing stratagems. It has armor pierce now that can kill chargers and bile titans. I've had it kill chargers outright and finish off weakened bile titans. It does well against impalers if you're out of other options and brought it for horde clear / weakening. Great video though, thanks.
I think that this video just goes to show that we need the ship upgrade that lets you ping targets for your Mortar Sentries to work for ALL Sentries lol
Good info. Alas I have only logged in twice since the flame nerf. Been too busy elsewhere (wait around long enough and all the competition you had a head start on get to have their turns) and unlike HD2, EDF6 and once human respect my time a lot more (even tho the season change will make or break once human, depends on if the scenarios and map/passive setting change up or if it’s just copy paste repeat on a reset map.
You left off Reinforcing and landing on it. I’ve been most successful with taking out its back half when landing on it. Landing in the middle of its body did nothing but get me stuck underneath it.
Hey if you didn’t know, anti-tank mines are still anti-tank mines (in the sense of how they blow up), but instead of pressure, it needs the person to get off the mine for it to blow up. You could stand on it for as long as you want, but then as soon as the target gets off, then it blows up Edit: *THIS IS JUST HOW IT WORKS INGAME, I AM NOT SAYING THIS IS HOW THEY WORK IN REAL LIFE I DONT NEED YOUR PARAGRAPHS I ALREADY KNOW HOW THEY WORK*
I am no expert on these things, but why would an anti tank mine work that way. If it triggers when pressured it can knock a tread or wheel off, crippling the vehicle. If it waits until lifted it's losing explosive force. That makes sense for anti personal shrapnel mines, but not anti tank explosive force mines.
@@BlenderGeek Actually that's how a decent number of anti-personnel mines work. AT mines only trigger when enough weight is pressed on them. You could jump on one (not that any sane person would) and be fine. We all know the AT mines would be useless, hence why the community has always tried to avoid getting them at all costs
Info drop from Maple when we did the V-spot testing. Commando - 3 shots on V-spot standard AT - 2 shots on V-spot AC - 5 shots V spot Emancipator - 8 shots on it's squishy neck ( 8 individual, so like 4 from each arm) Patriot - 70 minigun or 3 rockets or do the mix. HMG - 30 shots on V-spot ( careful of it's flinch) MH-43 - ~ 50 shots on on V-spot Stalwart - ~ 75 shots on V spot Laser cannon - ~50% of 1 heat sink on V-spot ( on neutral planet)
Face has light armor (1) and 1700 hp. Stalwart ammo (160) is actually not a big investment and you would always have it at max rpm so it is actually way more efficient then most anti-tank weapons. Plus you can reload on the run while dodging stuff as well as clear chaff. In General all MGs (and Flamethrower) are better at killing Impalers in the face then stuff like railgun or anti-tank. Orbital Railcannon is also a waste against impaler.
I managed to kill them in just one eagle strafing run when I hit the exposed head at the right angle. Don't overlook that one. The fact that you have 5 of them and they reset so fast makes it really easy to use. Plus you kill whatever small targets that are around it.
It's another case of Scorcher being better than most stratagems/support weapons for an enemy. First 8-9 shots for Behemoths and now 11 shots for Impalers. The Scorcher MMG(/Stalwart) build vs bugs getting better each patch.
No Eagle Strafing Run test? The damage is highest right before the point where the stratagem lands. They can kill Impalers when the tentacles are out. I'll have to test how many it takes but I have killed them before. Eagle Strafing Run can destroy 1-2 Shrieker Nests at a time, Spore Towers, Illegal Broadcasts, good at dealing with conga lines of enemies and can be combo'd well with stun grenade (since they are nearly instant), easy to get off between ragdolling into the high heavens, AND you get 5 which with the Ship Upgrades you leave it at 1 to rearm all Eagles for a 10% cooldown reduction. I'm guessing it might take 2 by itself. 1 and some primary / secondary / grenade. Maybe it will be 3 but hey, low cooldown in between strikes + you get 5. I've been running 500kg, Airstrike and Strafing Run on 10 Bug Missions with randoms. Last Stratagem would probably be a support weapon of some sort but I've been having fun with the Jet Pack and scrounging around for random weapons. edit: Okay it takes 2 Strafing Runs by itself 100%. That is actually quite good imo. Will test again with primary / secondary. 5 Strafing Runs = 2 Dead Imaplers PLUS better cooldown on rearming all Eagles. EDIT 2!: Eagle Strafing Run CAN ONE SHOT IMPALER! Tested by running up to one on 5 and just used that. Was going to use it and a Commando Shot but the Eagle killed it. On another test 2 Commando Shots + Strafing Run killed another. INSANE.
Eagle Strafing Run can one shot Imaplers! Edit: I've achieved it twice. I think the stratagem has to be placed in a specific distance in front of it in order to make the most of the initial barrage of bullets. Otherwise it and 1-2 Commando shots would do the trick. Of course you can also drop something right by the tongue and use a Strafing Run. Using just a Drop Pod with the Booster DOES NOT kill it.
