Update: Annihilator tanks and turret towers can be killed from the front/side due to the AOE of the weapon. Hulk testing is ongoing, may work well with shots to the ground.
I've been looking around TH-cam for videos about this recent weapon, as well as playing many missions with the Eruptor. This weapon is addicting to use and feels great all around. However, I always find myself in massive fights with this weapon as patrols seem to aggro more quickly to me, and more often. I am not a stealth player by any means. But when I run the Eruptor, I am consistently surrounded by large hordes of bots that are seemingly absent when I run the Scorcher. I have only seen a video from Eravin stating briefly that this weapon has an "insanely loud sound profile" that was "likely 100+ meters". No one else that I have found mentioned this at all and I would like to see someone explore this. I spent a little while testing this weapon by loading into secluded areas within level 9 missions, using the ping to measure myself about ~80-100m away from ambient bots, and firing at various angles towards and away from the targets with all three weapons. It seems that neither the Autocannon nor Redeemer could draw any aggro at these ranges from shooting in the air, or at the ground near the player. However, the Eruptor could inconsistently cause a bot to start shooting or fire a flare from both shots in the air and shots near the ground by the player. I have no idea if the shrapnel is causing this or not as I get no hitmakers, and I expect the shrapnel not to travel through the ground for these ground shots. My questions are: Does the Erruptor have a unique sound profile that will aggro enemies from these insane ranges of 80m+ or does the Eruptor's projectile's mid-air detonation with its shrapnel cause this aggro? Do bots get aggro'd based on the distance from the gunshot's origin (the player), the projectile's target (where the bullet lands), or a mix of both? In the Erruptor's case, do bots get aggro'd from the shrapnel landing near robots, and does this shrapnel landing also make a sound, which may cause latent patrols to suddenly converge and start massive fights? This will most likely lead to another discussion on stealth mechanics and how enemies react to sound mechanics within Helldivers 2 which will be hard to test. But I want to verify if this strange phenomenon of me fighting my ass off whenever I run this gun is not just a placebo with this gun. It would ease my mind to see if this gun is causing mass aggro from shrapnel ricochets or a weird sound level, and perhaps there may be some community insight from exploring how to control enemy aggression. Eravin's video link: th-cam.com/video/ImARLFl7ZnY/w-d-xo.html TLDR: Eruptor feels like it aggros so many enemies at once and I have no explanation for it.
Some targets actually take more damage by just shooting the ground under them. Bile spitters, hive gaurds and even brood commanders usually die in one hit if you just shoot under them.
Solid analysis and great work putting everything together in such a short amount time! I can think of no better simile for our collaboration taking off than the exploding tank launching both of us directly at the Stratagem Jammer via Democracy Delivery Express! Here's to more fun times ahead!
Ever watching since this video, I've been using the Eruptor as my go-to primary! I particularly enjoy running it against bots with the AMR, Jump Pack, light scout armour for the stealth and radar passives, and stun grenades to make the AMR 2-shot on hulks easier. I usually run the 110 rocket pods as my tank solution (i've yet to see a salvo of rockets hit a tank and fail to kill it) and the orbital precision strike for general purpose fast-cooldown demolition. Between the eruptor, the rocket pods, the precision strike, and a bit of careful radar-assisted sneaking, I've been finding it easier than ever to slip in and out of bot bases, stratagem jammers, and detector towers without getting bogged down in an extended brawl with a bot drop. Even when a flare is triggered, I'm often already on my way out by the time the dropships arrive! Plus, the AMR is great at stripping the chin-mounted miniguns off of factory striders from a safe distance, and well-placed 110 will usually take care of the cannon turret on its back - at that point, they're just a big dumb health bar that occasionally dumps a handful of the least dangerous kind of devastators. My favourite kind of planet to run this on is desert planets with the extreme heat and sandstorms modifiers. They are the perfect environment for this kind of "recon" play - huge open sight-lines for sniping, lots of tall rocky high ground to jump-pack onto, and the low visibility during sandstorms makes it easier to sneak past enemies whom you've ticked off.
My guess is it's using the player as the centre for the AoE. That way, you ensure that all enemies are knocked back away from you in the same direction, rather than scattered. It's how City of Heroes handled it.
You can cancel the bolt pull animation by switching to your secondary and back again, ideally a pistol, in order to achieve a faster rate of fire with the Eruptor.
I just figured this out myself. Although, it's worth noting that it seems like you can swap too fast, if you don't get far enough into the swap animation it won't cancel your re-rack of the shell, so you'll have the momentary swap and the re-rack animation, which is a little longer than before.
Yeah it's also a betta timing when you use the stratagem button instead because I got double tap triangle for support weapon instead of hold so I cant cancel efficiency switching to secondary.
one thing I found out is about reload. If you reload right after firing, the bolt pull will overlap with your reload, saving quite a bit of time; combine that with a tactical reload (reload with 1 round left in the chamber) let you essentially skip two bolt pull.
I hope they release a semi auto version of this as a strategem. However instead of rounds airbursting at 125m it has a rangefinder and you can press a button to switch between direct, penetrate then detonate (for weakpoints and hulk faceplate) and airburst just ahead of the marked range. Basically an XM25 Also something with HESH ammo would be cool because it would deal huge amounts of spalling damage to armored enemies but pass through smaller ones.
After playing a couple hours I agree with you conclusion. Its very strong, but slow fire rate keeps it inline. Its best used to free up other parts of your kit. you can use flamethrowers, stalwarts and other croud control support weapons, without feeling weak the moment a moderatly tanky enemy shows up.
I've been getting into the habit of checking my ammo indicator in the bottom left between shots. If it's red but not empty, you have 1 bullet left, which is the perfect time to reload. You get a faster animation (don't need to pull the bolt back) and the last bullet gets left in the chamber so you're not wasting ammo either.
I've liked using with with stun grenades, supply pack, stalwart, air strike and *insert flex slot here* (usually airburst, railstrike, orbital ems or 500kg). The stalwart had been picking up a lot of slack that a pistol just cannot achieve when you need to run and gun or slam your face into a base. Though the guarddog would help a lot and can then run AMR (or quasar / EAT). Having the sniping be split between 2 weapons would mean a supply pack would be much less needed than before.
the eruptor and lascannon pair is one of my new favorite loadouts, you can focus fabs and objectives, as both weapons act as multitools perfectly covering what the other cannot deal with. once the primary targets are down, you can then clean up hordes and soften heavier enemies your team has been dealing with when you wiped out 4 tertiary objectives in one go
wow, your vidoes are phenomenal! a breath of fresh air among the other click-baity helldivers youtubers. I mean, shit, timestamps, real data, and an actual discussion about the topic at hand. definitely subbed, looking forward to more videos!
