Edit: Even with the changes in the recent patches, I still stand by the rankings in this list. I tried to make this as patch proof as possible, and even though the purifier is nuts and the verdict IS much better, I still view them as side grades to the democratic detonation and steeled veterans warbonds for the most part. Feel free to disagree, this is just my opinion! Since I've gotten DOZENS of comments on this, figured I'd speak on it. I ranked freedoms flame last for two reasons: 1. It's only REALLY strong on bugs. You can make the weapons work on bots, but it's hard. The warbond is clearly geared towards one front, which is a major downside in the way I chose to rank these warbonds. 2. I know the cookout, Torcher, and Crisper are all S tier weapons on bugs, but the torcher and crisper are both just damage hoses, which makes them more of a niche choice when considering a loadout. The Cookout has incredible utility as a stagger machine and setting things on fire, but since it's pretty mid on bots I couldn't rank it much higher, despite it being one of my personal favorite weapons against bugs. Plus, the arc blitzer fills a similar role in a warbond with much more options for loadouts. End of the day, this is just my opinion based on certain criteria I chose for ranking these warbonds. You should of course buy whatever appeals to you most, but I would STRONGLY encourage new divers to pick up the number 1 ranked warbond for the reasons I stated in the video. The rest are just up to you and what you want out of a warbond.
You good fam. Flame warbond have emotional value becouse of all the fire nerfs in the past but you rank UTILITY so its all good. S tier Rank in my opinion.
Viper Commandos and Chemical Agents are the worst for me. VC I did even buy it (a single booster don't justify) and CA I would want a SC refund if possible.
I believe you should look more into the laz-5 + punisher combo,I consider it one of the most broken combos,as punisher is crazy good and the laz-5 is great to take out smaller enemies
Your ranking makes no sense. I'd rather take trivialising the bugs over fumbling around with trying to juggle both in a single warbond. A full flame loadout can completely destroy the bugs, it makes it super easy. The gas warbond is like a wet fart right now, it has like one good item wich is the gas grenade, everything else as of right now in that warbond are useless. The fire does more, and its the same range, same problem vs the bots. Confusion doesnt work well with the stratagems, and its just an expensive warbond with a lot of time put into it for a lackluster reward that is literally the lowest dps you can have. Here's how you go about deciding wether or not to buy a warbond. If it makes one side extremely easy and fun to play, buy it immediately. Then you can focus on a warbond that hits the other side as hard as possible. No need to double dip, you can make loadouts specifically for one or the other side. Prioritise efficiency over being able to tackle both jobs. If you can make one side a cakewalk then the other side will be a triumph to crack.
I did it by accident. Dropped a lucky 380 on a big base, popped a couple distant fabs with a commando. Realised I was still right near extraction, and decided I wanted to get on with the next operation rather than hanging around for loot/extra points. I was surprised when the achievement popped up, because I though it had been longer than that.
I got my first (and only) plat trophy on helldivers. For the 360 one me and some friends just did a blitz- two split up and take out fabricators and the third wait at extraction. Worked quite well Edit: I now have 2 plat trophies
The localization confusion booster isn't great, but it does have one kinda niche use: Eradicate automaton forces missions. It slows down the rate of bot drops significantly, to the point that you are only ever dealing with 1 drop at a time. My friends and I came up with a strategy where we use that booster along with EMS and standard mortar sentries, and quasar cannons to almost AFK the missions, since all we have to do is shoot down the ships and the mortars clean up anything left. It's become a running bit in our group that our Helldivers are just playing cards while deployed on these missions, occasionally pausing their game to shoot down a ship before returning to their game.
@@ryantransou6691 hahahahaha no need to judge anyone’s homosexual choices, what if they want to play cards while defending SE? To each their own brother
Honestly, it's useful everywhere, but it shines in the defend/eradicate missions. Also Spread Democracy since they started doing straight bot drops, and the quick destroy missions cause the short time frame.
For the bot loadouts, I have one that got me through even the worst of escalation of freedom: -Crossbow -Dagger (for smaller bots, senator is great but low ammo capacity makes dagger a little better) -Laser cannon -Ballistic Shield -Impact/thermite -Eagle Air strike -Rocket Sentry
I recently joined your discord and have been blown away by the teamwork (and the occasional ordinance) I've encountered there. The new patch has been great, but democratic cooperation is the buff I've enjoyed most lately.
Honestly, I appreciate the low cost of the microtransactions and the total optional-ness of them. I buy every acquisition and warbond to try to support the game
Before the most recent patch I'd have put Cutting Edge in first place and Democratic Detonation in second. Being able to use a primary or secondary weapon to destroy nests and fabricators instead of needing a grenade, support weapon or a stratagem opens up a lot build options.
Spot on, except for the last place. I can't believe you placed freedom's flame lower than polar patriots. If it wasn't for the pummeler, I wouldn't have even got that one at all.
Yeah - I mean, at least being able to put a flamethrower in your primary or secondary slot is a completely new loadout option. Nothing in PP is particularly new.
Pummeler's the best SMG but that's a low bar to jump and only particularly useful if you see an SSSD objective. Beyond that, the Polar Patriots doesn't do anything that others don't do better.
Glad I came to the same conclusion on what to get on my own, cuz I am like 25 super credits away from my first premium warbond, and I had decided on the democratic detonation one a while ago, but its good to know picked the right one.
Democratic Detonation is great, but I love running the armor from Viper Commandos. Partially because I love heavy weapons, partially because I enjoy snapshotting dropships with a recoilless rifle, but mostly because I love flexing on socialist automatons by beating devastators to death with my fists of democracy.
Your writing for your scripts is amazing. I'm not sure people will fully appreciate how funny you are, but I do and its why I constantly thumbs up your content. Had me laughing at: "the great E710 farm in the sky" lol Wishing you the best!
Dough is actually completely correct in this instance, and I will die on this hill. People coom way too hard over the Blitzer. It's a "brain off" comfort zone weapon - It has an extremely low skill floor, but also a low skill ceiling. You can do more with most other options if you bother to hone your aiming and ammo management skills. And you can actually count on those other options to shoot where you point them.
@@panthexnimo the fire rate is too low to be worth using, its nice, but i think the incindiary breaker is still way better , still has higher dps and better crowd controll
@@dripwastaken7884 i don't really like the IncBreaker for two reasons: too reliant on resupplies and ammo, and you can kill yourself with it when a burning hunters pounces on you. Blitzers damage output is very high, so high that you can easily 2hit Alpha Commanders. Not to mention the stun build-up and the single best feature: Stalkers? Stagger em. Chargers? Stagger em. Anything at all? S T A G G E R. Like, really. It makes you unkillable, and nothing can ever come close enough to kill you (unless you misplace a shot and a charger turns you into a bowling pin).
The biggest mistake I made was to push for the viper collection because I wanted those throwing knives. So I’m stuck with basic rifles and a pretty basic shotgun set but I’m pretty hyped for this video
@@xxxrobinhorx it also makes the regular MG handle like a pistol basically lol. makes the snap shots to kill 6 hunters so efficient. hardly a wasted bullet
I love the Stim Pistol, it is great for topping up peeps when they have chip damage that isn't worth a full stim and Pairs with Experimental Infusion to let you pre buff peeps.
So _That's_ why people keep spamming that thing even when I'm on full health. Was wondering why people insisted on turning me into a democracy-spreading hedgehog with the amount of needles sticking out of my back.
a video like this are surprisingly rare to see but a total must see for new divers! thanks for this one, i'll be sending this around to help out new divers or divers away from the action to catch up to what's good to snag.