The tentacles are the most unfun enemy I've ever faced. They really need to give an indication of where the bug is, not have such incredible range, have a bit more time between attacks, and be easier to take out (and not respawn - no other enemy can grow limbs back!). The face weakspot on the bug itself is not bad at all, though the rear is highly misleading - should bleed out like chargers. Overall, if you catch the impaler quickly, it's not a bad fight at all. But if you don't know where it is, you're in for sheer frustration.
@@tentativeclover479 Yeah pretty much everything in this game can stunlock you and 1- or 2-shot you. Really really want some incoming attack audio cues
I like the spear, but that is because I am the long range guy. I usually try to take out such targets before they are in range to engage us. Then again I pair it with HMGe for medium range support and after doing good enough job I even had a supply pack guy following me at times.
Here's my latest pain on this game: twisted ankles. When the diver trips after a ragdoll and rolls down a 5 inch rock all while a heavy dev drops infinite clips at you
I went ahead and tested the arc thrower and it isn't that bad. 6 arc shots (approx 6 seconds that will chain to anything behind it) into the back leg and 5-ish (I was just dumping fast) dominator shots. By no means the new meta but perfectly doable and actually even easier than taking down behemoths. I put it at B tier in your list (it looked to me to be just as servicable as the railgun and required similar conceits).
Speaking from XP from the first game, I don't even know WHY the Impaler can have its Backside OBLITERATED like that, Far as I can tell it doesn't bleed. Its face when "entrenched" has NO ARMOR (well according Eravin Armor Class 1, aka your FISTS worth of penetration) so just shoot that. Remember the AIRBURST launcher is..... Weird. Like you would have to shoot its LEG to get the bomblets to hit the Face. Thats one thing I always forget about the AIRBURST, its not the Rocket that does damage but the Bomblets. Speaking of Railgun, would be nice if it straight up PIERCED Armor, IGNORED armor and hit the flesh underneath.
I was surprised the MGs received such a low rating, I've been running stalwart a lot on bugs lately to deal with impalers in a fairly timely fashion, and then I'm also able to use it against all the light enemies like hunters, warriors, scavengers and also shriekers as well, bringing the dominator as my primary to deal with stalkers, alpha commanders, hive guards and bile spewers. As for chargers I just throw a stun grenade at them and then call in a precision strike on them, or if I just used it I'll call in a 500kg. Same with the titan, but without the stun grenade of course. However, knowing now how fast you can kill them with the commando by stripping off their back leg armor I might give that one a try in my next bug game, especially seeing as it also kills all chargers in two shots as well. It does the same for titans too of course, but I find it a little difficult to aim for their heads with the commando, the rocket just moves really slow. Thanks for testing it all out, Dough!
subtle left-right taps on the direction keys completely screw up the tentacles' aim, making you close to impossible to hit. think dodging traitor barrages but faster, 0.5s or less per maneuver. SERPENTINE!! SERPENTINE!!!!
I've one shot them with the AT launchers after they deploy their tentacles. Pretty consistently with the Spear and maybe 80% of the time with the other launchers (obviously not including the commando). Not sure if this was changed since then or my results are just unique.
Airburst rocket launcher might be total ass, but its the only trigger pull in the game that can annihilate an entire bot drop or patrol. 1 semi competent diver running it can clear a ton of chaff.
I think the railgun is supposed to be good against small armored enemies. There's one problem with that, they don't exist. Well okay sure it's good against hive guards. It's not even good against devastators since their health pool is too high. It penetrates any armor but deals very little damage but armored enemies have quite large health pool usually, this weapon is balanced like we had to fight other helldivers using ballistic shield. Arrowhead, this is not a pvp game, give us better weapons.
The railgun works very well against devastators and hulks for me one shot to the chest of a devastator will down it and one shot to the eye of an hulk downs it and this is all in safe mode
@@reesyloko5741 The eye of the hulk is litteraly not armored, anything can damage it. And you know what does all that but better? Autocanon, or anti materiel rifle if you want your backpack slot. There is no situation in which the railgun is the best support weapon, it's an all around 'meh' weapon. Even at being a decent weapon at everything but good at nothing, the autocanon beats it.
@@Nartanek I'm pretty sure it's faster at killing the hulk than the AC and the AMR considering you have to land more than one shot on those weapons and again it takes out devastators to the chest in safe mode with one shot none of the other weapons you mentioned can do that and the AC is THE best support weapon for bots in general and comparing the railgun to that doesn't make it look bad I just think it doesn't suit your playstyle with the bots so you would rather have anything else
I just tested arc thrower: it takes like 30 shots from the front, but it hits through the armor, still really bad, tho. If you shoot the back leg, it's 6-7 shots to strip the armor, then another 6-7 to kill. It's definitely not the best, but not that bad either. If the impaler is weakened, it finishes it off quickly as well. It's not deserving of being bottom tier...
I have had a lot of weird success with the AMR. I use Incen Shotty with AMR and Supply Pack and then use Stratagems for either Chargers and BTs or if more people use similar Stratagems I'll use Gatling Barrage and Gatling Turret for more chaff clear.
I think the airbust launcher should be in the game, it just needs a couple more rockets per backpack and a lil' damage buff. It's not great, but I think it is fun!
