They could give this mission type a "sample vault" way in the back (past the generators) that you can do terminal puzzles to open during the mission, so you risk having 1-2 less guys fighting the enemy to potentially get loads of samples/medals/credits/whatever
The Spear problem is that it needs to have at least almost 100% of the enemies model visible to lock, that's why it sometimes does not lock on fabricators because there is a stupid fence or sometimes even a pole can block the lock system...
It's kinda nutty to think that we had working javelin targeting in games as far back as the 7th console generation but for some reason it just can't work in this engine. Spear really needs to just be reworked at this rate just so it can be a consistent choice for anti-armor/emplacements.
It's not even a full model, I've targeted a clear LOS laser turret, it failed to destroy it out of the 2 shots that impacted onto the model, SPEAR needs a complete and total rework. Yeah we've had Javelins that worked in MW2 yet somehow, a game that's been in development (I doubt that at this point) for over 7 years... yet we have this kind of a bug just goes to show you the pure horrible state of the gaming industry as a whole.
@@hawk9mm To be fair, look up the engine that HD2 is on: Bitsquid The engine hasn't been supported since 2018, so the devs have just been stapling more and more onto it and seeing how far it'll go. Think kinda like Team Fortress 2 for example, where the engine is so old, the patched code over time became labyrinthian to the point of devs noting in the game's files that they had no idea why some things were even happening in the game. Now imagine if Valve didn't own and create that engine? True nightmare-fuel. And God only knows if the same people at Arrowhead that made most of the changes have been employed there the whole time or been keeping track of every single alteration due the nature of the studio's size. There could be serious technical debt in the background that will catch up to them as the game ages. Great example of that is 343 Industries with Halo Infinite and the Slipspace engine, where the actual people that made the engine left the company over the years and no one else knew how it worked. It got so bad that they will now be using Unreal because of the damage it dealt to the game. It will be very, very interesting to see how this game ages before it hits the point where they have to make a new engine or switch to something else.
you just have to get high ground which most of the time you can but then you are just off in your own world which is fine sometimes. Its very map dependent though.
@@Moogle you need full view even when high up. just today a little fence was in the way of a fabricator i could clearly see, and i was only about 150 meters away or so.
bugs are just insanely janky as well. hunters can jump through solid objects once the animation starts. chargers do whatever the fuck they want and dead titans just glitch and chill there before sinking into the ground. not to mention how many times it happens to me when a dead bug calls in a breach
i believe mortars target the closest enemies, and it just so happens that bugs like to get really close. usually it goes down like this: teammate deploys mortar, bugs come and attack, i kill bugs, 3 seconds later, i explode when theres no enemies around me. huge mortar value ems mortars are still really good though
@@Christinson_ He said bringing Mortars to a bug mission is bad. Mortars are good for any Eradication mission, bugs or bots. They are unacceptable for most bug missions. But not Eradicate or High Value Assets.
This could be completely incorrect, but as far as I know Chargers are flame resistant when it comes to the DoT portion of the damage, so I'm not sure that letting it stew would kill it all that fast. With all the flame buffs, it's worth testing out, though.
I'm glad we've got the same idea on doubling down on anti-tank with EAT/croissant combo. Start with quasar, switch to EAT to finish off the titan and then pick quasar back so it's already cooled down(unless you're on hot planets). Would recommend having autocannon sentry on high ground as anti-titan tool as well, Napalm or Cluster Bomb is good for hordes but Tesla + primary usually does the job anyway.
4:00 Yeah, this game still has quite a few other hitboxes that are completely messed up and extend way higher than they should. Most notably: The spore pods that spawn on some planets. DO NOT try to fire over them while crouched (or at all, really) unless you want to get yote.
I soloed this mission yesterday when I accidentally died around the rocks outside of the north gate, it respawned me just close enough to get on the rocks and I managed to aggro all the bugs towards me instead of the batteries. You can call blue stratagems down on the rock without them bouncing, but bile titan legs were still able to glitch/reach into the mountain to destroy sentries.
Ive found that if you drop on top of the hill the bugs will all pile up against the bottom of the hill. I could've won if I had closed all the doors and this was done on solo 9.
Supposedly, if you keep the gates open, and thus unbroken, the bug breaches stay outside the basement. When a gate is broken, bugs can spawn inside of that gate. This is worth testing whether true or not
I'm not big on mortars, but the autocannon sentry has become a mainstay in my loadout. It's incredible at taking out Bile Titans and Chargers, and it's got decent uptime.
It's a really fun mission, if it is not against bugs. When I just play solo and want to get over it I use morters, otherwise just normal turrets or not even that
The bugs calling in a bug breach has gotta be a oversight. It messes up the spawns, had a match where the bugs spawned at the extract due to a small bug pathing its way to a little corner to the extract and call in a bug breach
half the time in group play this mission is dead quiet, its just fucked in general. Lazy dev work, these missions have almost zero effort put in (not even an insult its just a simple mission) but somehow they are still bugged af.
This mission seems really inconsistent with the spawn RNG. First time I ran it at 7 with 2 friends, we got overran by bile titans spawning in the middle yard by the 2nd rocket. Ran it again with 3 friends, we only saw 1 charger and 1 bile Titan the whole 20mins. None of the bugs made it halfway into the first yard.