If you are not the primary bug hole closer you can bring Eagle Airstrikes to close bug holes. But you can also bring EATs and drop extra Pods in a bug hole in a pinch. There are other options than grenades, they just are not ass efficient.
Relying on eagle and orbital stratagems to close all your holes is sadistic. I like being able to close most of them with airstrike or 500kg but relying entirely on them isn’t fun. Same goes for Bile Titans, Chargers, Impalers. Using airstrikes to kill them everytime is kind of lame. Sorry im kind of ranting lol
Bot loadouts: Blitzer, grenade pistol, smoke, railgun, supply pack, 500kg, 120mm barrage. Wield the terrifying power of sir isaac newton as your main weapon at range and if any bots want to get up in your face: Introduce them freedom hating semi-sentient pieces of soon-to-be scrap to the elctrical horrors of current overload! Use the 500kg for objectives and bases while the 120mm will make short work of almost any bot drop - just wait for the first ships to put troops down and send the welcoming comittee! The blitzer may not be the strongest ranged weapon, but it's great for pushing into bases. I recommend medium medic armor, enhanced stim booster and judicious use of everything in your arsenal including your grenade pistol to make the most of your supply pack. Initially i brought the blitzer by mistake, but i find it compliments the railgun very well, especially when using smokes offensively to control distance.
I've been digging the +2 nades armor, Arc Thrower, Eruptor, Dagger, Thermite, Jump Pack/Supply Pack, with any other 2 offensive stratagems. Been rocking that on both bots and bugs. For bots the only thing that gives me trouble is the cannon towers, but that's what teammates are for.
Awesome video as always, tried to leave a comment already but TH-cam ate it lol. Had a blast playing with ya, sincerely, that guy that stuck himself with thermite lol
I run the heavy armor with the dominator and there’s just something about walking around as a big ass chonky boi with swole ass arms and a swole ass gun is so much fun.
It’s certainly fun and definitely satisfying to heal teammates even if they have a sliver of damage. Weapon needs some improvements though. If you could use it on yourself it would be better. With the current state of the game I wouldn’t even call that overpowered. Everything kills you either instantly or near instantly right now. The stims only heal 50% and don’t apply any other effects. I’m going off other people’s word because I haven’t been able to mess around with it much
@@giygas9305 I always greatly appreciate when a player follows me around with the stim pistol. I had a guy running with me and occasionally there would be a massive group of heavy devs and other bots, but since I had the ballistic shield I was tanking the hail of fire while the dude stimmed me every now and then to ensure I'd stay healthy. Made me feel like reinhardt or something lol
The only, and I mean ONLY thing I disagree on is the Localization Confusion Booster. I'm not saying it's a knockout in every drop, however at high levels, it does WORK on Eradicate and the wall defense, Evacuate High-Value Assets missions. combined with the "everyone brings both mortars" strategy on bots, it basically makes it a guaranteed victory without breaking a sweat. Otherwise, I think this is the video I am linking anytime I see the "what warbond should I buy" question online.
i need to say 2 things: 1. that outfit in the beginning is the exact outfit I use 2. This video was posted the day after I bought the last warbond I needed ( I own every warbond now)
As someone who recently got Helldivers 2 for console after a rough experience on pc, this video has served as wonderful information on what this game has to offer and the general census about certain weapons and what warbonds have to offer, without any mention of META or any of that snooty nonsense. As someone who has found himself adoring being light armoured and glued to a jump pack, my initial decision to choose Viper commando’s as my first bought (deluxe gives SV) premium warbond has only been strengthened!
Pro tip for new helldivers: experimental stims work beautifully with gasser build armors as not only does it heal you and gives you a few seconds of immunity, it also gives damage resistance to the gas boosting the 80% gas resistance to about 85-90%. Plus the movement speed bonus is a buff while in the gas cloud as it will slow anything in it while you are faster. I’ve tested this on Suicide run (7) with a three man squad so do with that what you will! Thank you for coming to my TED Talk.
Expert Extraction is even worse than Flexible Reinforcement. It saves you 18 seconds, one time, at the end of the mission. Also if you can call in the extract you've already technically won even if you get wiped. The only time I can see using it is if you are trying to speed-farm common samples, not sure how viable that is but saving 18 seconds per drop might make a difference. I'd rank jungle fighter lower. The booster is great, but you only need one person on the team to have it. Most of the time especially on higher difficulties somebody else will have it, and it's not the BEST booster so if you are starting a game solo you probably want to bring hellpod space optimization anyway. The only thing it has that I think is actually worth buying ASAP is the shotgun secondary, especially when paired with the crossbow.
''if you are starting a game solo you probably want to bring hellpod space optimization'' Personally I prefer the UAV booster instead of Hellpod space optimization when playing solo. 'cause I mean, a single supply pack would get you fully kited out. So HSO is only really good if you're expecting to die a lot and be aggressively deploying into fights. Experimental infusion for combat heavy runs. UAV for stealth runs. Or that one booster that lets you ignore terrain slowdown if you're fighting on planets with a lot of nasty terrain.
@@Mirvra Quite the opposite. HSO is only good if you are going to be surviving long enough to actually use your ammo/grenades/stims. Especially with the stims though, it's the most likely to keep you alive longer. But UAV for stealthy runs is definitely reasonable. Infusion is probably the third or fourth pick either way so my point that you, personally, don't need to have it unlocked stands.
a funny thing that happened pnce was me useing a flame build and someone else useing a suport build so they kept healing me when i was burning my self alive and giving me infinite ammo so i could constantly grill bugs worked realy well
I picked Democratic Detonation for my first premium because I liked the look of the WW1 French homage helmet, and the effectiveness of the other items after this update has me pleasantly surprised
Localisation confusion is better than one thinks, especially when you're bogged down in higher difficulties. It helps give you more time to kill off a wave of enemies and disengage before more reinforcements are called in and more patrols walk up to you. On higher difficulties it's too easy to get overwhelmed so even getting lower number of call ins for 30 seconds can be a godsend.
Really appreciate this video. When I started out I spent all my super credits on cosmetics cuz I didn't know you could buy new warbonds with them XD. This is good information to know when I buy my first warbond
Excellent summary and very informative! Only thing I would politely challenge is the statement that the Breaker Incendiary is useless against bots. It is my absolute favorite against bots because all the small bots will die to one hit, even if that hit is to the leg or otherwise "non-lethal" because of the burning effect, and because it shoots in such a wide arc, I can usually hit as many as three or four clumped up enemies with one shot. It is one of the best qeapons, Imo, for clearing large groups of small bots. Then just bring a senator for those panic heads hots and an Autocannon for everything else, and you have a nice Assault load out.
A bit of a point on the Flexible Reinforcement Budget: personally, I consider it to be a far better backup option than the one which gives you more reinforcement slots. I think every single Helldiver out there had been to a mission that went so south that the team is maintained on the last survivor running around long enough for the reinforce to recharge, only to soon die and pass the torch to the next landed diver. Be it your high-level bug skirmishes or bot civilian extractions, this can give you that edge chance to get the whole team u back up again a lot quicker, and I love it for that. Many times I wished it was there. Few times it actually was. Also, on the Senator - that's a sidearm I use on Bots almost exclusively. Where with the Bugs I find great utility in using my machine pistol on the semi-auto mode as a way to clear out the small crawlers while saving the primary ammo for something sturdier, on Bots, especially on high levels, I often feel the need to have something harder-hitting to take down these walkers - the armoured ones at higher difficulties. Though I'm sure the grenade pistol will do that job just as well, once I give it a proper try.