@@Reginald-sc9tk yeah same, was really hoping the patch would bring it back but tone down the damage. Feels like they took the quick route rather then the more difficult tuning route where we would still have shrapnel but they would have to keep playing with the numbers.
What I love about this weapon is that it flips the support weapons you can bring. Now I can run the machinegun as my second primary with EATs as a standby. I seriously hope they don't change this weapon. I honestly am having some of the most fun with it right now
Concise, full of useful information and insights, and not endlessly repeating for time, I liked it. :) I'll have to give this gun a try, I'm having to decide between this warbond and Cutting Edge.
The only thing in cutting edge worth getting is stuns. The eruptor is very good and fun to use. The crossbow I haven't tried but everything else in this warbond is bugged or bad. So its eruptor or stun grenades lol.
I think the Sickle is a very good primary rifle, the best light pen rifle for damage output imo, but that leaves you with a gap for either medium or heavy AP depending on support weapon choice. I personally stan the Plasma Punisher on bots for its anti-medium and stagger capabilities (oneshots Striders, if you hit legs/sides, takes 3-5 shots for Devastators depending on variants, standard being slowest) but there's no denying that it's slow and hard to aim. Dagger is just there for an infinite ammo secondary. Awful damage output. Just use the Redeemer on Semi for saving ammo. Stun nades are goated for giving you breathing room but leave you unable to break holes or fabs. The Blitzer exists.
Two tips from testing One: Shoot Devastators in the groin. Much more likely to bounce up and one shot. Two: Shooting a Charger's under belly where the armor/weakpoint meet can one shot if you get good rng. Even with bad rng it can two or three tap this way.
If you feel the weapon is sluggish because of the long bolt cycle animation, there are some animation cancels that seem to increase rate of fire by a slight amount. I was able to empty a clip faster with animation cancels by 2 seconds. Easiest method is by switching to your support weapon after each shot, you could also switch to your sidearm after each shot, but you need to get the timing right otherwise the bolt animation plays. The other method where you don’t swap weapons is: opening up the stratagem menu between shots. This method feels faster but require some practice.
Eruptor + Revolver + Spear + Stan granade and the only problem you will face is the Hulk. Therefore, the Spear can be replaced with a Quasar or, for connoisseurs, with a recoilless rifle, and then you will have no problems at all against automatons.
I've witnessed players using the stratagem menu to effectively cancel the pulling back of the bolt animation on the eruptor, allowing you to fire faster. Basically you just press CTRL or whatever your stratagem key is right after firing and this will cancel the animation and allow you to fire again. It's only slightly faster but it is a neat little trick. Probably not intended so I could see it getting patched.
definitely not intended (and maybe even placebo), you can cancel the boltpull with other options but it doesnt end up faster. they were just lazy and skipped making the bolt mechanics actual bolt mechanics, its just eyecandy to mask the bad fire rate
@@theSato My only complaint is I just wish the animation was a little more interesting. I've seen games like BF1 that have awesome bolt pull animations that despite being slow, are at least entertaining to watch. The one for the Eruptor is just really sluggish. Yes, the fire rate is supposed to be slow but with how slow your divers works the bolt it makes it feel even slower.
Personally, I've been having alot of fun using the Eruptor in a sort of "Armor Buster" loadout. Pair it with the Senator, the new Thermite Grenade (or standard if you aren't the host due to the fire damage bug), and three offensive strategems focused on anti-armor and maybe crowd control (my go-to right now being Orbital Laser, 180 HE Barrage, and Precision Strike), as well as either Autocannon or Recoiless Rifle for bots and bugs respectively. The armor I usually pair with it is something with fortified or engineering kit-
Personally I run it in a similar way, although I use the pocket smg instead of Senator as it’s a panic button in case anything gets within 7 meters of me. I typically run Quasar due to favorable matchups against anything the bots bring, and Backpack Shield for more survivability thanks to me typically running light or medium armor with extra impact grenades to pop mediums with, leaving me 1-2 free slots for mission equipment.
Two more things about the Eruptor I have noticed: The sharpnels have a tendency to fly at me when I am shooting at the ground or at bugs from ~40-70m. Keeps taking out my shield or sometimes killing a teammate. The personal shield at whatever % usually absorbs all the damage when firing at
I don’t have the GP yet, but I’ve been running this with Stalwart, Laser Backpack, Orbital Strike and 110 Pods. It’s been working great for bugs, and can take care of anything you come across. It’s been a lot of fun.
It's excellent for killing stuff on dropships as they come in. One shot to the underbelly and so long as they're lighter enemies you can sometimes kill the entire drop before they even get on the ground. It's a great weapon, although that reload is definitely something to content with and balances it out a LOT imo. I've been running it with the SPEAR as part of a duo. We clear objectives so quickly with that. When it works the SPEAR will just destroy stuff like towers and fabs with ease and it's great against MG bunkers (just kill with splash by shooting the wall or roof). The Stalwart is a fun backup for this, almost like a reverse primary situation.
Having used for *quite a while* after getting it and literally immediately falling in love with it when I took my first shot and bisected a Devastator, the shield backpack is also potentially a really good option too when it comes to missions/matches where you're *always* fighting something from mission start all the way to literal last seconds of extract. Reason being is that when you get hit, ESPECIALLY by the harder hitting shots/bots like Devastators, your aim flinches hard that you have to really take time to reorient and that takes a while considering how slow handling is with the Eruptor. Plus it also means you aren't potentially as harrassed/ragdolled by rockets as much or at least have a larger window of time to react and get to cover safely.
I love how this thing hits like a truck, but working it into my usual build is going to be tricky. The bug with the explosion also kinda kills it for me; because of the massive explosion radius and the fact that you are *pulled towards the explosion,* it's impossible to use it against anything up close, so you need a good secondary.