Me and my friends tried out first diff 7 mission on one of these missions against automatons. First bot drop included a tank, which immediately one shot one of the first doors. Second bot drop had 2 hulks and a factory strider. Third had 2 more tanks, etc. We ended up losing pretty quickly and I think we got somewhere around 7-8 tanks in the few minutes it took us to lose.
On the topic of the spear, tried it out for the first time a couple days ago and was very disappointed. Yes, the lock-on is broken but I couldn't even one-shot the bot base bunkers from the side. Not sure if it's bugged or if the shots just got blocked by something I couldn't see (it was a snow/blizzard planet). In either case, I wish it would work more like the IRL Javelin and hit things top-down that way it would avoid most random things in the way.
These missions feel completely rng. Half the time you're bored out of your mind, half the time you lose all the gates by missile 1. I think it's improperly balanced with how bugs can call in breaches, all it means is that it's easy as long as you're killing every bug, but as soon as you slip an inch, a few extra breaches happen and it's as good as over with 4+ titans on the way at once.
I've noticed you can two shot the bile titans shooting with EAT/Recoiless/quasar in it's tail. So when they're walking away from you or chasing someone else you have a bigger area to aim for than just the forehead. And I don't mean it's bile sack, but his armored tail.
I just wanna say too, the "Fire" setup with Flamethrower, Shield backpack, Napalm with any anti-armor, I prefer rail-cannon strike, and this mission is CAKE with someone just holding the other side correctly.
I don't mind mortars existing as the easy mode for some maps, it's not hard to just *not* use them or not set down all of them at once. That said the one time I tried running that map with 0 mortars at all between the team we had a hulk and tank get dropped in front of our generator while we had doors available... so now I just see the mortars as my good luck charm if nothing else.
the part "problem" motar i guess is the angency, you just place a motar at a random saft spot 3 minute each, which arent that much player input, and player input = fun (if the game is good, which i believe it is, mostly), at least most of the time
It's... it's not designed for solo at all. I really hope no one starts calling that a bad thing. It's super fun to take a new player into this mission at high level. Makes a different playstyle worthwhile, and you can always do operations that don't have that mission type, and vice versa for others.
It's weird to have that gripe with mortars but not with tesla towers. I get that in this mission type mortars are a bit safer, but in both cases they "play the game for you"
I’ll say it now, this mission is not meant to be solo played. You don’t have enough firepower to hold of the enemy advance, and once the first two barricades fall, you pretty much lose. However, doing this in a team, be that friends or randoms, is the most fun you can have with this game. Especially when they lock the gate in front of your nose and a bile titan’s corpse is on the gate controls, leaving you on the bug side with a fully loaded Breaker incendiary, guard dog and quasar cannon while the team is providing fire support. You’re not locked in there with the bugs, the bugs are locked in there with you.
@@KsnypsAdventures It does sound kind of weird. Kind of like when people online say "I said it before and I'll say it again" kind of thing. Not that it matters all that much
Automatons have a tendency to move slowly, shoot from a distance and get stuck on dead Tanks so it's fairly easy to manage. Bile Titans and Chargers don't give a fuck about corpses and can instantly overwhelm the generators. Without room to kite them bugs are actually pretty scary.
Mortar is fine the problem is the other turrets. They don't have enough ammo and don't stay on play. Rocket tower or autocannon could be viable here instead of arc thrower tower, but they empty so fast shooting at corpses and walls. They need to fix stratagem bouncing too.
Napalm is ridiculous with the ship upgrade now, I dropped one on a bug hole and ran away it got me over 30 kills by itself lol that was only on level 7 too
In terms of difficulty I think people forget that Arrowhead already had to nerf the bugs on higher difficulties because how insane the amount of chargers and bile titans that were spawning in.
That happened because they nerfed the railgun which at the time was the only meaningful way to handle chargers. A bug also made it insane vs bile titans
The bug is kinda inconsistent, though. Even within a single mission, sometimes my napalms rack up the kills, and other times it does absolutely nothing.
@@Legendary_Honey napalm is different I believe, I think it has an initial hit maybe then burn. A lot of things work like this, like eruptor shrapnel. I wouldn't say its inconsistent though, its very much constant. Fire is useless unless host.
bro it was a 2 day mission, it was a filler. Won't be a week lol. There were no new missions when the last one expired either, in a day or less there was a new one.
Ope, they just added a defense campaign on Estanu. Had a blast last night farming almost 70 samples per priority evac missions with people who actually know the game mechanics.
only EMS mortar is good for bugs, the normal one does not kill titans fast and tk's alot, i like better autocannon/ems if i wish to run sentries that is
I guess I got super lucky. I did this missions against bugs for the first time on helldive and we got 4 maybe 5 titans the entire game. I was low key disappointed my quasar and Railcannon weren’t getting much use compared to the number of hulks and tanks I faced on the bot side on suicide mission.