Makes absolutely no sense that the back legs kill it so much faster than the front legs, but good to know for when the Orbital Precision is on cooldown
Such an fun addition to the game, getting ragdolled while spamming your stim bind is so much fun why did they have to take the worst part of bots and add it to terminids fuck sake
You showed RR / Quasar / EAT = 4 shots to the face. What about going for the back leg, like the Commando? It's 2 shots there with some follow-up, I assume? That should, in theory, allow you to: --- RR: Shoot the back leg, close on the impaler, reload cancel, shoot it again, swap to primary/secondary, kill. Quasar: Shoot back leg, run around, quasar it again, swap to primary, kill. EAT: throw eat behind the impaler. Shoot both EATs into back leg, swap to primary, kill. --- Of those 3, only the RR sounds truly miserable. EAT / Quasar should be up in B-tier if true (very similar gameplay as Railgun)
I think EATs should probably be higher up than recoiless and quasar. Like B tier. 2 rockets to the back leg also strips it, and the cooldown is much lower than CMDOs.
Thanks for this video. Because for example someone like me doesn't have the time to try all possible ways to kill that thing so I appreciate this video a lot.
Do we really have to call it the V spot lol
Tentussy
@OhDough Impalussy
@@OhDoughTerminussy
Dissidentussy 🎃
My highschool coach used to say "remember to attack the V" when shaking someone's hand.
10:32 the hunters still stand as the most dangerous enemy lmao
And the most annoying😊
Its crazy how the impaler is yet to bypass my shield but hunters somehow bypass my shield way too easily.
Even with the nerfed slow there still the biggest threat on the bugs side especially when they can just jump through or over cover to double headshot you killing you instantly
@shinobiofashina2168 I was testing a complete fire build on lv5, all flamethrowers and it was a pain because Hunters don't flinch with fire and just jump through everything for those nonblockable headshots lol I was running away so much lol
@@KulZazeyeah as much as I think the flamethrower nerf was somewhat justified, they should have at least buffed it so it is good at what it is supposed to be good at
The movement tech at 4:22 is insane
Impaler just spooned him
0:46 perfect exaple of current hd2 issue, multiple anti tank shots to break the armor and a whole clip to kill one enemy
But it is clear that his front legs are not his weak spot, it's the back legs, which Dough shows couple seconds later.
@@madoqen how much health the head real weakspot has?
nice argument. would be a shame if the clip you showed was not hitting one of the weaksposts and if the enemy wasnt one of the most elite in the game.
check out 20 seconds later 1:06
Magazine*
you need to do a tax wright off and wait three to four business days before the armor breaks then you need to send in a written form at to why you wish to deal damage to this enemy body part and a representative will get back with you as soon as the are available
The amount of things that can rag doll you in this game now is ridiculous. Those fucking rocket tanks on the automotons are the worst. You just get instakilled out of nowhere at worst, or ragdolled across the map into a group of rocket devastators that rag doll you until you die.
I feel you its fkin insane rn.
Before the Update there where moments that maked you rage.
NOW?!
Its a fkin aggressive making Simulator, why even try fight when all say "you dont for the next Minutes".
Out of nowhere? It's a giant ahh rocket tf you mean out of nowhere.
@@bingbong8464 I’m not looking up in the sky constantly, and I’m trying to avoid getting blown up by a dozen rocket devastators at any given time.
You’re right
@@acenine8149 it is a big ahh bright rocket that's loud af don't act like you didn't see it.
Enjoying the ragdoll gameplay in the background of the tierlist section
thanks for noticing
Just finished the Thicc stream and uploaded a video, what a 🐐
Hell yeah brother, honorable mention here--
The strafing run will kill heavy's.
Even decapitate a bile titan.
For the impaled I only needed 1 or 2 depending on how it landed. (If you get unlucky bounce for some reason)
I haven't done match in how minimal shots it takes with certain weapons but, trust me on the strafing run.
Give it a go, ya get 5, short cooldown and can hit really well, or it just takes out other bugs too. I honestly never see people take it but every match I get into, I try to spread the word. I think it's got potential to be meta.
Well a reminder that while the time between you calling and them coming and getting of the cd.... it is at least 30-40 seconds for it to happen.
@@Tamachii12 16 seconds (19s) for 2 straffing runs. that's with the mission augment of more call in time, plus the time to call it in again. I would not sleep on Strafing runs after finding this out. go test it for yourself. youll be surprised.
strafing run Callin 0: 02s - then 0: 06 seconds for pass by. thats with the augment.
I tested it, it took 7 strafing runs, and 2 Gatling barrages to kill a single titan. The game is too inconsistent for any reliable kill times when using the rocket pods, OGB, Airbursts strike, strafing runs, or the clussy bombs. Hell I've even had 500kgs flat out not kill an impaler when right next to the damn thing. I have also had OPS DIRECTLY hit a titan and he didn't give a shit.
@@Crimnox_Cinder Yep 500kg is the most inconsistent shit i've ever saw, sometimes the bomb falls right in the face of a regular charger and somehow it is still manages to survive, 1 shotting BT's is becoming a rarity now as well.
And this is why I hate the bugs, weak points do not feel rewarding enough to go for cause they still take too long to kill the thing you're trying to kill. With bots, you can kill most heavy enemies by shooting their weak points with non anti-tank support weapons, thus better rewarding game knowledge and player skill without straight-up limiting the player's loadout choices.