One thing I've noticed specifically on the green bile spewers is you can do an unexpected one-shot if you hit the legs on the side. Hitting the head or the unarmored sack will take two shots. Hitting the leg must cause impact damage, then explosion and frag damage on the sack. Not the easiest thing to do but it reinforces how inconsistent it can feel to use.
I really loved pairing this with the stalwart and the jump pack. The extra mobility I feels irreplaceable for this weapon, as close quarters gets you mauled. And while the stalwart is great at mowing down swarms, you still backpedal slowly and might need to whip out the euruptor to take out something more chunky. Plus, it makes closing down outposts easier to do solo
I like the Eruptor because it feels like a support weapon so then I can choose a machine gun or whatever as sort of a primary that has bigger mags lol. Gives me a little more freedom with my load out.
I think people are sleeping on the adjudicator; it trades the longevity of the penetrator liberator (ammo count) for better burst damage. You'll need supplies more often but at close range you can shred devestators and berserkers, and at medium range you can still plink weaker enemies. Its kind of strange they call it a marksman rifle when really its just a beefy assault rifle. Think of it like, say, an AK or FAL type assault rifle in most shooters, it trades accuracy and total shots for more punch per hit, its better for burst damage than any other assault rifle or marksman rifle, but in prolonged engagements it definitely suffers. Pair it with the laser pistol for a solid, infinite ammo weapon to deal with the occasional chaff or the side arm smg. Comes in clutch when youre out of nades, gotta reload your support weapon, whatever the case may be, and youve got a crowd of shield and rocket devestators bearing down on you, or if your team needs somebody who can focus on medium sized/armored enemies
People can be really bad about getting stuck with pre-conceived notions because they feel a tool should be a certain way. Case in point, the amount of people that felt the groundbreaker "should be" a flamethrower armor with fire resistance when there's nothing that communicated that before or after its release. Digression aside, I agree that the adjudicator isn't as bad as people are saying and will be interested in seeing Ryken's spreadsheet for it. What people need to understand is that a DMR is just a beefy assault rifle, battle rifle, or accurized assault rifle with a higher powered optic and is meant to cover the intermediate distance where regular riflemen can't accurately engage targets and dedicated snipers typically are not employed. A MK12 SPR is basically just an M16 variant, and the first generation SDM-Rs *were* just accurized M16s with an optic and bipod. Looking at the weapon it appears to be taking design cues from the H&K G3-- a (heavy) beefy battle rifle firing an intermediate cartridge that was issued primarily with 20 round magazines, and still sees service today . The G3 is also known to have a decent amount of recoil, being considered extremely difficult (if not impossible) to accurately use in full auto-- which again sounds familiar to the Adjudicator. In close range at full auto (firing bursts), and within 100m on semi, I would agree that the Adjudicator does just fine. I think the most telling aspect about the rifle is that it uses the same optic as the Sickle and standard Liberator, meaning it has less zoom than either the Lib Penetrator or either of the two previous DMRs. Without testing, it probably has improved damage fall-off and penetration over the standard Liberator (so improved damage against armor despite 475 less raw damage per mag), and definitely has better close range damage (650 more damage per mag!) than the Penetrator. That's about the niche that I would expect from a future G3.
@@mikkim-mh9bc "Case in point, the amount of people that felt the groundbreaker "should be" a flamethrower armor with fire resistance when there's nothing that communicated that before or after its release" It literally looks like a fireproof suit. It even has a fucking "gas mask" with a filter.
@@spizC Sounds like someone is big mad and feels called out. News flash: modern militaries still issue gas masks. I got issued one my first week at BCT, did that make me a firefighter the second I put it on? We get issued MOPP gear in environments where NBC threats are a concern (aka SK) so we get trained on its use and plenty of units make yearly trips to the gas chamber. It only looks like a fireproof suit to you because the color scheme is black with yellow highlights-- the default colors of a helldiver uniform. No firefighter is pinning back any part of their bunker gear when they're on site. You are *exactly* the person I'm talking about.
If you are the desperate sort: on a reload, if you left one round chambered, the next magazine will supply you a total of 6 shots for a more dire scenario. You’ll see this when you fire the first shot post-reload, your shot count and magazine indicator will not go down. Do with this information what you please.
It took some game to appreciate it, as i was figuring out those things my self. It became my favorite primary ! the shrapnel AoE pulls some heavy work. And pulls you in if you're to close wtf. I've since practiced my "helldive backward and shoot the berzerker" and the aoe works wonder !
Since this can take out objectives and reliably deal with all but the heaviest enemies, I like to think of it more as a gun somewhere between a primary and support. When I run this I generally don't run a support weapon as a stratagem and just use whatever I can find in the mission. Its basically like having 1 extra stratagem slot and I like using stuff found lying around because it changes up gameplay.
My favorite thing to do with this so far is using it as a Flak cannon and shooting the bottom of dropships to kill/maim the units they’re carrying. Can clear an entire dropship full of troopers or striders if you get lucky too Also very nice for bugging them out since when units take damage in a dropship they sometimes just… stand there when they land? Idk, I’ve consistently broken hulks and killed their escort before they dropped with the budget bolter
I run both the Eruptor and the AMR with a Jetpack and using the light Eradicator armor set. Works well to keep your team covered before they get overun with medium enemies, especially pairing some Stun Grenades to pacify hulks so you can 2 shot them with the AMR. Good stuff. Plus dont got the Strategems available to kill a tank? Jump untop of it with Jetpack and unload a AMR clip into its back and youre good.
I prefer running the eruptor on bug missions however I still prefer the diligence for bot missions in tandem with the AMR. My reason being that the diligence can take out both isolated groups of enemies and larger groups of small enemies if you develop some skill with it. For instance, in most scenarios you can tap the driver of a scout strider from the front by hitting the top of their head hotbox over the shield, or alternatively switch to the AMR and shoot them between the legs to disable them. Hulks, tanks, gunships, turrets and emplacements all fall quickly to the AMR with a good amount of consistency and you can hit them from farther away since it doesn't have the airburst feature. The eruptor certainly holds it's own against both enemies but I feel it's far stronger against bugs and that there are better options against bots.