My current go-to Loadout on the Bot Front has been as follows…. Primary - Sycle for the high rate of fire and deep ammo clip. Great for dropping the Troopers and heads off of Devastators. Pistol: DEagle… mostly for the higher rate of fire and one tap kills on troopers. Personal Preference Grenade: Impact Strats: 500kg, Eagle Rockets, Railgun/Recoiless (depending on team loadout), Flex (Depending on team loadout)
Fantastic as always! A minor quibble that ultimately changes nothing: the Purifier actually can one-shot scout walkers! The downside is it requires almost perfect snot placement. You have to hit the walker on the top of one of its legs. This puts the explosion behind the pilot and the splash kills them. I love the gun, but it certainly is not an accessible weapon, so this keeps the ranking in the exact same spot in my mind 😂
Localization Confusion is a game changer in the base defense mission against bots specifically. The few extra seconds between waves meant EATs could be available to hit dropships just in time.
I must honestly say the fire armor is very good. Fire is just the thing designed against bugs and most people have some sort of fire for those. And yeah more grenades and more stims and such is nice too but being able to run through friendly and own fire is just insane when the enemies cannot have that reduction. Imo the armor alone plus the primary make it a 10/10.
@@faessle4067Exactly, you can literally call napalm orbital rain on those big nests, and stand there like a TANK, while the bugs instantly die, leaving the nests free for your taking
I'm just about to have enough super credits to get a war bond, and I was wondering which one to get next, and lo and behold, this video comes to save the day!
I know you've never been one for 'meta' but I can't help but feel you've *really* undersold just how strong the cookout is. Against bugs it can literally solo anything that is not a heavy from a bug breach, with no other assistance at all, thanks to the pretty large amount of stagger it puts out and the fire DoT, which got buffed last patch too. The downside is you will run out of ammo doing that, but it's such a strong tool that it can make up for a strategem and it's *so* strong that it even performs okay against bots even though I wouldn't recomend it. Rare for a shotgun in a game it's also not useless out to medium range since the pattern is pretty tight and it still sets bugs on fire, two aplications of said fire is guaranteed to kill a hunter at any range and the hit damage + fire almost always kills them after one at closer ranges. The cookout is so strong that it does enable new types of gameplay because you can rely on it heavilly to clear a path for you vs bugs and it can deal with pretty much any problem including stalkers or alpha commanders with confidence because of the large stagger. Does that make the warbond deserve a higher rank? Hard to say for sure but for me yes, I have all but one warbond right now (and that's on the way) and if I were starting again from 0 I'd probably want to make it my 2nd overall choice and 1st if there was a bug MO on just for the one weapon alone because when I was starting out I was really struggling with just the liberator as the difficulty went up and the cookout is a one shot solution to that problem- even keeping the default frag nades works fine for closing bug holes since you rarely need to stun things with it. I will say that the grenade pistol has enabled more utility for me overall since I became more experienced so that factors very highy for me too and before the last patch stun nades were incredibly valuble as I got better at the game and went higher in difficulty, and the crossbow vs bots is really working wonders for me right now, so there is definitely competition for the top spots (gas nades have even replaced stun for me currently) and I mostly agree with your overall points and hey ranking is pretty subjective anyway, but I do think you missed that one gun, the rest seems pretty fair
I've been getting a lot of comments similar to this, so I addressed it in a pinned comment. I should have been more clear in the video as to WHY I ranked FF last, and it has nothing to do with the effectiveness of the weapons. I'm well aware of just how powerful the torcher and cookout are on bugs, but that's the thing, they are ONLY good on bugs, which is what drove them down in my list. I made this list with newer players in mind, or players returning to the game after a long break. I hope that in that frame of reference, the rankings make a bit more sense. If we were just ranking them based on the strength of the weapons, FF would be an easy top 3.
I feel the motivational shocks should, on a cooldown, have you recover near instantly from everything. Knockdown? you're up. Ice slow? you're up. Tremors slow? bile or bug acid slowing you? Shake it off. You ain't got time for that get moving! the idea being you trade other potential options for an armor that basically nullifies slows from all sources as long as you are not hit repeatedly.
I really liked the video, lots of great info. I have a small issue with your explanation of the dominator starting at 16:35. You state that "because it (the dominator) has explosive damage it's also good at popping charger butts, or blasting the arms off of devastators." Despite being in the "explosive" category the dominator does not do explosive damage in any way. It is capable of popping charger butts and removing devastator arms, but this is not because of explosive damage.
@@SirEdubardo but... it does explode. You're right tho thermite doesn't usually explode irl so i'm assuming it might get removed. Then again it's a thermite grenade, chances are it has a separate explosive payload that activates after the thermite burns out.
Love the comparison and am behind your evaluation of the warbonds. But being mainly a Bot-Diver, the Sickle out of the Cutting Edge Warbond reigns supreme. The super high accuracy with the more or less infinit ammo shredds. But keep the good work up mate!
Honestly, it was top of the pile even when the thermite grenade was a party favor. Now that it's the ultimate armor-cracker, the bond is genuinely absurdly good.
This video just popped up on my TH-cam feed; I have not seen your content before. Your commentary is great and funny; love it. Subscribed for democracy! ✌...and gave it a like. 👍
As someone who has gotten all of them and have enough Super Credits saved up for two more, I enjoy this video and how you've presented it. Don't fully agree with everything you said here, but I understand where you're coming from so no complaints.
My Medic gun nooooooo! :D While I do agree that it wont save you from an alpha strike, I think the true strength of the medi-pistol is in reserving your more powerful stims! Leme set the scene: You, bill helldiver, just got absolutely SMACKED by a chainsaw bot. You have all your limbs, but there's a fat chunk of health out of your bar now. Now the medic *could* use a stim to fix you up, but they've only got 6 of those at a max, and who knows when they're gonna find a stim cache or another resupply drop. The stim pistol lets you say "screw that noise", and heal up your buddy to full so that by the time of the next engagement, they're ready and raring to go! Tis also means that you can conserve your much more powerful stims for those "oh shit they need health" moments. Enjoyed the ranking nonetheless, just thought I'd put in my two cents!
My one big disagreement is that localization confusion is useless. It's not very useful if you're playing with an experienced team; but if you're playing with newer or less skilled players, localization confusion is extremely helpful, as it makes it easier for your teammates to escape the infinite spawn loop. Again, experienced helldivers know how to do enough damage or how to escape to prevent being stuck in the endless spawn loop, but this booster can help you rescue newer players until they know how to stop the cycle themselves.