There's so much more flexibility in builds to be found with bots whereas with bugs you're shoehorned into bringing certain stratagems and primary weapons that even aren't that effective themselves half the time.
10000% facts. The main reason I prefer bots over bugs. So much more rewarding even if it can be infuriating, but the bugs are just infuriating
@@Drayhgo Now we have tickets to fly with bugs as well, so terminids are complete thrash to fight against.
Yes
I havent played bugs for weaks. Dont see any reason to change that. Bug players hardly help out in bot MO's, why should i? Id rather play something i actually enjoy.
Noticed I had more freedom of choice with my stratagems on the bot side since on the bugs it is essential to bring heavy armor penetration and anything with high DPS, but on the bot side the requirement is medium armor penetration and accuracy (recommended)
Half baked like most things in this game, you should be able to shoot off the tentacles and then it doesn't have them anymore to attack with.
Even so just getting repeatedly raggdolled to death got pretty old pretty quick
It's baffling, they took one of the most hated mechanics and be like "hmmm, I bet our game would be much better if we add enemy, who can ragdoll player nonstop from any distance staying hidden". I just don't get it why being trapped in state where you can't control your character seems like a good gameplay experience in devs opinion.
It was so funny how you did not even bothered to finish with the autocannon turret haha
Now that impalers exist they need to get rid of the spore modifier that makes it impossible to locate big enemies and guess where the hidden impaler is. That or I just don't know how to read hentai as to where the tentacles are coming from...........
It's like "Where's Waldo" in the dark.
adding proper sound to chargers in general would help. i swear those things are more stealthy than hunters at times.
@@KT-pv3kl I agree. Sometimes I've been charged without hearing any thundering footsteps. Could be a bug of it's audio being overridden. Will keep an eye out on this.
@@Sombriage Literally quieter than a Stalker most of the time. It's ridiculous
they should have the tentacles work like they do for impalers in HD1 where you can tell the direction of them based on the direction the tentacles are facing
@@roar104 I mean this would make sense...
4:22 we got some movement as you can see we got some fade away shots" TS got me ded🤣
They somehow managed to make an enemy more annoying than the rocket devastator.
12:58 "Tentacles can be shot and despawned for a small duration of time, but they are tanky and it's not worth it considering how much damage it does take and how quickly they attack you after sprouting from the ground". The fact that what should be the main way to deal with the tentacles is simply not worth doing is baffling to me. The main idea of this enemy is that you HAVE to kill it otherwise his tentacles will follow you around constantly, which is interesting, but considering how ridiculously easy it is for a single Impaler to stunlock a Helldiver, how quickly spawn and despawn to constantly follow you and how often they attack, the game seems to want you to immediately kill that thing on sight without much time to react, otherwise killing it becomes a nightmare, specially considering it's more vulnerable limbs are behind it.
Attacking the tentacles is fine, doesn't take that much DMG to cause them to despawn. That said, it's better to just keep moving.
honestly the biggest problem I have with this game is the design of enemy armor and the lack of countermeasures to it.
Difficulty 8 and above you'll have atleast one charger (and if playing on the higher end, maybe even a behemoth) included in every bug breach. Breaches often don't come alone, but in pairs, so you'll be spending a fair share of a breach dealing with 2 chargers and/or behemoths. 2 chargers is honestly fine, but 2 behemoths with the increased spawn rate is just suffering.
First you'll have to clear any hunters and anything else fast that'll interfere with your aim, cause it's gonna take 4 EATs AT LEAST, you mess up a shot, it can be 6 or 8 EATs to just take care of those two behemoths cause you either slightly missed or got attacked upon firing and missed completely. With the addition of the impaler you SHOULD also try and deal with it first to make sure to be able to hit the behemoths, but that's difficult (especially in spore or environmental conditions that interfere with vision, and conceals the impaler).
I have sometimes opted to use a railcannon strike to kill even just a single behemoth. Due to none of the primary or secondary weapons having ANY viable armor pen, it makes any non armor-pen support weapon useless, cause it'll leave you defenseless against armored targets unless you use half of your stratagem slots for support weapons.
Honestly
I could go on and on about issues with the enemy armor system, the recent change to flame damage included.
But pretty much anyone here knows what I am talking about...
They keep adding more and more enemies that make the game harder while continuously nerfing any player tools that are actually good. Just makes me not want to play much unfortunately.
If you're running commando on bugs it is a good way to kill it if nothing else is engaged onto you, otherwise just use an OPS and call it a day
the “v spot” isnt only susceptible to explosive weapons. The stalwart will go from 180 shots normally to roughly 75 on the v spot. the MG will go from 100 to 50, and the HMG will go from 50 to 25
They going to "fix" this with next patch XD
Maybe worth testing the orbital gatling and the strafing run, since they can now penetrate armor and the impaler standing still is impossible to miss.
Meanwhile on the Automaton front, the new rocket shooting striders consistently can one shot you, even wearing heavy armor.
Can confirm it, i was wearing heavy armour on super helldive and got sniped by that side rocket
@@felipestriker187 game machine broke again
Ah, just like in good old release days (actually, months)
Even the democratic detonation heavy armor?