I'd like to see some testing on if localization confusion works for these missions, with how scripted it is I would be surprised unless its using the same timer variable
I think this mission would benefit from having each set of 2 missiles count as an objective on its own. That way, failing at 6/8 does not feel terrible
I have only played this a few times because so many people now are just playing the extract essential personnel mission. Leaving the other two missions undone. Waste of a helldiver drop only getting 8 medals at a time all to farm samples. I joined 4 different groups on SOS and all 4 were doing it. It's very frustrating. This is the only mission where the HMG turret is useful.
I know I just asked for a vid for the last comment but my current difficulty is 5 do u know what’s the best mission for samples for that difficulty or 6
Tesla tower is great but you really need to think about where you place it but it's basically unusable anywhere near teammates as they will generally get to close to it and be zapped, they'll destroy it on purpose or by accident with mortars or just flat out kick you for having it in your loadout. Usually go only slide by with using it as you're running away from a breach or somewhere you don't plan on being back to for a bit just to clear a little.
Stop bringing nothing but Mortor sentries. Auto cannon sentry will destroy ALL heavy enemies while you use a Gatling and EMS sentry to hold and chew through the mooks
imho if they're going to have units (bile titans) this powerful, this frequently, there need to be less restrictive strategies for dealing with them. fire should work, mid armor to the undercarriage should work, ect. obviously dedicated anti-tank options should be the *best* but other stuff should be viable if sub-optimal.
I mean, the reality is that it is not hard for a team of 4 players to deal with them. Two people can take quasar/recoiless and a railcannon, while one of the other two take EAT and drop it off of cooldown for anyone to use. That will handle them all with relative ease. The problem comes when you have solo players whining that the game isn't scaled around solo, all the while using regular mortars against bugs and then proceeding to complain about them. Also, titans can be killed by HMG and autocannon to the tail (auto cannon not being too bad on ammo, while HMG is not so good) as well as be killed by many other weapons. Even if many of those weapons are not efficient, they will still cause serious damage to the point of allowing them to be finished in fewer shots or a railcannon if need be. There are quite a few ways to kill them, but helldive solo on anything but roaming missions where you can run away and despawn extreme amounts of enemies was never going to be viable. And make no mistake, most enemies even on this channels videos ARE being despawned when he is soloing helldive.
Between this mission type (bugs specifically) and the rate factory striders spawn (2-3 at a time on Helldive), I think devs are really trying to discourage solo play.
they're definitely trying, but I really wish they'd slow down with missions like this, scientist evacuate and extermination. there's something nice about hunting objectives on an open field with no idea if and when someone will come down to lend a hand. And waiting for people to get in the damn hellpods so you can select a drop point and start looking at what loadout to bring gets really frustrating when a random joins
we play helldive and spam dual mortar and autocannon sentry. mortar deal with small to medium super easy. while autocannon clean titan like nothing. everyone else carries Quasar or EAT for anything else like charger and surviving titan.
Hi, Can you do a "All primary weapon testing and pen testing vs all enemy types video"? Would love to see your review and recommendations as well for all current primaries.
no need, most weapons are really bad. bots Dominator > Scorcher > Eruptor > Slugger > Punisher in the order of dominator being the better overall pick most of the time bugs incendiary breaker > Sickle > breaker spray & pray > Eruptor > breaker
Yeah this mission is super RNG, I played 3 of em yesterday and on our first one we had 7 BTs on the map within like 3 minutes, and on the other 2 we had like 3 or 4 the entire mission. Difficulty 8 btw.
Yeah, the stun grenade doesn't stop bile titans anymore... but why doesn't it give some kind of slow, at least? I feel like antitank playstyle is kind of a joke rn
Bro, this mission is sus. Whenever I try to solo it, the game spawns me 10 Bile Titans back to back, but when I play with randoms, we’re lucky if 3 of them show up.
Yea; on bot side I had typical runs with an even split, then the next run we had 20+ tanks exclusively with minimal trash. The idea of variety is nice, but they probably need to adjust it a bit.
I generally think bugs are way harder than bots. Maybe I just don’t get it and don’t have good loadouts or something but Chargers and Bile Titans are generally harder to take out than Hulks and Tanks. And then Hunters are harder than Berserkers because they just get to you so much faster and in higher quantity. Then Spewers are more brutal than Devastators because they melt you so fast. Maybe I’m just bad and don’t get it. But I like Bots way more.
Love these defense missions, but what the heck is up with the rewards you get NOTHING for these haha. Would be nice if they put some samples around extraction at least.
i played level 7. no chargers and maybe 1 bile titan show up. only nursing spewer, they never made it past the front gate. i guess i was lucky, but it was boring.
I'm starting to lean into this camp, too. Ever since they changed the enemy spawns, hunter swarms ruined bugs lol. Only thing is that bots now have ATATs which are nuts.
@@TheMMObro Well, bots have been easy since the rocket nerf, which changed everything. With that said, hunters are not 'that' bad. What is bad is that way too many players choose to not kill them first. If a charger is charging you with 15 hunters behind it. The hunters should always be the first things you kill as you keep dodging the charger. Instead, most players I see will focus 100% on downing the charger as hunters leap at them, forcing stim spam. If a patrol has 5 brood commanders, 10 hiveguards, a bile spewer and only 2 hunters... those hunters still need to be the first to die no matter what. Yet most people would deal with the spewer first and then focus on the commanders as if their lives depended on it. It is what it is, but in most cases it is an issue with players making the wrong choice that makes hunters annoying 'most' of the time.
shield will save you from a hit or two and goes on CD. stun grenades do nothing against tanks and have a finite amount of uses until resupplied. mortars last 3+ minutes and fire from safety at anything in range.