While I dont have ton of experience with the Cookout just yet, a benefit i dont see mentioned much with it is that despite being a shotgun it is remarkably effective anti-air versus Shriekers! Even from afar, i find it only takes 1-2 pellets connecting to ignite the shrieker, after which its almost ensured to die from DoT. Came in handy when my pals and i accidentally dropped right between 2 large shrieker dens
From my experience, I do get back stamina from the stim pistol. I've used it with other people to let us run endlessly across the map without needing to waste actual stims or wait for stamina regen It's also great for keeping people topped up, when you take some damage but not enough to warrant wasting a whole stim on, which is especially great when some enemies can oneshot if you're missing even a fraction of health It's also affected by Experimental Infusion
I am hoping for a stealth focused Warbond. Give us a Gillie Suit, black space-ninja armor, silenced weapons, cloaking. And could call it. SHADOW OPERATOR
The stim pistol does restore stamina and it's also affected by med armor and experimental stims, and it stacks with itself. The only thing holding the stim pistol back is how bad the projectile is. As it is right now, you have to be proactive rather than reactive with it, but it's also great for out of combat situations. You and your teammate coming up on an outpost and about to head in? Stim them to give free regen for the initial push and the scratches they'll get. Need to make a push when you're pinned by bot fire? Stim your friend, stim yourself, hit the bricks. Your ballistic shield user is doing the thing they shouldn't be doing (trying to stare down a row of rocket devastators)? Stim that fool, they'll thank you once those rockets hit. You and friends need to dive off a high ledge? Stim that booty. Your heavy armor buddy needs to get to the other side of the map? Park yourself firmly behind them and give them a shot of liberty every time they slow down. But of course, my favorite use is to angrily stim whoever just dropped a cluster bomb on the entire team. If your fellow divers don't look like porcupines by the end of the mission, you're not using the stim pistol right.
great video ! sure it can be helpful to new players or those with very few supercredits But just a head's up, I'm fairly certain the stim pistol gives back stamina, or at the very least it does when paired with the experimental infusion booster But yeah, awesome content, keep up the good work man ! :D
If you focus then you can get all warbonds withous spending a cent but just by playing for few days. Simply start any bug mission on Trivial difficulty and run around to look for points of interest, take all supercredits, finish the mission and that's how you get around 50SC per 5-7 minutes
This video help me out a lot I'm a new player on hell diver and you explained everything well thanks just subbed to ur channel for more updates about the game
Played this fame on my stepfather's account, got to level 75, then worked at a summer camp for 2 months, built my own computer with the money i got from that camp, and can now play on my own account, just got to level 18, am 200 super credits away from buying my first warbond and planned to get Democratic Detonation first because the Eruptor is my favorite gun, the grenade pistol is just too good not to have, but having those two weapons alone allows for a large variety of weapon loudouts that can handle any situation and i like that, when i eventually work back up to max again i think ill use the Sickle against bugs, Plasma Punisher against bots, Eruptor against anything difficulty 6 and below, and just mess around with whatever secondary, grenades, and armor
1:19 i have a really good loadout for the bugs Stratagems: eagle napalm airstrike Orbital napalm barrage Flam-40 flamethrower Incendiary mines Weapons: Flam-66 torcher P-72 crisper G-13 Incendiary impact(grenade) Armour: I-09 heatseeker(and helmet) Purifying eclipse(cape)
Edit: Even with the changes in the recent patches, I still stand by the rankings in this list. I tried to make this as patch proof as possible, and even though the purifier is nuts and the verdict IS much better, I still view them as side grades to the democratic detonation and steeled veterans warbonds for the most part. Feel free to disagree, this is just my opinion!
Since I've gotten DOZENS of comments on this, figured I'd speak on it. I ranked freedoms flame last for two reasons:
1. It's only REALLY strong on bugs. You can make the weapons work on bots, but it's hard. The warbond is clearly geared towards one front, which is a major downside in the way I chose to rank these warbonds.
2. I know the cookout, Torcher, and Crisper are all S tier weapons on bugs, but the torcher and crisper are both just damage hoses, which makes them more of a niche choice when considering a loadout. The Cookout has incredible utility as a stagger machine and setting things on fire, but since it's pretty mid on bots I couldn't rank it much higher, despite it being one of my personal favorite weapons against bugs. Plus, the arc blitzer fills a similar role in a warbond with much more options for loadouts.
End of the day, this is just my opinion based on certain criteria I chose for ranking these warbonds. You should of course buy whatever appeals to you most, but I would STRONGLY encourage new divers to pick up the number 1 ranked warbond for the reasons I stated in the video. The rest are just up to you and what you want out of a warbond.
You good fam.
Flame warbond have emotional value becouse of all the fire nerfs in the past but you rank UTILITY so its all good.
S tier Rank in my opinion.
The Stim Pistol works with the Experimental Infusions, which gives it more oomph.
Viper Commandos and Chemical Agents are the worst for me. VC I did even buy it (a single booster don't justify) and CA I would want a SC refund if possible.
I believe you should look more into the laz-5 + punisher combo,I consider it one of the most broken combos,as punisher is crazy good and the laz-5 is great to take out smaller enemies
Your ranking makes no sense. I'd rather take trivialising the bugs over fumbling around with trying to juggle both in a single warbond. A full flame loadout can completely destroy the bugs, it makes it super easy.
The gas warbond is like a wet fart right now, it has like one good item wich is the gas grenade, everything else as of right now in that warbond are useless. The fire does more, and its the same range, same problem vs the bots. Confusion doesnt work well with the stratagems, and its just an expensive warbond with a lot of time put into it for a lackluster reward that is literally the lowest dps you can have.
Here's how you go about deciding wether or not to buy a warbond. If it makes one side extremely easy and fun to play, buy it immediately. Then you can focus on a warbond that hits the other side as hard as possible. No need to double dip, you can make loadouts specifically for one or the other side.
Prioritise efficiency over being able to tackle both jobs. If you can make one side a cakewalk then the other side will be a triumph to crack.
Me: *buys them all anyway because of the drip*
This is the way of a true super earth patriot
Have nothing else to spend my 10k Super Credits on so may as well keep up with the Jones.
didn't even buy them with cash, i just grinded SC for all of them lol.
Exactly!
I’m happy I’m not the only one
Expert extraction booster is a must pick for one situation -- Getting the Gone in 360 achievement.
It is doable without as well, you have to remember that it takes roughly 15 seconds after the timer has zeroed for the Pelican-1 to actually land
Alright, I guess I gotta give that one to ya.
I did it by accident. Dropped a lucky 380 on a big base, popped a couple distant fabs with a commando. Realised I was still right near extraction, and decided I wanted to get on with the next operation rather than hanging around for loot/extra points. I was surprised when the achievement popped up, because I though it had been longer than that.
I got my first (and only) plat trophy on helldivers. For the 360 one me and some friends just did a blitz- two split up and take out fabricators and the third wait at extraction. Worked quite well
Edit: I now have 2 plat trophies
I did both hold my primary and gone in 360 in one mission, wasn’t easy, ran through all my reinforcements, but got it done
The localization confusion booster isn't great, but it does have one kinda niche use: Eradicate automaton forces missions. It slows down the rate of bot drops significantly, to the point that you are only ever dealing with 1 drop at a time. My friends and I came up with a strategy where we use that booster along with EMS and standard mortar sentries, and quasar cannons to almost AFK the missions, since all we have to do is shoot down the ships and the mortars clean up anything left.
It's become a running bit in our group that our Helldivers are just playing cards while deployed on these missions, occasionally pausing their game to shoot down a ship before returning to their game.
Great tip
What difficulty do you usually use this strat?
Using this booster is so gay. It just makes less enemies spawn. Like just play on a lower difficulty
@@ryantransou6691 hahahahaha no need to judge anyone’s homosexual choices, what if they want to play cards while defending SE? To each their own brother
Honestly, it's useful everywhere, but it shines in the defend/eradicate missions. Also Spread Democracy since they started doing straight bot drops, and the quick destroy missions cause the short time frame.