I can vouch that the over watch playstyle of Eruptor w/ AMR is pretty nice! If you position well, all the enemies are targeting your teammates meanwhile you take out the annoying elites like hulks and devastators. My current loadout is Eruptor, Redeemer, Stun nades | Stratagems: EMS Mortar/ Autocannon turret/ Eagle Smoke/ AMR
I know a lot of people say the Stalwart is a support weapon that feels like using a primary, this seems like it’s the other way around. I wonder how well those two would complement each other if you dedicate your team slot to cleaning out chaff and medium enemies
I actually do run both the amr and the eruptor. Its pretty damn good. They cover each others weakness pretty well, the ammo eco is great, and theres almost nothing that a mag dumb or two from the amr and redeemer cant handle in the instance when enemies are close. Stun grenades are a shoe in for this because well your primary already does what the offense grenades do but better. Backpack is up to you but i prefer the shield gen. I also like to run turrets with this. I prefer to run heavy armor with fortified against bots, the significant increase in tankiness is well worth it when your primary is already really slow. Plus the reduction in sway and self harm is a nice bonus
There is a way go quick fire the eruptor! Use the switch Hold input instead of tapping and immediately switch back! You wont have to go yhrough the bolt pull!
Pitting out a tutorial guide the day after new content drops. This feels similar to the old news stories that were rushed to get ahead of the pack, the "first post" of journalism.
Very true, I actually don't think I'll do it again. I made it to a standard I'm satisfied with. Its as infodense as most of my tutorials. But it took 16 hours of work in a single day. Not fun to do.
Pretty sure I’m going to be running the Laser Cannon+ Shield+ PYF (pick your favorite) with the Eruptor as Primary+Redeemer+Stun Grenades as my new BOT load out. Was running the AMR+Supply Pack and medium scout armor playing long range over watch/stealth earlier this evening and having a blast (pun intended) killing 6 striders after they dropped in and gaggled together with one shot was epic.
I've killed the behemoth chargers in 2 direct hits to the abdomen, and devastators will actually die quite consistently when you shoot them in the legs. The groin area in particular seems reliable.
I dunno anything accept what you've said about the numbers. But it feels like having a really slow auto cannon. Such a gem for a heavy player especially with the hmg
I bring this bad boy with my arc thrower, lets me use this for popping factories and bug holes, and as a strong option against heavies, but still able to handle smaller large waves of enemies
This is easily my favorite main weapon in the game now. I wouldn't be bothered by a nerf to the radius or even the damage done to the area, but I love that it's a slower projectile that requires some skill to hit moving targets dead-on.
Been having a blast running this with the lmg (prefer the higher dmg over stalwart) shield backpack, redeemer, impacts, orbital rail and 500kg on suicide difficulty. Hardly a meta build but its very effective in like 85% of situations. You do have to make sure you stick with the team though as when the gunships or elite show up and the rail/500kg are on cool down its very hard dealing with them. Lmg can kill hulks for example, but you need to get behind them with it which is impossible if your on your own. Gonna try running the build with stuns grenades, see if that helps solo play with this build
Yoo! This gun is legit! Completely replaced my support weapon as a primary. Now I just use a Stalwart as my a primary with this used for the bigger targets. My only complaint is that it isn't that effective against Hulks unless you're hitting them in back
I like eruptor with laser cannon. laser cannon can clean up straggler raiders that aren't in a group for free, and it can make up for the lack of damage to hulks and tanks
If you’ve fought the Shriekers before, you probably already know that they’re weak. Light armor. This thing shreds them, but only if you can actually aim. Your best bet would be to rely on a stalwart or your secondary. But it can still deal with them if you have the aim.
@@SkarmoryThePG It might be the explosion portion actually damaging it. I've noticed on this gun if I hit something, that white shield icon can pop up if I hit the armored part, yet the critter is obviously damaged. In other words, I think the shield only shows when you cannot penetrate the armor with the IMPACT, but the explosion damage is still actually bleeding through.
I just had it 1 hit a gunship in the engine today. No one else was shooting at it, it was at a medium-ish range nothing too crazy close or far. I think the shrapnel damage being so inconsistent makes it real ineffective against gunships but hey; it sometimes works great!
1-shotting stalkers and spewers is great, but I've been struggling to find a good support weapon for it. This is exactly the kind of thing I'm looking for as an overwatch-style player. Used to run Diligence all the time for popping light patrols and supporting at range before the laser assault rifle came out. Tried machine gun and stalwart for crowds which just felt... meh. Eruptor can handle most enemies just fine, but there's so much heavy armor in helldive that I would have to bring something like Quasar for solo... at which point swarms are the biggest threat so Eruptor is out-classed by other options. It's in a weird spot. EDIT: I'm really struggling with the little bastards like hunters and shriekers with this thing. Even taking a machine gun just feels so bad and I can't quite figure out why...
Stalwart ain't bad for that role, the redeemer can help if you dont magdump but more burst fire. Don't forget you can melee stun hunters. Also firing into the ground in 3rd person ADS can make short work of hunter packs with a little distance using the Eruptor. The laser cannon and arc thrower could work too I think.
It's very applicable in a situation like on lighter armour pack and is good for ambushes on narrow terrain because when light enemies pack tight its super effective (I've killed 15 automatons in one shot with this) I think I would run a hog on solo because you're still capable of taking on larger enemies like a hulk to the face. In a group setting I use it with the AMR as a crowd control weapon and leave that to the AMR (not sure how this applies to bugs as I haven't run a bug mission with one)
Update:
Annihilator tanks and turret towers can be killed from the front/side due to the AOE of the weapon.
Hulk testing is ongoing, may work well with shots to the ground.
With Hulks, I'm pretty sure you can hit them in the face.
@@spynix0718 Tried and had no luck, need high penetration, it has medium, but I could just be missing
I've been looking around TH-cam for videos about this recent weapon, as well as playing many missions with the Eruptor. This weapon is addicting to use and feels great all around. However, I always find myself in massive fights with this weapon as patrols seem to aggro more quickly to me, and more often. I am not a stealth player by any means. But when I run the Eruptor, I am consistently surrounded by large hordes of bots that are seemingly absent when I run the Scorcher. I have only seen a video from Eravin stating briefly that this weapon has an "insanely loud sound profile" that was "likely 100+ meters". No one else that I have found mentioned this at all and I would like to see someone explore this.