Bruh I just take out ppl’s mortars until they get the hint. I also let ‘em know in the pre-game lobby that mortars will kill us as indiscriminately as the bugs on this mission n we should only take ems if they need that fix.
@@OhDough Of course it is. On everything. Lol especially when that spot is the size of a horizontal book with rockets knocking off your aim, and flamethrowers melting you instantly.
@@Wolf37f Eh, easier to land headshots on hulks with autocannon, AMR or quasar, than it is 2 tapping (in a row) a titan. The hitbox for the head isn't what it seems, nor is it what it 'should' be imo
I've started to kill Mortars on roaming missions. I'll allow it to get some value, but if we have to push into the objective, that Mortar has got to die or it will kill us. No hard feelings Mortar players, its just the way it has to be.
Makes no sense on bugs unless it is EMS. On bots it is insanely good. Sadly, way too many people bring it to bug missions and it hardly ever does anything... apart from nuking the team.
Against bugs yea... not sure why he even bothered to try taking them to a frickin bug mission where targets are always running up on you at all times. Bots on the other hand, it makes this very same mission an absolute joke (same with kill missions). Bots are slow enough even in roaming missions that mortars can almost handle an extraction themselves, assuming the heavies get cleaned up in another way quickly.
I think both bots and bugs are hard asf depending on which side you play more it very mission dependent but I will say in my opinion bugs are easier I love play on helldive difficulty but bots man on helldive is fucking ww2 but everywhere you walk you can say well bugs feel like being put in that trench from king kong its very much dependent on what missions you do but no matter what idc eradication is like the craziest mode and ngle they need to at least increase the map size for that mission by like at least 2
They could give this mission type a "sample vault" way in the back (past the generators) that you can do terminal puzzles to open during the mission, so you risk having 1-2 less guys fighting the enemy to potentially get loads of samples/medals/credits/whatever
At the beginning when you said "Group play's a bit different I'll explain later. It's later-" That got me laughing, caught me off guard lol
Same! Perfect comedic timing due to no one else doing it
Fr that’s why I watch this guy’s stuff. Man’s got some personality
its pretty easy when you're not solo. Fun and much better than whatever the fuck eradication is suppose to be
A squad of 4 with lots of sentries makes the mission a waiting sim for the bugs
@@Jumpboy5100 in before the devs fuck with it
@@G.I_Janehere's hoping it needs to be alot harder
That can be said of any mission tho
@@Shadowdash66X no tf it ain’t. Stop the cope on civilian evacuation and eradication
And then they bring back this mission on the bot side, with striders dropping in...
Ho, fuck...
They really should one on both sides make the team work
Theres a reason why there are no planet defenses on the bot front atm...
It does still exist on the bot side, it's a defense mission so whenever a planet gets attacked it's gonna be there
I mean you can pull off striders with autocannon, you can't do same with titans
The Spear problem is that it needs to have at least almost 100% of the enemies model visible to lock, that's why it sometimes does not lock on fabricators because there is a stupid fence or sometimes even a pole can block the lock system...
It's kinda nutty to think that we had working javelin targeting in games as far back as the 7th console generation but for some reason it just can't work in this engine. Spear really needs to just be reworked at this rate just so it can be a consistent choice for anti-armor/emplacements.
It's not even a full model, I've targeted a clear LOS laser turret, it failed to destroy it out of the 2 shots that impacted onto the model, SPEAR needs a complete and total rework. Yeah we've had Javelins that worked in MW2 yet somehow, a game that's been in development (I doubt that at this point) for over 7 years... yet we have this kind of a bug just goes to show you the pure horrible state of the gaming industry as a whole.
@@hawk9mm To be fair, look up the engine that HD2 is on: Bitsquid
The engine hasn't been supported since 2018, so the devs have just been stapling more and more onto it and seeing how far it'll go. Think kinda like Team Fortress 2 for example, where the engine is so old, the patched code over time became labyrinthian to the point of devs noting in the game's files that they had no idea why some things were even happening in the game. Now imagine if Valve didn't own and create that engine? True nightmare-fuel.
And God only knows if the same people at Arrowhead that made most of the changes have been employed there the whole time or been keeping track of every single alteration due the nature of the studio's size. There could be serious technical debt in the background that will catch up to them as the game ages. Great example of that is 343 Industries with Halo Infinite and the Slipspace engine, where the actual people that made the engine left the company over the years and no one else knew how it worked. It got so bad that they will now be using Unreal because of the damage it dealt to the game.
It will be very, very interesting to see how this game ages before it hits the point where they have to make a new engine or switch to something else.
you just have to get high ground which most of the time you can but then you are just off in your own world which is fine sometimes. Its very map dependent though.