For the bot loadouts, I have one that got me through even the worst of escalation of freedom:
-Crossbow
-Dagger (for smaller bots, senator is great but low ammo capacity makes dagger a little better)
-Laser cannon
-Ballistic Shield
-Impact/thermite
-Eagle Air strike
-Rocket Sentry
That's a pretty interesting loadout 🤔
Ballistic shield user, respect
Dagger is my goto for deleting enemy mines
Thermite and crossbow? Before the buff really?
@@justinwelsh9787 i think he was using impact back then, but now uses thermies
I can SMELL the freedom in this guy’s voice. Every Helldiver should strive to be like this man. FOR SUPER EARTH!
FOR SUPER EARTH!!!
Feels good to play from launch and always have enough credits to buy them all immediately
Exactly 😂
Tbf, it's easy enough to catch up, even for new players, if you can put in the time to play. 50-60 hours and you can have everything unlocked for free
@@kbar4462 60 feels a bit too low, but maybe if u focus on credits its doable, not sure
You can get all warbonds from just 1/2 days farming on lvl 1
@@kbar4462recently I had a game where I've found 30 SC and the game crashed. Had to play satisfactory for 3 hours to cope.
I recently joined your discord and have been blown away by the teamwork (and the occasional ordinance) I've encountered there. The new patch has been great, but democratic cooperation is the buff I've enjoyed most lately.
A full squad on COMs is definitely the nicest buff you can get.
Coordination or listening to them after someone ends up in the middle of a 380.
Honestly, I appreciate the low cost of the microtransactions and the total optional-ness of them. I buy every acquisition and warbond to try to support the game
I like the fact too that if you really want you can try to earn a warbond, and you get super credits too for the next one
Despite us having vastly different play styles our warbond rankings are the exact same
Hey Eravin!
not so much different everyone plays the same loadout almost every time
I absolutely love your commentary, you made me spit my coffee with the whole “spraying bugs like they are misbehaving cats”
“The Great E-710 Farm in the Sky” what a fucking statement, fellow Helldiver
I was gonna complain about the number one choice but honestly with the changes made you have a fair argument
Even before the changes, the grenade pistol was enough to make it my number one pick.
Before the most recent patch I'd have put Cutting Edge in first place and Democratic Detonation in second. Being able to use a primary or secondary weapon to destroy nests and fabricators instead of needing a grenade, support weapon or a stratagem opens up a lot build options.
@@Matthias129 I'm just honestly not a fan but I do understand how it expands build diversity immensely.
Spot on, except for the last place. I can't believe you placed freedom's flame lower than polar patriots. If it wasn't for the pummeler, I wouldn't have even got that one at all.
I said the same exact thing. Trippin
Yeah - I mean, at least being able to put a flamethrower in your primary or secondary slot is a completely new loadout option. Nothing in PP is particularly new.
Pummeler's the best SMG but that's a low bar to jump and only particularly useful if you see an SSSD objective.
Beyond that, the Polar Patriots doesn't do anything that others don't do better.
Its genuinely irresponsible to imply polar patriots is anything but grade A dogshit. Freedoms flame is good for SOMETHING, at least.
The chemical one should be last
Glad I came to the same conclusion on what to get on my own, cuz I am like 25 super credits away from my first premium warbond, and I had decided on the democratic detonation one a while ago, but its good to know picked the right one.
Defiently the best one imo i got em all and detonation has the most interesting guns. I would get steeled veterans after.
Lmao I had the same experience. Was determined to get it even when they nerfed the shit out of the eruptor
Rule of thumb, get democratic detonation,steeled veterans, cutting edge. then get whatever you think is more fun afterwards.
The grenade pistol is just TOO good to pass
Democratic Detonation is great, but I love running the armor from Viper Commandos. Partially because I love heavy weapons, partially because I enjoy snapshotting dropships with a recoilless rifle, but mostly because I love flexing on socialist automatons by beating devastators to death with my fists of democracy.
Your writing for your scripts is amazing. I'm not sure people will fully appreciate how funny you are, but I do and its why I constantly thumbs up your content. Had me laughing at: "the great E710 farm in the sky" lol Wishing you the best!
I think the booster is called inflamable because of how easy it is to set yourself on fire in this game😅 so the armor saves you in that situation.
lol the ohdough shade
Deserved
Shots fired
dawg is the most "guys I'm chill that makes me not toxic" toxic player ever, well deserved shade
That dudes content is so shit...
Dough is actually completely correct in this instance, and I will die on this hill.
People coom way too hard over the Blitzer. It's a "brain off" comfort zone weapon - It has an extremely low skill floor, but also a low skill ceiling. You can do more with most other options if you bother to hone your aiming and ammo management skills. And you can actually count on those other options to shoot where you point them.
You should consider making a weapon tierlist for fun, would be much better than OhDoughs for sure
Gotta wait for the part 2 patch in a few weeks first!
OhDough was NOT cooking with this one.
"Slow to kill Alpha Commanders" "Lock-on issues"
*Puts the single best weapon for terminids in C*
@@panthexnimo the fire rate is too low to be worth using, its nice, but i think the incindiary breaker is still way better , still has higher dps and better crowd controll
One of many reasons why I don't watch those number-obsessed kids
@@dripwastaken7884 i don't really like the IncBreaker for two reasons: too reliant on resupplies and ammo, and you can kill yourself with it when a burning hunters pounces on you. Blitzers damage output is very high, so high that you can easily 2hit Alpha Commanders. Not to mention the stun build-up and the single best feature: Stalkers? Stagger em. Chargers? Stagger em. Anything at all? S T A G G E R.
Like, really. It makes you unkillable, and nothing can ever come close enough to kill you (unless you misplace a shot and a charger turns you into a bowling pin).
The biggest mistake I made was to push for the viper collection because I wanted those throwing knives. So I’m stuck with basic rifles and a pretty basic shotgun set but I’m pretty hyped for this video
At least you can rock that sweet Viper drip!
The armor passive is amazing though. Makes the MGs feel soo good to use.
Genuinely buying Viper entirely for the armor passive and the mech skin.
Viper armor feels pretty good when using HMG at least
@@xxxrobinhorx it also makes the regular MG handle like a pistol basically lol. makes the snap shots to kill 6 hunters so efficient. hardly a wasted bullet
I love the Stim Pistol, it is great for topping up peeps when they have chip damage that isn't worth a full stim and Pairs with Experimental Infusion to let you pre buff peeps.
So _That's_ why people keep spamming that thing even when I'm on full health. Was wondering why people insisted on turning me into a democracy-spreading hedgehog with the amount of needles sticking out of my back.
a video like this are surprisingly rare to see but a total must see for new divers! thanks for this one, i'll be sending this around to help out new divers or divers away from the action to catch up to what's good to snag.
9/10 not service related medical claims had me dieing XD
Buffdivers gave the LAS-7 Dagger new life as a sidearm paired with anything. Awesome pick for bot dives.
Saving supercredits hurts the economy. A strong economy defeats the bugs.
THIS PERSON RIGHT HERE, DEMOCRACY OFFICER!
If you are not the primary bug hole closer you can bring Eagle Airstrikes to close bug holes. But you can also bring EATs and drop extra Pods in a bug hole in a pinch. There are other options than grenades, they just are not ass efficient.