I spent a little while testing this weapon by loading into secluded areas within level 9 missions, using the ping to measure myself about ~80-100m away from ambient bots, and firing at various angles towards and away from the targets with all three weapons. It seems that neither the Autocannon nor Redeemer could draw any aggro at these ranges from shooting in the air, or at the ground near the player. However, the Eruptor could inconsistently cause a bot to start shooting or fire a flare from both shots in the air and shots near the ground by the player. I have no idea if the shrapnel is causing this or not as I get no hitmakers, and I expect the shrapnel not to travel through the ground for these ground shots.
My questions are:
Does the Erruptor have a unique sound profile that will aggro enemies from these insane ranges of 80m+ or does the Eruptor's projectile's mid-air detonation with its shrapnel cause this aggro?
Do bots get aggro'd based on the distance from the gunshot's origin (the player), the projectile's target (where the bullet lands), or a mix of both?
In the Erruptor's case, do bots get aggro'd from the shrapnel landing near robots, and does this shrapnel landing also make a sound, which may cause latent patrols to suddenly converge and start massive fights?
This will most likely lead to another discussion on stealth mechanics and how enemies react to sound mechanics within Helldivers 2 which will be hard to test. But I want to verify if this strange phenomenon of me fighting my ass off whenever I run this gun is not just a placebo with this gun. It would ease my mind to see if this gun is causing mass aggro from shrapnel ricochets or a weird sound level, and perhaps there may be some community insight from exploring how to control enemy aggression.
Eravin's video link: th-cam.com/video/ImARLFl7ZnY/w-d-xo.html
TLDR: Eruptor feels like it aggros so many enemies at once and I have no explanation for it.
killing Stalkers in 1 hit is crazy
The main reason I want to try it for helldive bug missions 👀
You can kill the chargers in one shot as well if you hit them in the mouth, but it has to be in the mouth not the top of the head
I'm not so sure anymore lol I tried it today and it wasn't working. Maybe it was a bug that day. I'll keep trying lol
dominator can also do that i think
pre-nerf slugger my beloved
Some targets actually take more damage by just shooting the ground under them. Bile spitters, hive gaurds and even brood commanders usually die in one hit if you just shoot under them.
Great advice, thanks
"Bug Holes & Bot Factories" is actually my new band name. Thanks 👍
Bravo, bravo. Lots of information packed into this. Very nice details on the weapon & very nice video!
Thanks very much! And thanks again for the help. Wish I had made a stronger shoutout section for you but I ran out of time to record.
Solid analysis and great work putting everything together in such a short amount time!
I can think of no better simile for our collaboration taking off than the exploding tank launching both of us directly at the Stratagem Jammer via Democracy Delivery Express!
Here's to more fun times ahead!
I *KNEW* Reginald would do this. I even told Clay he would make a video on it. LMAO.
both of my goats, thank you guys for some of the best helldivers educational content
Its such a fun gun though. Weird AF and strong? My jam.
Thanks very much! I can't wait to see your side of that footage. It was a blast playing some games with you at last.
I got to enjoy the dominator being buffed for awhile, and ofc arrow head spiced up the deal even further with this BEAST of a gun
Hell yeah
Ever watching since this video, I've been using the Eruptor as my go-to primary! I particularly enjoy running it against bots with the AMR, Jump Pack, light scout armour for the stealth and radar passives, and stun grenades to make the AMR 2-shot on hulks easier. I usually run the 110 rocket pods as my tank solution (i've yet to see a salvo of rockets hit a tank and fail to kill it) and the orbital precision strike for general purpose fast-cooldown demolition.
Between the eruptor, the rocket pods, the precision strike, and a bit of careful radar-assisted sneaking, I've been finding it easier than ever to slip in and out of bot bases, stratagem jammers, and detector towers without getting bogged down in an extended brawl with a bot drop. Even when a flare is triggered, I'm often already on my way out by the time the dropships arrive! Plus, the AMR is great at stripping the chin-mounted miniguns off of factory striders from a safe distance, and well-placed 110 will usually take care of the cannon turret on its back - at that point, they're just a big dumb health bar that occasionally dumps a handful of the least dangerous kind of devastators.
My favourite kind of planet to run this on is desert planets with the extreme heat and sandstorms modifiers. They are the perfect environment for this kind of "recon" play - huge open sight-lines for sniping, lots of tall rocky high ground to jump-pack onto, and the low visibility during sandstorms makes it easier to sneak past enemies whom you've ticked off.
6:28 LOL the vacuum effect
@@metro4noww I honestly think that may be a bug
@@P.vieRa_YT It's several bugs actually! BUT HIGH COMMAND NEEDS US AT THE BOTS!!!
My guess is it's using the player as the centre for the AoE. That way, you ensure that all enemies are knocked back away from you in the same direction, rather than scattered. It's how City of Heroes handled it.
@@metro4noww Nah it seems to be a bug. I had the same issue with the AC before this warbond came out.
You can cancel the bolt pull animation by switching to your secondary and back again, ideally a pistol, in order to achieve a faster rate of fire with the Eruptor.
mvp
“Switching to your secondary is faster than reloading!”
I just figured this out myself. Although, it's worth noting that it seems like you can swap too fast, if you don't get far enough into the swap animation it won't cancel your re-rack of the shell, so you'll have the momentary swap and the re-rack animation, which is a little longer than before.
Or just Open strategem menu short
Yeah it's also a betta timing when you use the stratagem button instead because I got double tap triangle for support weapon instead of hold so I cant cancel efficiency switching to secondary.
one thing I found out is about reload. If you reload right after firing, the bolt pull will overlap with your reload, saving quite a bit of time; combine that with a tactical reload (reload with 1 round left in the chamber) let you essentially skip two bolt pull.
I've been doing this as a habit now. It looks jank as heck but just amuses me greatly at this point.
If you reload with one in the chamber the moment you fired your second-last shot, the reload is comparable to the bolt time anyway
This, the stalwart, rover and the smg pistol makes solo so much more viable
because solo play is easier than making friends
The hardest mission type: *Social Interaction*
The explosion from this will close bug holes as well, as well as pop bile spewers for some nice AOE kills combined with it's own explosion damage.
I hope they release a semi auto version of this as a strategem.
However instead of rounds airbursting at 125m it has a rangefinder and you can press a button to switch between direct, penetrate then detonate (for weakpoints and hulk faceplate) and airburst just ahead of the marked range.
Basically an XM25
Also something with HESH ammo would be cool because it would deal huge amounts of spalling damage to armored enemies but pass through smaller ones.