@@Moogle you need full view even when high up. just today a little fence was in the way of a fabricator i could clearly see, and i was only about 150 meters away or so.
Hands down the best and most enjoyable mission in the game vs. bots. Against bugs? Worst most frustrating mission in the game.
Does the mission show up when planets don't need defensive because I can't see it
@@JAy-dx1xb I have only seen it on defensive planets as well.
@@JAy-dx1xbno, only when the planet has a defense campaign
completely agree
Yeah I wasn’t a fan of it vs bugs. Bugs are too fast for the short length they have to travel to be reasonable
bugs are just insanely janky as well. hunters can jump through solid objects once the animation starts. chargers do whatever the fuck they want and dead titans just glitch and chill there before sinking into the ground. not to mention how many times it happens to me when a dead bug calls in a breach
Looks like they haven't learned why evac missions were the least favorite missions and had the highest failure raite
Now this is what you do if someone disses your fine mortar. Mortar gang where you at?
Bringing mortars to a bug mission should be a Class S felony.
Why?
i believe mortars target the closest enemies, and it just so happens that bugs like to get really close. usually it goes down like this: teammate deploys mortar, bugs come and attack, i kill bugs, 3 seconds later, i explode when theres no enemies around me. huge mortar value
ems mortars are still really good though
@@Christinson_ He said bringing Mortars to a bug mission is bad. Mortars are good for any Eradication mission, bugs or bots. They are unacceptable for most bug missions. But not Eradicate or High Value Assets.
fair enough
mostly true but if its my personal order im using it
This could be completely incorrect, but as far as I know Chargers are flame resistant when it comes to the DoT portion of the damage, so I'm not sure that letting it stew would kill it all that fast. With all the flame buffs, it's worth testing out, though.
doubt it
I'm glad we've got the same idea on doubling down on anti-tank with EAT/croissant combo. Start with quasar, switch to EAT to finish off the titan and then pick quasar back so it's already cooled down(unless you're on hot planets).
Would recommend having autocannon sentry on high ground as anti-titan tool as well, Napalm or Cluster Bomb is good for hordes but Tesla + primary usually does the job anyway.
4:00 Yeah, this game still has quite a few other hitboxes that are completely messed up and extend way higher than they should.
Most notably: The spore pods that spawn on some planets. DO NOT try to fire over them while crouched (or at all, really) unless you want to get yote.
I soloed this mission yesterday when I accidentally died around the rocks outside of the north gate, it respawned me just close enough to get on the rocks and I managed to aggro all the bugs towards me instead of the batteries. You can call blue stratagems down on the rock without them bouncing, but bile titan legs were still able to glitch/reach into the mountain to destroy sentries.
You're my goto for info. Thanks for the effort you're putting in. Hope we cross paths sometime on a public match.
Ive found that if you drop on top of the hill the bugs will all pile up against the bottom of the hill. I could've won if I had closed all the doors and this was done on solo 9.
Supposedly, if you keep the gates open, and thus unbroken, the bug breaches stay outside the basement. When a gate is broken, bugs can spawn inside of that gate.
This is worth testing whether true or not
base*
I'm not big on mortars, but the autocannon sentry has become a mainstay in my loadout. It's incredible at taking out Bile Titans and Chargers, and it's got decent uptime.
It's a really fun mission, if it is not against bugs. When I just play solo and want to get over it I use morters, otherwise just normal turrets or not even that
The bugs calling in a bug breach has gotta be a oversight. It messes up the spawns, had a match where the bugs spawned at the extract due to a small bug pathing its way to a little corner to the extract and call in a bug breach
half the time in group play this mission is dead quiet, its just fucked in general. Lazy dev work, these missions have almost zero effort put in (not even an insult its just a simple mission) but somehow they are still bugged af.
This mission seems really inconsistent with the spawn RNG. First time I ran it at 7 with 2 friends, we got overran by bile titans spawning in the middle yard by the 2nd rocket. Ran it again with 3 friends, we only saw 1 charger and 1 bile Titan the whole 20mins. None of the bugs made it halfway into the first yard.
Me and my friends tried out first diff 7 mission on one of these missions against automatons. First bot drop included a tank, which immediately one shot one of the first doors. Second bot drop had 2 hulks and a factory strider. Third had 2 more tanks, etc. We ended up losing pretty quickly and I think we got somewhere around 7-8 tanks in the few minutes it took us to lose.
On the topic of the spear, tried it out for the first time a couple days ago and was very disappointed. Yes, the lock-on is broken but I couldn't even one-shot the bot base bunkers from the side. Not sure if it's bugged or if the shots just got blocked by something I couldn't see (it was a snow/blizzard planet). In either case, I wish it would work more like the IRL Javelin and hit things top-down that way it would avoid most random things in the way.
8/10 yapping
These missions feel completely rng. Half the time you're bored out of your mind, half the time you lose all the gates by missile 1.
I think it's improperly balanced with how bugs can call in breaches, all it means is that it's easy as long as you're killing every bug, but as soon as you slip an inch, a few extra breaches happen and it's as good as over with 4+ titans on the way at once.
I've noticed you can two shot the bile titans shooting with EAT/Recoiless/quasar in it's tail.