@@tentativeclover479 any heavy armor, even with the explosion resistance modifier :(
Not gonna lie, I think airburst should be one tier down.
True
I killed one with airbuster yesterday, it was oneshot from a long distance
This was depressing to watch... this is "realistic"?
yeah i think an orbital precision strike to the head killing an Impaler is pretty realistic
ok but seriously they GOTTA stop going for a realistic approach, i get that it's cool and all and that Helldivers are expendable but i'd rather have more fun than be more cinematic. either way, having a fun game can ALSO make it cinematic!!
game is still fire tho and even if they were to keep going in this direction i'd say it's still worth playing, just as long as they play their cards right
Funny because I was thinking this was difficult to watch based on how weapons feel and sound when you use them and how effective they are compared to how they were in the past. 😅
@@Frost11211 that was actually part of it. It really bugs me how they keep messing with the weapon handling.
@@memelord8611The thing is that they are definitely not going for a realistic approach. They just use it as a dumb excuse for unpopular changes. SPM working only when people with the upgrade call supplies? That's realism for you. Only one resupply strategem for four destroyers? That's game design obviously.
@@memelord8611flames just bouncing off of organic and flammable material instead of sticking to it and melting it through doesn't seem very realistic to me. Seems more like this is just AH using the "realism" excuse again.
state of helldivers and AH devs, placing the turret targeting spot on fking armor. Then they wonder why it sucks so much.
The orbital laser is awful too. It targets the ground instead of titans.
@@HansKlopek The laser is awful because it is usually chasing some random hunter that is jumping around.
it's probably just some center mass spot the turrets aim at
@@roar104this, it aims for the exact center of the enemy model, in the case of the impaler that’s higher than the face because its model is very tall and it holds its head low when attacking.
the fire is so ugly now 😓😓😓
Only ours, the Hulk still uses the old flames.
@@Tamachii12 extra depressing.
Dude you pinging the big guy at 9:41 made me realize a ship module that makes it so your turrets aim at what you ping would be a crazy cool upgrade
What a coincidence, there's currently a ship module that affects the mortar turrets like that.
The funny thing is, the dipshits at AH thought being able to aim you sentries would only be useful for mortars...
There is an upgrade, but it's only for the mortar turret.
As all of you can see folks, so many things are either broken or not fun to use anymore. Don’t forget to leave them a feedback in steam reviews :)
I love the Orbital Gatling strike on the bugs from now on, amazing strat
12:31 - bro lookin like he got smacked by a Giant from Skyrim 😅
For Eagle Airstrike, it might be a similar case to the Factory Strider, where throwing it while it's perpendicular means more of Eagle 1's bombing run hits the target. If you're flanking the Impaler, that might up the chances of a one-shot.
It's easier too. It kinda just sits there unlike the Factory Strider that likes to break your heart and slowly turn 90 degrees to dodge most of the salvo.
Theres literally a 1 to 2 seconds difference in ttk for the HMG and the stalwart. That feels really silly imo.
That's spreadsheet balancing for you.
Stalwart: High Rate of Fire, Low Damage
HMG: Low Rate of Fire, High Damage
There's a significant difference in that the Stalwart can only do that to squishy things, whereas the HMG can kill much tougher mobs than the Stalwart, but at a slower rate of fire. A fair tradeoff.
No way😅 thats how balance work no way😂
@LethalOwl I'm not saying it's not fair but in terms of ammo and punching power it shouldn't take almost a full clip on soft meat with heavy armor pen. That's the part that feels silly.
@@destinbransford8094That's just impaler head health which is way overtuned.
Sentries aim at center mass. Rail cannon should kill everything in 1 shot, 3,5 minutes CD is abyssmal for it to be so inconsistent.
An update on the Impaler. I noticed a pattern when the tentacles go for the Helldiver, and about 1.5 seconds after spawning it locks in your position and then strikes in the next 1-2 seconds. After it locks in, you can change directions and consistently not get hit, even by the ragdoll effect. It then strikes two more times before despawning and when it stops moving when tracking the Helldiver, change your direction immediately to avoid getting hit. I tested it's better to change directions trying to get behind the tentacle, far left or right, depending on how many are targeting you. Didn't test it further, though.
Edit: running or diving away works the best.
HMG emplacement is also decent but only if you happen to have it out before the impaler plants the head. It's funny how ineffective AT weapons are against a tank like bug.
On super helldive you often get 3 impalers at the same time on mega nests, especially if you trigger a bug breach as well.
Issue is how much you have to dedicate to killing one of these, while you often find 3 of them at once - surrounded by bile titans, 6 chargers, hordes of others too.
Asterisk maybe that I’ve played exclusively Lv.10 since it launched.
I have seen the orbital railgun fail at pretty much everything heavily armored except chargers. Its use case is for chargers yet has one of the longest cooldowns... Against titans or impalers they need to be damaged first then hit with the orbital railgun to 1hk them. Otherwise it just leaves them in a weaker state.
It can hide between rocks and kill everybody nearby without any chance to be detected
The way to "fix" the airburst rifle imo is to make it a shotgun cone behind the point of detonation. So hitting a hive guard at the front and it just does a shotgun spread with the remaining grenades on the crowd behind.