After playing a couple hours I agree with you conclusion. Its very strong, but slow fire rate keeps it inline. Its best used to free up other parts of your kit. you can use flamethrowers, stalwarts and other croud control support weapons, without feeling weak the moment a moderatly tanky enemy shows up.
I think you and I agree.
I've been getting into the habit of checking my ammo indicator in the bottom left between shots. If it's red but not empty, you have 1 bullet left, which is the perfect time to reload. You get a faster animation (don't need to pull the bolt back) and the last bullet gets left in the chamber so you're not wasting ammo either.
I've liked using with with stun grenades, supply pack, stalwart, air strike and *insert flex slot here* (usually airburst, railstrike, orbital ems or 500kg).
The stalwart had been picking up a lot of slack that a pistol just cannot achieve when you need to run and gun or slam your face into a base.
Though the guarddog would help a lot and can then run AMR (or quasar / EAT). Having the sniping be split between 2 weapons would mean a supply pack would be much less needed than before.
I run the same thing but swapped to a jump pack instead, i do not regret
Love the Eruptor. Thanks for the info as always !
the eruptor and lascannon pair is one of my new favorite loadouts, you can focus fabs and objectives, as both weapons act as multitools perfectly covering what the other cannot deal with. once the primary targets are down, you can then clean up hordes and soften heavier enemies your team has been dealing with when you wiped out 4 tertiary objectives in one go
Thanks!
I'm flattered you felt that my work was worth your time and investment. Thanks very much.
I've found the eruptor very consistently one-taps devastators with belly shots
also something to note: the bolt action loading between shots can be bypassed slightly by switching to your secondary and back
The muscle memory from all those hours of Counter Strike/Halo/Call of Duty will finally pay off.
quickly bring up and put away the Stratagem menu.
wow, your vidoes are phenomenal! a breath of fresh air among the other click-baity helldivers youtubers. I mean, shit, timestamps, real data, and an actual discussion about the topic at hand. definitely subbed, looking forward to more videos!
Thanks so much for your high praise!
God this is depressing to find in my recommended after what they did to the eruptor.
I miss the shrapnel. It was cool.
@@Reginald-sc9tk yeah same, was really hoping the patch would bring it back but tone down the damage. Feels like they took the quick route rather then the more difficult tuning route where we would still have shrapnel but they would have to keep playing with the numbers.
What I love about this weapon is that it flips the support weapons you can bring. Now I can run the machinegun as my second primary with EATs as a standby. I seriously hope they don't change this weapon. I honestly am having some of the most fun with it right now
Me too! I got to play stalwart into bots and actually had fun!
Concise, full of useful information and insights, and not endlessly repeating for time, I liked it. :) I'll have to give this gun a try, I'm having to decide between this warbond and Cutting Edge.
The only thing in cutting edge worth getting is stuns. The eruptor is very good and fun to use. The crossbow I haven't tried but everything else in this warbond is bugged or bad. So its eruptor or stun grenades lol.
I think the Sickle is a very good primary rifle, the best light pen rifle for damage output imo, but that leaves you with a gap for either medium or heavy AP depending on support weapon choice.
I personally stan the Plasma Punisher on bots for its anti-medium and stagger capabilities (oneshots Striders, if you hit legs/sides, takes 3-5 shots for Devastators depending on variants, standard being slowest) but there's no denying that it's slow and hard to aim.
Dagger is just there for an infinite ammo secondary. Awful damage output. Just use the Redeemer on Semi for saving ammo.
Stun nades are goated for giving you breathing room but leave you unable to break holes or fabs.
The Blitzer exists.
0:40 please when you talk keep the information on screen, alongside the game footage. It helps to follow.
Two tips from testing
One: Shoot Devastators in the groin. Much more likely to bounce up and one shot.
Two: Shooting a Charger's under belly where the armor/weakpoint meet can one shot if you get good rng. Even with bad rng it can two or three tap this way.
If you feel the weapon is sluggish because of the long bolt cycle animation, there are some animation cancels that seem to increase rate of fire by a slight amount. I was able to empty a clip faster with animation cancels by 2 seconds.
Easiest method is by switching to your support weapon after each shot, you could also switch to your sidearm after each shot, but you need to get the timing right otherwise the bolt animation plays. The other method where you don’t swap weapons is: opening up the stratagem menu between shots. This method feels faster but require some practice.
Eruptor + Revolver + Spear + Stan granade and the only problem you will face is the Hulk. Therefore, the Spear can be replaced with a Quasar or, for connoisseurs, with a recoilless rifle, and then you will have no problems at all against automatons.
I've witnessed players using the stratagem menu to effectively cancel the pulling back of the bolt animation on the eruptor, allowing you to fire faster. Basically you just press CTRL or whatever your stratagem key is right after firing and this will cancel the animation and allow you to fire again. It's only slightly faster but it is a neat little trick. Probably not intended so I could see it getting patched.
definitely not intended (and maybe even placebo), you can cancel the boltpull with other options but it doesnt end up faster. they were just lazy and skipped making the bolt mechanics actual bolt mechanics, its just eyecandy to mask the bad fire rate
@@theSato My only complaint is I just wish the animation was a little more interesting. I've seen games like BF1 that have awesome bolt pull animations that despite being slow, are at least entertaining to watch. The one for the Eruptor is just really sluggish. Yes, the fire rate is supposed to be slow but with how slow your divers works the bolt it makes it feel even slower.
Personally, I've been having alot of fun using the Eruptor in a sort of "Armor Buster" loadout. Pair it with the Senator, the new Thermite Grenade (or standard if you aren't the host due to the fire damage bug), and three offensive strategems focused on anti-armor and maybe crowd control (my go-to right now being Orbital Laser, 180 HE Barrage, and Precision Strike), as well as either Autocannon or Recoiless Rifle for bots and bugs respectively. The armor I usually pair with it is something with fortified or engineering kit-
Personally I run it in a similar way, although I use the pocket smg instead of Senator as it’s a panic button in case anything gets within 7 meters of me. I typically run Quasar due to favorable matchups against anything the bots bring, and Backpack Shield for more survivability thanks to me typically running light or medium armor with extra impact grenades to pop mediums with, leaving me 1-2 free slots for mission equipment.
I really enjoy both your and Ryken's videos! Cool to see you both working together.
Its fun!