So when they're walking away from you or chasing someone else you have a bigger area to aim for than just the forehead.
And I don't mean it's bile sack, but his armored tail.
Woord, I'll try that out
Ive had the most succes with EAT + mech + tesla and ems mortar. Because whenever eat isnt enough i can hop into the mech to quckly kill a a few titans
I just wanna say too, the "Fire" setup with Flamethrower, Shield backpack, Napalm with any anti-armor, I prefer rail-cannon strike, and this mission is CAKE with someone just holding the other side correctly.
I don't mind mortars existing as the easy mode for some maps, it's not hard to just *not* use them or not set down all of them at once. That said the one time I tried running that map with 0 mortars at all between the team we had a hulk and tank get dropped in front of our generator while we had doors available... so now I just see the mortars as my good luck charm if nothing else.
the part "problem" motar i guess is the angency, you just place a motar at a random saft spot 3 minute each, which arent that much player input, and player input = fun (if the game is good, which i believe it is, mostly), at least most of the time
It's... it's not designed for solo at all. I really hope no one starts calling that a bad thing. It's super fun to take a new player into this mission at high level. Makes a different playstyle worthwhile, and you can always do operations that don't have that mission type, and vice versa for others.
Nothing to add here
Good to see it's not only my skill issue giving me a a hard time on this mission (solo)
It feels like the hit box of the Tesla Tower is also it's attack range. It's ridiculous how big it is.
It's weird to have that gripe with mortars but not with tesla towers. I get that in this mission type mortars are a bit safer, but in both cases they "play the game for you"
Not even close. Guess which one needs line of sight on top of having a shorter range
Bugs are harder because of hunters lol! You always have to have a fast crowd control weapon and you can’t take cover.
Incendiary mines with max fire upgrades are really good on this mission too.
I’ll say it now, this mission is not meant to be solo played. You don’t have enough firepower to hold of the enemy advance, and once the first two barricades fall, you pretty much lose.
However, doing this in a team, be that friends or randoms, is the most fun you can have with this game. Especially when they lock the gate in front of your nose and a bile titan’s corpse is on the gate controls, leaving you on the bug side with a fully loaded Breaker incendiary, guard dog and quasar cannon while the team is providing fire support. You’re not locked in there with the bugs, the bugs are locked in there with you.
LOL why are you starting your comment off with iLL sAY It nOw
@@Pedro-uk2vf Is that a problem?
@@KsnypsAdventures It does sound kind of weird. Kind of like when people online say "I said it before and I'll say it again" kind of thing. Not that it matters all that much
Automatons have a tendency to move slowly, shoot from a distance and get stuck on dead Tanks so it's fairly easy to manage. Bile Titans and Chargers don't give a fuck about corpses and can instantly overwhelm the generators. Without room to kite them bugs are actually pretty scary.
Mortar is fine the problem is the other turrets. They don't have enough ammo and don't stay on play. Rocket tower or autocannon could be viable here instead of arc thrower tower, but they empty so fast shooting at corpses and walls. They need to fix stratagem bouncing too.
They should make the EMS orbital be a stronger kind of stun that can stun titans and future units that cant be stunned normally.
Napalm is ridiculous with the ship upgrade now, I dropped one on a bug hole and ran away it got me over 30 kills by itself lol that was only on level 7 too
In terms of difficulty I think people forget that Arrowhead already had to nerf the bugs on higher difficulties because how insane the amount of chargers and bile titans that were spawning in.
That happened because they nerfed the railgun which at the time was the only meaningful way to handle chargers. A bug also made it insane vs bile titans
I used autocannon turret, 500, falmethower and laser guard dog - cannon can deal with titans veeery fast, so i was focused only on small fry
"I wish there was a bigger incentive to not bring mortars"
The tenth TK of the mission:😎
Can confirm the bug where anyone other than the host that uses dot dmg weps/call ins will still deal 0 damage.
The bug is kinda inconsistent, though. Even within a single mission, sometimes my napalms rack up the kills, and other times it does absolutely nothing.
@@Legendary_Honey napalm is different I believe, I think it has an initial hit maybe then burn. A lot of things work like this, like eruptor shrapnel. I wouldn't say its inconsistent though, its very much constant. Fire is useless unless host.
@@Legendary_Honey Yea, no real logic to it, which is likely why it isn't quite fixed yet.
Welp, the last defense campaign just expired, and there are no new defense campaigns, so perhaps we'll just have to wait another week.
bro it was a 2 day mission, it was a filler. Won't be a week lol. There were no new missions when the last one expired either, in a day or less there was a new one.
Ope, they just added a defense campaign on Estanu. Had a blast last night farming almost 70 samples per priority evac missions with people who actually know the game mechanics.
only EMS mortar is good for bugs, the normal one does not kill titans fast and tk's alot, i like better autocannon/ems if i wish to run sentries that is
I guess I got super lucky. I did this missions against bugs for the first time on helldive and we got 4 maybe 5 titans the entire game. I was low key disappointed my quasar and Railcannon weren’t getting much use compared to the number of hulks and tanks I faced on the bot side on suicide mission.