Lmao at the guy throwing knives at the impaler's face
important to note that the ragdolling becomes less common as you add squad members, it doesn’t seem to like targeting multiple people at once, i dont have any specific stats on this fact, but the ragdolling seems much less likely when i play with my full squad, even when we can’t find the impaler and are getting attacked by it while fighting other bugs.
Auto cannon needs to target the largest enemy on the map its why I freaking called it in
I thought that was the Rocket sentry's function now, but in the video it still shows it shooting jobber enemies
another thing to note about the Railcannon and 110mm rocket pods is that they'll only work if there's no titans around, since otherwise they'll likely prioritize the titan. Makes em more unreliable on higher diffs where there's almost always a titan somewhere nearby
Thank you so much! you truly are one of our research team in Super Earth
Good to have you back!!, love your mood and tone.
The graphic you put at the top of the video is super cool. And yes, it took me 3 minutes to notice it
What a balanced and prefectly designed enemy lmao.
So glad we got an update to add in this amazing enemy type! /s
I will like and subscribe, you really showed the fastest method immediately
devs- hahaha see getting ragdolled.. great tiktok moment.
Not gonna lie I like the way you did the ad this time. Felt more organic
Thank you so much for putting these together for all the new enemies, such good info
I think they should raise the durable damage of the railgun to at least the AMR. I think that makes sense from a balance perspective. You'd still need 3-4 shots to take out armored targets like a chargers head or legs, and with the lower ammo capacity, fire rate and poorer scope, but higher armor piercing, it would make for a good balance i think.
Also, glad to see someone put out a video on how to deal with impalers. maybe not people will stop whining about them.
also, looking at some of the bullet numbers on the MGs, it looks like the face might have 100% durability or very close to it. Either that, or it has a frankly ridiculous health pool, given that 65 HMG shots is something like 10K damage in total. but since it doesn't take 15 commando shots to the face to kill it, i think high durability is more likely.
Nice video man, never realized the impaler had the same leg weakspot as the charger. Side note, don't wanna be that guy but there's a spelling mistake in the title, it's "Impaler".
Ty, I keep messing that up
Small note: Usng the stomp for the mechs can do a lot of dmg as well, and can eve get the implaier o retract its tentacles JUST so it can try to stomp your mech, potentially saving teammates
Setting aside the Impaler, it seems like ragdolling has become a lot more common with this patch. Playing a few missions on the bot front, I'm getting knocked over from lots of blasts that don't even cause me damage and thrown around all over the place from rockets that happen to be in the same zipcode. Feels like unintentionally playing the insurance fraud mini game in Saints Row.
I would suggest including the orbital gatling in your videos for testing stratagems. It has armor pierce now that can kill chargers and bile titans. I've had it kill chargers outright and finish off weakened bile titans.
It does well against impalers if you're out of other options and brought it for horde clear / weakening.
Great video though, thanks.
3:30 next balance patch
It's Pilestedt's favourite, they won't touch it...
I think that this video just goes to show that we need the ship upgrade that lets you ping targets for your Mortar Sentries to work for ALL Sentries lol
Good info.
Alas I have only logged in twice since the flame nerf. Been too busy elsewhere (wait around long enough and all the competition you had a head start on get to have their turns) and unlike HD2, EDF6 and once human respect my time a lot more (even tho the season change will make or break once human, depends on if the scenarios and map/passive setting change up or if it’s just copy paste repeat on a reset map.
These guys seem pretty well balanced in the way that you don't have to bring gear to specifically to kill them, unlike chargers and bile titans
You left off Reinforcing and landing on it. I’ve been most successful with taking out its back half when landing on it. Landing in the middle of its body did nothing but get me stuck underneath it.
Hey if you didn’t know, anti-tank mines are still anti-tank mines (in the sense of how they blow up), but instead of pressure, it needs the person to get off the mine for it to blow up. You could stand on it for as long as you want, but then as soon as the target gets off, then it blows up
Edit: *THIS IS JUST HOW IT WORKS INGAME, I AM NOT SAYING THIS IS HOW THEY WORK IN REAL LIFE I DONT NEED YOUR PARAGRAPHS I ALREADY KNOW HOW THEY WORK*
Its still the same problem, with a different way of doing it.
I am no expert on these things, but why would an anti tank mine work that way. If it triggers when pressured it can knock a tread or wheel off, crippling the vehicle. If it waits until lifted it's losing explosive force. That makes sense for anti personal shrapnel mines, but not anti tank explosive force mines.
@@BlenderGeek bro idk that’s just how it works ingame after testing it out
Yeah it's pretty bad. Literal tanks take almost no damage from them because they explode after the tank rolled off
@@BlenderGeek Actually that's how a decent number of anti-personnel mines work. AT mines only trigger when enough weight is pressed on them. You could jump on one (not that any sane person would) and be fine. We all know the AT mines would be useless, hence why the community has always tried to avoid getting them at all costs
Info drop from Maple when we did the V-spot testing.
Commando - 3 shots on V-spot
standard AT - 2 shots on V-spot
AC - 5 shots V spot
Emancipator - 8 shots on it's squishy neck ( 8 individual, so like 4 from each arm)
Patriot - 70 minigun or 3 rockets or do the mix.