Two more things about the Eruptor I have noticed:
The sharpnels have a tendency to fly at me when I am shooting at the ground or at bugs from ~40-70m. Keeps taking out my shield or sometimes killing a teammate.
The personal shield at whatever % usually absorbs all the damage when firing at
I don’t have the GP yet, but I’ve been running this with Stalwart, Laser Backpack, Orbital Strike and 110 Pods. It’s been working great for bugs, and can take care of anything you come across. It’s been a lot of fun.
imo the Eruptor is much more of a miniature autocannon with a scope than primary slot version of the AMR
It's excellent for killing stuff on dropships as they come in. One shot to the underbelly and so long as they're lighter enemies you can sometimes kill the entire drop before they even get on the ground. It's a great weapon, although that reload is definitely something to content with and balances it out a LOT imo. I've been running it with the SPEAR as part of a duo. We clear objectives so quickly with that. When it works the SPEAR will just destroy stuff like towers and fabs with ease and it's great against MG bunkers (just kill with splash by shooting the wall or roof). The Stalwart is a fun backup for this, almost like a reverse primary situation.
You had me at the community banding together, @OP. :) outstanding on both of your parts!
Kind of an incredible video.. subscribing. Thanks for doing this deep dive. The excel document is worth gold.
Thanks! It was hard to do on launch day im glad you enjoyed it.
Great video! Comprehensive yet efficient, thanks for making this!
Having used for *quite a while* after getting it and literally immediately falling in love with it when I took my first shot and bisected a Devastator, the shield backpack is also potentially a really good option too when it comes to missions/matches where you're *always* fighting something from mission start all the way to literal last seconds of extract.
Reason being is that when you get hit, ESPECIALLY by the harder hitting shots/bots like Devastators, your aim flinches hard that you have to really take time to reorient and that takes a while considering how slow handling is with the Eruptor. Plus it also means you aren't potentially as harrassed/ragdolled by rockets as much or at least have a larger window of time to react and get to cover safely.
Good point
Perfect review of the weapon, thank you very much :)
I love how this thing hits like a truck, but working it into my usual build is going to be tricky.
The bug with the explosion also kinda kills it for me; because of the massive explosion radius and the fact that you are *pulled towards the explosion,* it's impossible to use it against anything up close, so you need a good secondary.
Ive found the shield bp fixes that issue until they patch it. Not ideal yes but effective.
One thing I've noticed specifically on the green bile spewers is you can do an unexpected one-shot if you hit the legs on the side. Hitting the head or the unarmored sack will take two shots. Hitting the leg must cause impact damage, then explosion and frag damage on the sack. Not the easiest thing to do but it reinforces how inconsistent it can feel to use.
Thanks for the update, yes its somewhat inconsistent for a few reasons but trends to the strong side. I think that's why so many people like it.
Perfect analysis video
Your articulation is immaculate. Great video
Thanks!
I really loved pairing this with the stalwart and the jump pack. The extra mobility I feels irreplaceable for this weapon, as close quarters gets you mauled. And while the stalwart is great at mowing down swarms, you still backpedal slowly and might need to whip out the euruptor to take out something more chunky. Plus, it makes closing down outposts easier to do solo
I am amazed that this thing is a primary and not a support weapon, but I am all for it.
I like the Eruptor because it feels like a support weapon so then I can choose a machine gun or whatever as sort of a primary that has bigger mags lol. Gives me a little more freedom with my load out.
The note on the frags is quite useful. Only the objective busting trait was obvious at a glance
I think people are sleeping on the adjudicator; it trades the longevity of the penetrator liberator (ammo count) for better burst damage. You'll need supplies more often but at close range you can shred devestators and berserkers, and at medium range you can still plink weaker enemies. Its kind of strange they call it a marksman rifle when really its just a beefy assault rifle. Think of it like, say, an AK or FAL type assault rifle in most shooters, it trades accuracy and total shots for more punch per hit, its better for burst damage than any other assault rifle or marksman rifle, but in prolonged engagements it definitely suffers. Pair it with the laser pistol for a solid, infinite ammo weapon to deal with the occasional chaff or the side arm smg. Comes in clutch when youre out of nades, gotta reload your support weapon, whatever the case may be, and youve got a crowd of shield and rocket devestators bearing down on you, or if your team needs somebody who can focus on medium sized/armored enemies
Gotta try it out. Thanks for the suggestion
People can be really bad about getting stuck with pre-conceived notions because they feel a tool should be a certain way. Case in point, the amount of people that felt the groundbreaker "should be" a flamethrower armor with fire resistance when there's nothing that communicated that before or after its release.
Digression aside, I agree that the adjudicator isn't as bad as people are saying and will be interested in seeing Ryken's spreadsheet for it. What people need to understand is that a DMR is just a beefy assault rifle, battle rifle, or accurized assault rifle with a higher powered optic and is meant to cover the intermediate distance where regular riflemen can't accurately engage targets and dedicated snipers typically are not employed. A MK12 SPR is basically just an M16 variant, and the first generation SDM-Rs *were* just accurized M16s with an optic and bipod.
Looking at the weapon it appears to be taking design cues from the H&K G3-- a (heavy) beefy battle rifle firing an intermediate cartridge that was issued primarily with 20 round magazines, and still sees service today . The G3 is also known to have a decent amount of recoil, being considered extremely difficult (if not impossible) to accurately use in full auto-- which again sounds familiar to the Adjudicator. In close range at full auto (firing bursts), and within 100m on semi, I would agree that the Adjudicator does just fine.
I think the most telling aspect about the rifle is that it uses the same optic as the Sickle and standard Liberator, meaning it has less zoom than either the Lib Penetrator or either of the two previous DMRs. Without testing, it probably has improved damage fall-off and penetration over the standard Liberator (so improved damage against armor despite 475 less raw damage per mag), and definitely has better close range damage (650 more damage per mag!) than the Penetrator. That's about the niche that I would expect from a future G3.
justifying why a weapon is okay with this many words proves exactly why the weapon is mid/garbage
@@mikkim-mh9bc
"Case in point, the amount of people that felt the groundbreaker "should be" a flamethrower armor with fire resistance when there's nothing that communicated that before or after its release"
It literally looks like a fireproof suit. It even has a fucking "gas mask" with a filter.