If the weapon that you were talking about is not locking on properly that means that you're too far you have to be closer
I'd like to see some testing on if localization confusion works for these missions, with how scripted it is I would be surprised unless its using the same timer variable
You are far better gamer than me, but at the end there, when there's mortars up and know not to stand where a bug was moments before! :D
I think this mission would benefit from having each set of 2 missiles count as an objective on its own. That way, failing at 6/8 does not feel terrible
I have only played this a few times because so many people now are just playing the extract essential personnel mission. Leaving the other two missions undone. Waste of a helldiver drop only getting 8 medals at a time all to farm samples. I joined 4 different groups on SOS and all 4 were doing it. It's very frustrating. This is the only mission where the HMG turret is useful.
I love the manned heavy machine gun turret. Not the best, that’s for sure, but it’s definitely fun :D
I'm a big fan of it too
I know I just asked for a vid for the last comment but my current difficulty is 5 do u know what’s the best mission for samples for that difficulty or 6
Tesla tower is great but you really need to think about where you place it but it's basically unusable anywhere near teammates as they will generally get to close to it and be zapped, they'll destroy it on purpose or by accident with mortars or just flat out kick you for having it in your loadout.
Usually go only slide by with using it as you're running away from a breach or somewhere you don't plan on being back to for a bit just to clear a little.
Stop bringing nothing but Mortor sentries. Auto cannon sentry will destroy ALL heavy enemies while you use a Gatling and EMS sentry to hold and chew through the mooks
this is the hardest when it bugs out, and rockets refuse to launch.
imho if they're going to have units (bile titans) this powerful, this frequently, there need to be less restrictive strategies for dealing with them. fire should work, mid armor to the undercarriage should work, ect.
obviously dedicated anti-tank options should be the *best* but other stuff should be viable if sub-optimal.
I mean, the reality is that it is not hard for a team of 4 players to deal with them. Two people can take quasar/recoiless and a railcannon, while one of the other two take EAT and drop it off of cooldown for anyone to use. That will handle them all with relative ease.
The problem comes when you have solo players whining that the game isn't scaled around solo, all the while using regular mortars against bugs and then proceeding to complain about them. Also, titans can be killed by HMG and autocannon to the tail (auto cannon not being too bad on ammo, while HMG is not so good) as well as be killed by many other weapons. Even if many of those weapons are not efficient, they will still cause serious damage to the point of allowing them to be finished in fewer shots or a railcannon if need be. There are quite a few ways to kill them, but helldive solo on anything but roaming missions where you can run away and despawn extreme amounts of enemies was never going to be viable. And make no mistake, most enemies even on this channels videos ARE being despawned when he is soloing helldive.
Between this mission type (bugs specifically) and the rate factory striders spawn (2-3 at a time on Helldive), I think devs are really trying to discourage solo play.
Yes, devs don't want you to play solo.
they're definitely trying, but I really wish they'd slow down with missions like this, scientist evacuate and extermination. there's something nice about hunting objectives on an open field with no idea if and when someone will come down to lend a hand. And waiting for people to get in the damn hellpods so you can select a drop point and start looking at what loadout to bring gets really frustrating when a random joins
Still seems like EAT + quasar is the plan, to spam anti-tank, even if we don't use mortars, regardless of defense type
hey dough are you going to do the new Remnant 2 dlc?
I plan on doing some stuff for that, ravenswatch and v-rising
we play helldive and spam dual mortar and autocannon sentry. mortar deal with small to medium super easy. while autocannon clean titan like nothing. everyone else carries Quasar or EAT for anything else like charger and surviving titan.
I have a load of fun with these missions, even though it's not the most materially rewarding. I don't play solo though.
Yeah, the mission is fun, but it needs some kind of rewards other than medals and xp. Maybe 5SC per rocket launched?
Hi, Can you do a "All primary weapon testing and pen testing vs all enemy types video"? Would love to see your review and recommendations as well for all current primaries.
no need, most weapons are really bad.
bots
Dominator > Scorcher > Eruptor > Slugger > Punisher in the order of dominator being the better overall pick most of the time
bugs
incendiary breaker > Sickle > breaker spray & pray > Eruptor > breaker
Interesting, I thought EMS Strike didn't stun titans. I must have missed the time I tried.
It used to only if you threw a stun nade while it was I'm the ems strike
Yeah this mission is super RNG, I played 3 of em yesterday and on our first one we had 7 BTs on the map within like 3 minutes, and on the other 2 we had like 3 or 4 the entire mission. Difficulty 8 btw.
I love mortars.
Unironically.
Love em.
Yeah, the stun grenade doesn't stop bile titans anymore... but why doesn't it give some kind of slow, at least? I feel like antitank playstyle is kind of a joke rn
Does your brightness look the same when you're playing as it is in the video? Why is it so fucking dark? Can't see anything
that's the mission lighting and yeah, it's mad dark.
Would be cool for you to take in consideration playing missions at daylight for better visibility, otherwise very good vid 👍🏻
Oh shit I didn’t know they brought this mission in for bugs. I know this mission type is flawed but I kinda love it
My only gripe is that it is way too long for not having samples and other pick ups.