Relying on eagle and orbital stratagems to close all your holes is sadistic. I like being able to close most of them with airstrike or 500kg but relying entirely on them isn’t fun. Same goes for Bile Titans, Chargers, Impalers. Using airstrikes to kill them everytime is kind of lame. Sorry im kind of ranting lol
Unless you are a grenade launcher typa guy i'd definetly recomend the grenade pistol, it is a beast and can snipe bug nests from 500 m away
If you running the grenade launcher tho, i find it pretty useless, since it is in essence just a miniature grenade launcher with a one-shot sized mag
Bot loadouts:
Blitzer, grenade pistol, smoke, railgun, supply pack, 500kg, 120mm barrage. Wield the terrifying power of sir isaac newton as your main weapon at range and if any bots want to get up in your face: Introduce them freedom hating semi-sentient pieces of soon-to-be scrap to the elctrical horrors of current overload! Use the 500kg for objectives and bases while the 120mm will make short work of almost any bot drop - just wait for the first ships to put troops down and send the welcoming comittee! The blitzer may not be the strongest ranged weapon, but it's great for pushing into bases. I recommend medium medic armor, enhanced stim booster and judicious use of everything in your arsenal including your grenade pistol to make the most of your supply pack.
Initially i brought the blitzer by mistake, but i find it compliments the railgun very well, especially when using smokes offensively to control distance.
So smokes for bot front and gas for bug front is what I'm getting 🧐
@@thetallestclownatthecircus7069based
I use this but the Plasma Punisher instead of blitzer, and thermite instead of smokes.
Blitzer is my go-to for bugs; love that weapon
Gonna try this with crossbow!
I have all the warbonds but I’m watching anyway.
Same. I have one last item to obtain on the latest bond then im done lol
Seeing those helldivers beat that rocket devastator into submission brought a tear to my eye. Great work soldier.
I've been digging the +2 nades armor, Arc Thrower, Eruptor, Dagger, Thermite, Jump Pack/Supply Pack, with any other 2 offensive stratagems. Been rocking that on both bots and bugs. For bots the only thing that gives me trouble is the cannon towers, but that's what teammates are for.
My friend, you have the best scripted info of anyone on TH-cam. I just enjoy listening to your monologs!
"Freedom's heatin' blanket", OK your scriptwriter needs a raise
i love how chemical agent is litteraly just a war crime war bond
Awesome video as always, tried to leave a comment already but TH-cam ate it lol. Had a blast playing with ya, sincerely, that guy that stuck himself with thermite lol
Here's a comment so your post doesn't get lost in the soup. Sounds like y'all had some fun tho 😊
@@calebkelly8221 oh yeah it was a blast, quite literally at times lol
my personal favorite is viper commandos, the armor is cool as hell
I run the heavy armor with the dominator and there’s just something about walking around as a big ass chonky boi with swole ass arms and a swole ass gun is so much fun.
the armor+the victory pose is fire
I do not care if bringing the stim pistol gimps me, it is the funniest thing ever, I love trying to snipe my teammates with it
It’s certainly fun and definitely satisfying to heal teammates even if they have a sliver of damage. Weapon needs some improvements though.
If you could use it on yourself it would be better. With the current state of the game I wouldn’t even call that overpowered. Everything kills you either instantly or near instantly right now. The stims only heal 50% and don’t apply any other effects. I’m going off other people’s word because I haven’t been able to mess around with it much
Also it does give stam.back to the user and the heal over time stacks.
@@giygas9305 I always greatly appreciate when a player follows me around with the stim pistol. I had a guy running with me and occasionally there would be a massive group of heavy devs and other bots, but since I had the ballistic shield I was tanking the hail of fire while the dude stimmed me every now and then to ensure I'd stay healthy. Made me feel like reinhardt or something lol
The only, and I mean ONLY thing I disagree on is the Localization Confusion Booster. I'm not saying it's a knockout in every drop, however at high levels, it does WORK on Eradicate and the wall defense, Evacuate High-Value Assets missions. combined with the "everyone brings both mortars" strategy on bots, it basically makes it a guaranteed victory without breaking a sweat. Otherwise, I think this is the video I am linking anytime I see the "what warbond should I buy" question online.
i need to say 2 things:
1. that outfit in the beginning is the exact outfit I use
2. This video was posted the day after I bought the last warbond I needed ( I own every warbond now)
Hey dude what helmet is that?
tell us the helmet
@@cerb2578 af-91 field chemist
Honestly, this one probably needs a Nerf... click -clack.
I hollered!!!
Real ones here in the first 200 miliseconds
Thank you for making this video my man. Just started playing hell divers a couple months ago.
20:37 i know that was a minor sound effect, but that made me laugh 😂
"Warheads on foreheads." I can hear a certain chubby voltage man clapping in approval.
I'm a big fan of chubby voltage man, so I hope he'd approve of me borrowing that one xD
Best review on the yt so far
As someone who recently got Helldivers 2 for console after a rough experience on pc, this video has served as wonderful information on what this game has to offer and the general census about certain weapons and what warbonds have to offer, without any mention of META or any of that snooty nonsense. As someone who has found himself adoring being light armoured and glued to a jump pack, my initial decision to choose Viper commando’s as my first bought (deluxe gives SV) premium warbond has only been strengthened!
Pro tip for new helldivers: experimental stims work beautifully with gasser build armors as not only does it heal you and gives you a few seconds of immunity, it also gives damage resistance to the gas boosting the 80% gas resistance to about 85-90%. Plus the movement speed bonus is a buff while in the gas cloud as it will slow anything in it while you are faster. I’ve tested this on Suicide run (7) with a three man squad so do with that what you will! Thank you for coming to my TED Talk.
The concussive liberator has 420 rounds. Nice
Expert Extraction is even worse than Flexible Reinforcement. It saves you 18 seconds, one time, at the end of the mission. Also if you can call in the extract you've already technically won even if you get wiped. The only time I can see using it is if you are trying to speed-farm common samples, not sure how viable that is but saving 18 seconds per drop might make a difference.
I'd rank jungle fighter lower. The booster is great, but you only need one person on the team to have it. Most of the time especially on higher difficulties somebody else will have it, and it's not the BEST booster so if you are starting a game solo you probably want to bring hellpod space optimization anyway. The only thing it has that I think is actually worth buying ASAP is the shotgun secondary, especially when paired with the crossbow.
''if you are starting a game solo you probably want to bring hellpod space optimization''
Personally I prefer the UAV booster instead of Hellpod space optimization when playing solo.
'cause I mean, a single supply pack would get you fully kited out. So HSO is only really good if you're expecting to die a lot and be aggressively deploying into fights.
Experimental infusion for combat heavy runs.
UAV for stealth runs.
Or that one booster that lets you ignore terrain slowdown if you're fighting on planets with a lot of nasty terrain.
@@Mirvra Quite the opposite. HSO is only good if you are going to be surviving long enough to actually use your ammo/grenades/stims. Especially with the stims though, it's the most likely to keep you alive longer. But UAV for stealthy runs is definitely reasonable. Infusion is probably the third or fourth pick either way so my point that you, personally, don't need to have it unlocked stands.
@@Sotanaht01 If you can burn through resupplies on a solo run faster than you can call them, I want to know your loadout.
You would probably save more time bringing any of the Boosters that help you move faster. Stamina, Stim, or Muscle Enhancement.
The *click* when suggesting the crossbow needs a nerf lol
Keep up the great content!