HMG - 30 shots on V-spot ( careful of it's flinch)
MH-43 - ~ 50 shots on on V-spot
Stalwart - ~ 75 shots on V spot
Laser cannon - ~50% of 1 heat sink on V-spot ( on neutral planet)
Face has light armor (1) and 1700 hp. Stalwart ammo (160) is actually not a big investment and you would always have it at max rpm so it is actually way more efficient then most anti-tank weapons. Plus you can reload on the run while dodging stuff as well as clear chaff.
In General all MGs (and Flamethrower) are better at killing Impalers in the face then stuff like railgun or anti-tank. Orbital Railcannon is also a waste against impaler.
I managed to kill them in just one eagle strafing run when I hit the exposed head at the right angle. Don't overlook that one. The fact that you have 5 of them and they reset so fast makes it really easy to use. Plus you kill whatever small targets that are around it.
Just a heads up. Strafing run will kill it in a single pass if you manage to line up the strike and catch it when its weak point is exposed.
It's another case of Scorcher being better than most stratagems/support weapons for an enemy.
First 8-9 shots for Behemoths and now 11 shots for Impalers. The Scorcher MMG(/Stalwart) build vs bugs getting better each patch.
No Eagle Strafing Run test? The damage is highest right before the point where the stratagem lands. They can kill Impalers when the tentacles are out.
I'll have to test how many it takes but I have killed them before. Eagle Strafing Run can destroy 1-2 Shrieker Nests at a time, Spore Towers, Illegal Broadcasts, good at dealing with conga lines of enemies and can be combo'd well with stun grenade (since they are nearly instant), easy to get off between ragdolling into the high heavens, AND you get 5 which with the Ship Upgrades you leave it at 1 to rearm all Eagles for a 10% cooldown reduction.
I'm guessing it might take 2 by itself. 1 and some primary / secondary / grenade. Maybe it will be 3 but hey, low cooldown in between strikes + you get 5. I've been running 500kg, Airstrike and Strafing Run on 10 Bug Missions with randoms. Last Stratagem would probably be a support weapon of some sort but I've been having fun with the Jet Pack and scrounging around for random weapons.
edit: Okay it takes 2 Strafing Runs by itself 100%. That is actually quite good imo. Will test again with primary / secondary. 5 Strafing Runs = 2 Dead Imaplers PLUS better cooldown on rearming all Eagles.
EDIT 2!: Eagle Strafing Run CAN ONE SHOT IMPALER! Tested by running up to one on 5 and just used that. Was going to use it and a Commando Shot but the Eagle killed it. On another test 2 Commando Shots + Strafing Run killed another. INSANE.
Eagle Strafing Run can one shot Imaplers!
Edit: I've achieved it twice. I think the stratagem has to be placed in a specific distance in front of it in order to make the most of the initial barrage of bullets. Otherwise it and 1-2 Commando shots would do the trick. Of course you can also drop something right by the tongue and use a Strafing Run. Using just a Drop Pod with the Booster DOES NOT kill it.
Wait... The impaler shoots out the tentacles? I thought they were two different entities, how is that realistic? Those tentacles are huge
The tentacles are the most unfun enemy I've ever faced. They really need to give an indication of where the bug is, not have such incredible range, have a bit more time between attacks, and be easier to take out (and not respawn - no other enemy can grow limbs back!). The face weakspot on the bug itself is not bad at all, though the rear is highly misleading - should bleed out like chargers. Overall, if you catch the impaler quickly, it's not a bad fight at all. But if you don't know where it is, you're in for sheer frustration.
Me personally stalkers piss me off more
@@tentativeclover479 Yeah pretty much everything in this game can stunlock you and 1- or 2-shot you. Really really want some incoming attack audio cues
We've got some movement here, sick fade away shot 😂😂😂
I like the spear, but that is because I am the long range guy. I usually try to take out such targets before they are in range to engage us. Then again I pair it with HMGe for medium range support and after doing good enough job I even had a supply pack guy following me at times.
I always run the GL and knowing now that it only takes 5 shots when done correctly makes me happy. Seems difficult tho but will get used to it.
Thanks for the intel helldiver!
Here's my latest pain on this game: twisted ankles.
When the diver trips after a ragdoll and rolls down a 5 inch rock all while a heavy dev drops infinite clips at you
Oh dang I had no idea you could strip the back legs. Thanks for the tip :)
The Tesla tower should be so much better than it is...
100%
please tell all my teammates that just run in panic circles trying to shoot the tentacles with the stalwart
I went ahead and tested the arc thrower and it isn't that bad. 6 arc shots (approx 6 seconds that will chain to anything behind it) into the back leg and 5-ish (I was just dumping fast) dominator shots. By no means the new meta but perfectly doable and actually even easier than taking down behemoths. I put it at B tier in your list (it looked to me to be just as servicable as the railgun and required similar conceits).
This thing isn't hard to kill ONCE you finally find where it's at
Its crazy how there are people out there who think the game is in a perfect state. Like how people wont stop bitching about nerfs. Like bro
Idk how they can balance the impaler when it literally loops you into ragdoll hell
Speaking from XP from the first game, I don't even know WHY the Impaler can have its Backside OBLITERATED like that, Far as I can tell it doesn't bleed. Its face when "entrenched" has NO ARMOR (well according Eravin Armor Class 1, aka your FISTS worth of penetration) so just shoot that.