Bro, this mission is sus. Whenever I try to solo it, the game spawns me 10 Bile Titans back to back, but when I play with randoms, we’re lucky if 3 of them show up.
i played this mission twice in a row on level 8 yesterday. first game there were 20+ bile titans, then only 3 the second game. not sure why lol
Yea; on bot side I had typical runs with an even split, then the next run we had 20+ tanks exclusively with minimal trash. The idea of variety is nice, but they probably need to adjust it a bit.
i got a, "Oops, all biletitans" my first run. it did not go well.
I use mortars for the same reasons I use Tesla Tower and 380
Ems is better for not team killi-Oooooooh I see what your stepping in lol
Can put Tesla tower by gen. It probably won’t hurt it.
OhDough you must love todays PO lol
Just saw it lmao
I generally think bugs are way harder than bots. Maybe I just don’t get it and don’t have good loadouts or something but Chargers and Bile Titans are generally harder to take out than Hulks and Tanks. And then Hunters are harder than Berserkers because they just get to you so much faster and in higher quantity. Then Spewers are more brutal than Devastators because they melt you so fast. Maybe I’m just bad and don’t get it. But I like Bots way more.
Why are these missions not showing up for me
I’m gonna use whatever makes a mission easier. Mortars work. So I use them.
Sometime it will bugged ,the rocket stuck and not launching forever..
Solo = difficult.
With fireteam = easy.
Gonna need an AT Sentry for this one
Defense Mission is only good with Bots and Extraction is only decent with Bugs.
Love these defense missions, but what the heck is up with the rewards you get NOTHING for these haha. Would be nice if they put some samples around extraction at least.
i played level 7. no chargers and maybe 1 bile titan show up. only nursing spewer, they never made it past the front gate. i guess i was lucky, but it was boring.
The WHAT cannon? Quesadilla?!
Level 8 and 9 facing bugs with increased number of enemies is more difficult than facing bots.
I'm starting to lean into this camp, too. Ever since they changed the enemy spawns, hunter swarms ruined bugs lol. Only thing is that bots now have ATATs which are nuts.
@@TheMMObro Well, bots have been easy since the rocket nerf, which changed everything.
With that said, hunters are not 'that' bad. What is bad is that way too many players choose to not kill them first. If a charger is charging you with 15 hunters behind it. The hunters should always be the first things you kill as you keep dodging the charger. Instead, most players I see will focus 100% on downing the charger as hunters leap at them, forcing stim spam.
If a patrol has 5 brood commanders, 10 hiveguards, a bile spewer and only 2 hunters... those hunters still need to be the first to die no matter what. Yet most people would deal with the spewer first and then focus on the commanders as if their lives depended on it. It is what it is, but in most cases it is an issue with players making the wrong choice that makes hunters annoying 'most' of the time.
Mortars are really no different then stun grenades or shield backpack.
All makes things pretty easy.
shield will save you from a hit or two and goes on CD. stun grenades do nothing against tanks and have a finite amount of uses until resupplied. mortars last 3+ minutes and fire from safety at anything in range.
Dam, night missions are dark as heck
fire mortar?
Bruh I just take out ppl’s mortars until they get the hint. I also let ‘em know in the pre-game lobby that mortars will kill us as indiscriminately as the bugs on this mission n we should only take ems if they need that fix.
Not sure about your checkendary. Did yah choose whyyyyyychlie there son? Yeah i took the piss. What you gonna do about it. Good vids none the less.
"Bugs harder than bots," proceeds to talk about 2 tapping a bile titan in a face the size of a hulk.
It's easy to miss the 2 tap.
@@OhDough Of course it is. On everything. Lol especially when that spot is the size of a horizontal book with rockets knocking off your aim, and flamethrowers melting you instantly.
@@Wolf37f Eh, easier to land headshots on hulks with autocannon, AMR or quasar, than it is 2 tapping (in a row) a titan. The hitbox for the head isn't what it seems, nor is it what it 'should' be imo
I've started to kill Mortars on roaming missions.
I'll allow it to get some value, but if we have to push into the objective, that Mortar has got to die or it will kill us.
No hard feelings Mortar players, its just the way it has to be.
Makes no sense on bugs unless it is EMS. On bots it is insanely good. Sadly, way too many people bring it to bug missions and it hardly ever does anything... apart from nuking the team.
I can never find this mission
21:20 my EXACT opinion on mortars. they fucking suck.
Ems is the better choice for teams indeed
Against bugs yea... not sure why he even bothered to try taking them to a frickin bug mission where targets are always running up on you at all times.
Bots on the other hand, it makes this very same mission an absolute joke (same with kill missions). Bots are slow enough even in roaming missions that mortars can almost handle an extraction themselves, assuming the heavies get cleaned up in another way quickly.
I think both bots and bugs are hard asf depending on which side you play more it very mission dependent but I will say in my opinion bugs are easier I love play on helldive difficulty but bots man on helldive is fucking ww2 but everywhere you walk you can say well bugs feel like being put in that trench from king kong its very much dependent on what missions you do but no matter what idc eradication is like the craziest mode and ngle they need to at least increase the map size for that mission by like at least 2