I would absolutely love to see every primary be in the state that the crossbow is in now. So useful.
a funny thing that happened pnce was me useing a flame build and someone else useing a suport build so they kept healing me when i was burning my self alive and giving me infinite ammo so i could constantly grill bugs worked realy well
After I watched the video, I should say: you can sell chewing gum to teethless bushmans! Great job, Sir!
I picked Democratic Detonation for my first premium because I liked the look of the WW1 French homage helmet, and the effectiveness of the other items after this update has me pleasantly surprised
Localisation confusion is better than one thinks, especially when you're bogged down in higher difficulties. It helps give you more time to kill off a wave of enemies and disengage before more reinforcements are called in and more patrols walk up to you. On higher difficulties it's too easy to get overwhelmed so even getting lower number of call ins for 30 seconds can be a godsend.
Really appreciate this video. When I started out I spent all my super credits on cosmetics cuz I didn't know you could buy new warbonds with them XD. This is good information to know when I buy my first warbond
The mysterious magnum noise for the senator was a top tier subtle edit
17:40 i hear that mysterious stranger
As a big fan of NV, I had to put it in because it plays in my head every time I draw my big iron on a berserker ;)
Just recently got helldivers and haven't gotten any pf tue packs yet. So i hasn't sure which one to get and the video helped me decide.
A diver that understands strategy and tactics finally.
A lot of other videos people made like this are completely dejected from reality. Glad to have a realistic view point for once. Thanks 👍🏻
Excellent summary and very informative!
Only thing I would politely challenge is the statement that the Breaker Incendiary is useless against bots. It is my absolute favorite against bots because all the small bots will die to one hit, even if that hit is to the leg or otherwise "non-lethal" because of the burning effect, and because it shoots in such a wide arc, I can usually hit as many as three or four clumped up enemies with one shot. It is one of the best qeapons, Imo, for clearing large groups of small bots.
Then just bring a senator for those panic heads hots and an Autocannon for everything else, and you have a nice Assault load out.
A bit of a point on the Flexible Reinforcement Budget: personally, I consider it to be a far better backup option than the one which gives you more reinforcement slots.
I think every single Helldiver out there had been to a mission that went so south that the team is maintained on the last survivor running around long enough for the reinforce to recharge, only to soon die and pass the torch to the next landed diver.
Be it your high-level bug skirmishes or bot civilian extractions, this can give you that edge chance to get the whole team u back up again a lot quicker, and I love it for that. Many times I wished it was there. Few times it actually was.
Also, on the Senator - that's a sidearm I use on Bots almost exclusively. Where with the Bugs I find great utility in using my machine pistol on the semi-auto mode as a way to clear out the small crawlers while saving the primary ammo for something sturdier, on Bots, especially on high levels, I often feel the need to have something harder-hitting to take down these walkers - the armoured ones at higher difficulties.
Though I'm sure the grenade pistol will do that job just as well, once I give it a proper try.
My current go-to Loadout on the Bot Front has been as follows….
Primary - Sycle for the high rate of fire and deep ammo clip. Great for dropping the Troopers and heads off of Devastators.
Pistol: DEagle… mostly for the higher rate of fire and one tap kills on troopers. Personal Preference
Grenade: Impact
Strats: 500kg, Eagle Rockets, Railgun/Recoiless (depending on team loadout), Flex (Depending on team loadout)
sending chargers to the great E710 farm in the sky is my favorite thing i’ve heard you say Kai
Fantastic as always! A minor quibble that ultimately changes nothing: the Purifier actually can one-shot scout walkers! The downside is it requires almost perfect snot placement. You have to hit the walker on the top of one of its legs. This puts the explosion behind the pilot and the splash kills them.
I love the gun, but it certainly is not an accessible weapon, so this keeps the ranking in the exact same spot in my mind 😂
Localization Confusion is a game changer in the base defense mission against bots specifically. The few extra seconds between waves meant EATs could be available to hit dropships just in time.
I must honestly say the fire armor is very good. Fire is just the thing designed against bugs and most people have some sort of fire for those. And yeah more grenades and more stims and such is nice too but being able to run through friendly and own fire is just insane when the enemies cannot have that reduction. Imo the armor alone plus the primary make it a 10/10.
It's really only good if you have an entire team of firebugs lighting up the world. The fewer people dropping the heat, the less useful it is.
@@SamWinters Nah even when I am the only one it is still worth it you can go into the fire yourself and be fine that is very strong
There is one other advantage of fire armour: fire tornado planets.
It really is something. It enables me to stand tall and mighty under a napalm orbital rain, like a badass, closing all the nests and keepin' it hot
@@faessle4067Exactly, you can literally call napalm orbital rain on those big nests, and stand there like a TANK, while the bugs instantly die, leaving the nests free for your taking
I've been looking for this kind of video! Thank you for your service Helldiver :D
I'm just about to have enough super credits to get a war bond, and I was wondering which one to get next, and lo and behold, this video comes to save the day!
Impressive, let´s see Paul Allan’s Warbond!
I know you've never been one for 'meta' but I can't help but feel you've *really* undersold just how strong the cookout is. Against bugs it can literally solo anything that is not a heavy from a bug breach, with no other assistance at all, thanks to the pretty large amount of stagger it puts out and the fire DoT, which got buffed last patch too. The downside is you will run out of ammo doing that, but it's such a strong tool that it can make up for a strategem and it's *so* strong that it even performs okay against bots even though I wouldn't recomend it. Rare for a shotgun in a game it's also not useless out to medium range since the pattern is pretty tight and it still sets bugs on fire, two aplications of said fire is guaranteed to kill a hunter at any range and the hit damage + fire almost always kills them after one at closer ranges. The cookout is so strong that it does enable new types of gameplay because you can rely on it heavilly to clear a path for you vs bugs and it can deal with pretty much any problem including stalkers or alpha commanders with confidence because of the large stagger. Does that make the warbond deserve a higher rank? Hard to say for sure but for me yes, I have all but one warbond right now (and that's on the way) and if I were starting again from 0 I'd probably want to make it my 2nd overall choice and 1st if there was a bug MO on just for the one weapon alone because when I was starting out I was really struggling with just the liberator as the difficulty went up and the cookout is a one shot solution to that problem- even keeping the default frag nades works fine for closing bug holes since you rarely need to stun things with it.
I will say that the grenade pistol has enabled more utility for me overall since I became more experienced so that factors very highy for me too and before the last patch stun nades were incredibly valuble as I got better at the game and went higher in difficulty, and the crossbow vs bots is really working wonders for me right now, so there is definitely competition for the top spots (gas nades have even replaced stun for me currently) and I mostly agree with your overall points and hey ranking is pretty subjective anyway, but I do think you missed that one gun, the rest seems pretty fair
I've been getting a lot of comments similar to this, so I addressed it in a pinned comment. I should have been more clear in the video as to WHY I ranked FF last, and it has nothing to do with the effectiveness of the weapons. I'm well aware of just how powerful the torcher and cookout are on bugs, but that's the thing, they are ONLY good on bugs, which is what drove them down in my list.
I made this list with newer players in mind, or players returning to the game after a long break. I hope that in that frame of reference, the rankings make a bit more sense. If we were just ranking them based on the strength of the weapons, FF would be an easy top 3.
Tbh i find the cookout is just a more ammo-efficient fire breaker but that's just me
I feel the motivational shocks should, on a cooldown, have you recover near instantly from everything. Knockdown? you're up. Ice slow? you're up. Tremors slow? bile or bug acid slowing you? Shake it off. You ain't got time for that get moving! the idea being you trade other potential options for an armor that basically nullifies slows from all sources as long as you are not hit repeatedly.