Remember the AIRBURST launcher is..... Weird. Like you would have to shoot its LEG to get the bomblets to hit the Face. Thats one thing I always forget about the AIRBURST, its not the Rocket that does damage but the Bomblets.
Speaking of Railgun, would be nice if it straight up PIERCED Armor, IGNORED armor and hit the flesh underneath.
I was surprised the MGs received such a low rating, I've been running stalwart a lot on bugs lately to deal with impalers in a fairly timely fashion, and then I'm also able to use it against all the light enemies like hunters, warriors, scavengers and also shriekers as well, bringing the dominator as my primary to deal with stalkers, alpha commanders, hive guards and bile spewers. As for chargers I just throw a stun grenade at them and then call in a precision strike on them, or if I just used it I'll call in a 500kg. Same with the titan, but without the stun grenade of course. However, knowing now how fast you can kill them with the commando by stripping off their back leg armor I might give that one a try in my next bug game, especially seeing as it also kills all chargers in two shots as well. It does the same for titans too of course, but I find it a little difficult to aim for their heads with the commando, the rocket just moves really slow. Thanks for testing it all out, Dough!
Great video. Looking for something just like this now that it's here. Thank God the Autocannon still with it!!
subtle left-right taps on the direction keys completely screw up the tentacles' aim, making you close to impossible to hit. think dodging traitor barrages but faster, 0.5s or less per maneuver. SERPENTINE!! SERPENTINE!!!!
I've one shot them with the AT launchers after they deploy their tentacles. Pretty consistently with the Spear and maybe 80% of the time with the other launchers (obviously not including the commando). Not sure if this was changed since then or my results are just unique.
Airburst rocket launcher might be total ass, but its the only trigger pull in the game that can annihilate an entire bot drop or patrol. 1 semi competent diver running it can clear a ton of chaff.
Try the strafing run as well. There's some sus spot where you can kill an Impaler really quickly.
I think the railgun is supposed to be good against small armored enemies. There's one problem with that, they don't exist. Well okay sure it's good against hive guards. It's not even good against devastators since their health pool is too high. It penetrates any armor but deals very little damage but armored enemies have quite large health pool usually, this weapon is balanced like we had to fight other helldivers using ballistic shield. Arrowhead, this is not a pvp game, give us better weapons.
The railgun works very well against devastators and hulks for me one shot to the chest of a devastator will down it and one shot to the eye of an hulk downs it and this is all in safe mode
@@reesyloko5741 The eye of the hulk is litteraly not armored, anything can damage it. And you know what does all that but better? Autocanon, or anti materiel rifle if you want your backpack slot. There is no situation in which the railgun is the best support weapon, it's an all around 'meh' weapon. Even at being a decent weapon at everything but good at nothing, the autocanon beats it.
@@Nartanek I'm pretty sure it's faster at killing the hulk than the AC and the AMR considering you have to land more than one shot on those weapons and again it takes out devastators to the chest in safe mode with one shot none of the other weapons you mentioned can do that and the AC is THE best support weapon for bots in general and comparing the railgun to that doesn't make it look bad I just think it doesn't suit your playstyle with the bots so you would rather have anything else
I just tested arc thrower: it takes like 30 shots from the front, but it hits through the armor, still really bad, tho. If you shoot the back leg, it's 6-7 shots to strip the armor, then another 6-7 to kill. It's definitely not the best, but not that bad either. If the impaler is weakened, it finishes it off quickly as well. It's not deserving of being bottom tier...
I have had a lot of weird success with the AMR. I use Incen Shotty with AMR and Supply Pack and then use Stratagems for either Chargers and BTs or if more people use similar Stratagems I'll use Gatling Barrage and Gatling Turret for more chaff clear.
If there going to keep railgun week a faster charge time would be awesome
I think the airbust launcher should be in the game, it just needs a couple more rockets per backpack and a lil' damage buff.
It's not great, but I think it is fun!
Makes absolutely no sense that the back legs kill it so much faster than the front legs, but good to know for when the Orbital Precision is on cooldown
Both orbital burst and gas is not a "heavy investment". You get them both back in like a minute
Such an fun addition to the game, getting ragdolled while spamming your stim bind is so much fun why did they have to take the worst part of bots and add it to terminids fuck sake
Nice and helpful video, you can emote to reduce fall damage btw.
You showed RR / Quasar / EAT = 4 shots to the face.
What about going for the back leg, like the Commando? It's 2 shots there with some follow-up, I assume?
That should, in theory, allow you to:
---
RR: Shoot the back leg, close on the impaler, reload cancel, shoot it again, swap to primary/secondary, kill.
Quasar: Shoot back leg, run around, quasar it again, swap to primary, kill.
EAT: throw eat behind the impaler. Shoot both EATs into back leg, swap to primary, kill.
---
Of those 3, only the RR sounds truly miserable. EAT / Quasar should be up in B-tier if true (very similar gameplay as Railgun)
I think EATs should probably be higher up than recoiless and quasar. Like B tier. 2 rockets to the back leg also strips it, and the cooldown is much lower than CMDOs.