Viper commando just has too much drip to ignore
Not a single bad thing on the warbond
What is drip? I'm too gen x to understand retard speak.
I really liked the video, lots of great info.
I have a small issue with your explanation of the dominator starting at 16:35. You state that "because it (the dominator) has explosive damage it's also good at popping charger butts, or blasting the arms off of devastators."
Despite being in the "explosive" category the dominator does not do explosive damage in any way. It is capable of popping charger butts and removing devastator arms, but this is not because of explosive damage.
Arrowhead moment. They still don't explain armor pen.
That thermite grenade is definitely going to get a nerf.
Crossbow too. Sad face.
Nah its literally how its supposed to work, it shouldnt explode, just burn the chargers to death
@@SirEdubardo but... it does explode. You're right tho thermite doesn't usually explode irl so i'm assuming it might get removed. Then again it's a thermite grenade, chances are it has a separate explosive payload that activates after the thermite burns out.
They will probably decrease the chance of the thermite actually sticking on targets
Love the comparison and am behind your evaluation of the warbonds. But being mainly a Bot-Diver, the Sickle out of the Cutting Edge Warbond reigns supreme. The super high accuracy with the more or less infinit ammo shredds.
But keep the good work up mate!
The booster for veterans is excellent when teaching new players.
very helpful, i didn't realize democratic detonation was so op
Honestly, it was top of the pile even when the thermite grenade was a party favor. Now that it's the ultimate armor-cracker, the bond is genuinely absurdly good.
@@SamWintersI bought it solely for GL pistol, best decision of my life
This video just popped up on my TH-cam feed; I have not seen your content before. Your commentary is great and funny; love it. Subscribed for democracy! ✌...and gave it a like. 👍
For those who didn't fall for the shallow Sony anger and continued playing, you just had one to unlock as they rolled out. Easy picking.
Chemical Agents and Viper Commandos is a must have if you wanna be the healer. With some dedication, even YOU can become a Healdiver.
As someone who has gotten all of them and have enough Super Credits saved up for two more, I enjoy this video and how you've presented it. Don't fully agree with everything you said here, but I understand where you're coming from so no complaints.
My Medic gun nooooooo! :D While I do agree that it wont save you from an alpha strike, I think the true strength of the medi-pistol is in reserving your more powerful stims!
Leme set the scene: You, bill helldiver, just got absolutely SMACKED by a chainsaw bot. You have all your limbs, but there's a fat chunk of health out of your bar now. Now the medic *could* use a stim to fix you up, but they've only got 6 of those at a max, and who knows when they're gonna find a stim cache or another resupply drop.
The stim pistol lets you say "screw that noise", and heal up your buddy to full so that by the time of the next engagement, they're ready and raring to go! Tis also means that you can conserve your much more powerful stims for those "oh shit they need health" moments.
Enjoyed the ranking nonetheless, just thought I'd put in my two cents!
Of course the explosion section in the explosions game is going to be the best.
My one big disagreement is that localization confusion is useless. It's not very useful if you're playing with an experienced team; but if you're playing with newer or less skilled players, localization confusion is extremely helpful, as it makes it easier for your teammates to escape the infinite spawn loop. Again, experienced helldivers know how to do enough damage or how to escape to prevent being stuck in the endless spawn loop, but this booster can help you rescue newer players until they know how to stop the cycle themselves.
Experienced divers trigger reinforcements just for the memes.
While I dont have ton of experience with the Cookout just yet, a benefit i dont see mentioned much with it is that despite being a shotgun it is remarkably effective anti-air versus Shriekers! Even from afar, i find it only takes 1-2 pellets connecting to ignite the shrieker, after which its almost ensured to die from DoT.
Came in handy when my pals and i accidentally dropped right between 2 large shrieker dens
From my experience, I do get back stamina from the stim pistol. I've used it with other people to let us run endlessly across the map without needing to waste actual stims or wait for stamina regen
It's also great for keeping people topped up, when you take some damage but not enough to warrant wasting a whole stim on, which is especially great when some enemies can oneshot if you're missing even a fraction of health
It's also affected by Experimental Infusion
I am hoping for a stealth focused Warbond. Give us a Gillie Suit, black space-ninja armor, silenced weapons, cloaking. And could call it. SHADOW OPERATOR
Yes, we need this as a warbond 😊
The stim pistol does restore stamina and it's also affected by med armor and experimental stims, and it stacks with itself. The only thing holding the stim pistol back is how bad the projectile is. As it is right now, you have to be proactive rather than reactive with it, but it's also great for out of combat situations.
You and your teammate coming up on an outpost and about to head in? Stim them to give free regen for the initial push and the scratches they'll get. Need to make a push when you're pinned by bot fire? Stim your friend, stim yourself, hit the bricks. Your ballistic shield user is doing the thing they shouldn't be doing (trying to stare down a row of rocket devastators)? Stim that fool, they'll thank you once those rockets hit. You and friends need to dive off a high ledge? Stim that booty. Your heavy armor buddy needs to get to the other side of the map? Park yourself firmly behind them and give them a shot of liberty every time they slow down.
But of course, my favorite use is to angrily stim whoever just dropped a cluster bomb on the entire team.
If your fellow divers don't look like porcupines by the end of the mission, you're not using the stim pistol right.
useful video. thank you. thumbs up. just bought game, went forward w/ the #1 listed warbond based on this video.
great video ! sure it can be helpful to new players or those with very few supercredits
But just a head's up, I'm fairly certain the stim pistol gives back stamina, or at the very least it does when paired with the experimental infusion booster
But yeah, awesome content, keep up the good work man ! :D
If you focus then you can get all warbonds withous spending a cent but just by playing for few days. Simply start any bug mission on Trivial difficulty and run around to look for points of interest, take all supercredits, finish the mission and that's how you get around 50SC per 5-7 minutes
This video help me out a lot I'm a new player on hell diver and you explained everything well thanks just subbed to ur channel for more updates about the game
Played this fame on my stepfather's account, got to level 75, then worked at a summer camp for 2 months, built my own computer with the money i got from that camp, and can now play on my own account, just got to level 18, am 200 super credits away from buying my first warbond and planned to get Democratic Detonation first because the Eruptor is my favorite gun, the grenade pistol is just too good not to have, but having those two weapons alone allows for a large variety of weapon loudouts that can handle any situation and i like that, when i eventually work back up to max again i think ill use the Sickle against bugs, Plasma Punisher against bots, Eruptor against anything difficulty 6 and below, and just mess around with whatever secondary, grenades, and armor
After the buffs, the plasma punisher is a single shot for scout striders.
Also I love tossing a thermite on a fabricator and dipping out b4 any bot has a clue.😊
1:19 i have a really good loadout for the bugs
Stratagems:
eagle napalm airstrike
Orbital napalm barrage
Flam-40 flamethrower
Incendiary mines
Weapons:
Flam-66 torcher
P-72 crisper
G-13 Incendiary
impact(grenade)
Armour:
I-09 heatseeker(and helmet)
Purifying eclipse(cape)
I agree with this list as I have unlocked all the top 4 by now.
The accent is awesome man keep up the good work
me going in looking like a Soldier on the wrong side of WWII
beautiful video! all well explained .
The thermite alone was all I needed to make my decision for what warbond to buy.