@@spizC Sounds like someone is big mad and feels called out. News flash: modern militaries still issue gas masks. I got issued one my first week at BCT, did that make me a firefighter the second I put it on? We get issued MOPP gear in environments where NBC threats are a concern (aka SK) so we get trained on its use and plenty of units make yearly trips to the gas chamber.
It only looks like a fireproof suit to you because the color scheme is black with yellow highlights-- the default colors of a helldiver uniform. No firefighter is pinning back any part of their bunker gear when they're on site. You are *exactly* the person I'm talking about.
If you are the desperate sort: on a reload, if you left one round chambered, the next magazine will supply you a total of 6 shots for a more dire scenario. You’ll see this when you fire the first shot post-reload, your shot count and magazine indicator will not go down. Do with this information what you please.
this is the guy whose vids I'm waiting for every new patch.
High praise, thank you!
It took some game to appreciate it, as i was figuring out those things my self. It became my favorite primary ! the shrapnel AoE pulls some heavy work. And pulls you in if you're to close wtf. I've since practiced my "helldive backward and shoot the berzerker" and the aoe works wonder !
quick and information dense. good job.
That was my goal. Glad I succeeded.
One great thing about it is that you can rechamber while diving, sprinting, running, falling; so it really is perfect for bots.
As a BF1 fanatic, I've been waiting for this gun. Just need a bayonet and a trench, and I'll be home.
Since this can take out objectives and reliably deal with all but the heaviest enemies, I like to think of it more as a gun somewhere between a primary and support. When I run this I generally don't run a support weapon as a stratagem and just use whatever I can find in the mission. Its basically like having 1 extra stratagem slot and I like using stuff found lying around because it changes up gameplay.
Thats how I have been playing too
Reginald videos hitting faster than an Eagle strike
Hope I was a tad more accurate than the ones I called in yesterday...oof
My favorite thing to do with this so far is using it as a Flak cannon and shooting the bottom of dropships to kill/maim the units they’re carrying.
Can clear an entire dropship full of troopers or striders if you get lucky too
Also very nice for bugging them out since when units take damage in a dropship they sometimes just… stand there when they land? Idk, I’ve consistently broken hulks and killed their escort before they dropped with the budget bolter
I give it a week before this thing gets the railgun treatment
I run both the Eruptor and the AMR with a Jetpack and using the light Eradicator armor set. Works well to keep your team covered before they get overun with medium enemies, especially pairing some Stun Grenades to pacify hulks so you can 2 shot them with the AMR. Good stuff. Plus dont got the Strategems available to kill a tank? Jump untop of it with Jetpack and unload a AMR clip into its back and youre good.
Haven’t used it yet, so thanks for the primer, bud.
I prefer running the eruptor on bug missions however I still prefer the diligence for bot missions in tandem with the AMR. My reason being that the diligence can take out both isolated groups of enemies and larger groups of small enemies if you develop some skill with it. For instance, in most scenarios you can tap the driver of a scout strider from the front by hitting the top of their head hotbox over the shield, or alternatively switch to the AMR and shoot them between the legs to disable them. Hulks, tanks, gunships, turrets and emplacements all fall quickly to the AMR with a good amount of consistency and you can hit them from farther away since it doesn't have the airburst feature. The eruptor certainly holds it's own against both enemies but I feel it's far stronger against bugs and that there are better options against bots.
A perfectly valid perspective. Post buff AMR can 1tap sentinel legs btw.
I can vouch that the over watch playstyle of Eruptor w/ AMR is pretty nice! If you position well, all the enemies are targeting your teammates meanwhile you take out the annoying elites like hulks and devastators. My current loadout is Eruptor, Redeemer, Stun nades | Stratagems: EMS Mortar/ Autocannon turret/ Eagle Smoke/ AMR
Cool! Stoked to hear it.
I know a lot of people say the Stalwart is a support weapon that feels like using a primary, this seems like it’s the other way around. I wonder how well those two would complement each other if you dedicate your team slot to cleaning out chaff and medium enemies
Tried it, seems viable on bot 9
I actually do run both the amr and the eruptor. Its pretty damn good. They cover each others weakness pretty well, the ammo eco is great, and theres almost nothing that a mag dumb or two from the amr and redeemer cant handle in the instance when enemies are close. Stun grenades are a shoe in for this because well your primary already does what the offense grenades do but better. Backpack is up to you but i prefer the shield gen. I also like to run turrets with this. I prefer to run heavy armor with fortified against bots, the significant increase in tankiness is well worth it when your primary is already really slow. Plus the reduction in sway and self harm is a nice bonus
Secret tip: you can split devastator in half with 1 abdomen shot (some of the time)
There is a way go quick fire the eruptor! Use the switch Hold input instead of tapping and immediately switch back! You wont have to go yhrough the bolt pull!
Pitting out a tutorial guide the day after new content drops.
This feels similar to the old news stories that were rushed to get ahead of the pack, the "first post" of journalism.
Very true, I actually don't think I'll do it again. I made it to a standard I'm satisfied with. Its as infodense as most of my tutorials. But it took 16 hours of work in a single day. Not fun to do.
Pretty sure I’m going to be running the Laser Cannon+ Shield+ PYF (pick your favorite) with the Eruptor as Primary+Redeemer+Stun Grenades as my new BOT load out.
Was running the AMR+Supply Pack and medium scout armor playing long range over watch/stealth earlier this evening and having a blast (pun intended) killing 6 striders after they dropped in and gaggled together with one shot was epic.
Sounds solid
The eruptor feels like a support weapon, which lets you use the Stalwart as a primary! Fire rate to maximum and have fun!
Good lord no wonder the Eruptor hits so damn hard shooting a 15mm explosive gyrojet round is crazy.
I love gyrojets.
I've killed the behemoth chargers in 2 direct hits to the abdomen, and devastators will actually die quite consistently when you shoot them in the legs. The groin area in particular seems reliable.
Rocket devs seem to die consistently to shooting the inner side of the rocket pods. The headsot from shrapnel and radius seems to do it most times.
Honestly a mediocre war bond so this video is much appreciated for me to take a second look.
I think, tragically, I picked the only thing that was good in the warbond.
Helpful. I like the format
I dunno anything accept what you've said about the numbers. But it feels like having a really slow auto cannon. Such a gem for a heavy player especially with the hmg
I bring this bad boy with my arc thrower, lets me use this for popping factories and bug holes, and as a strong option against heavies, but still able to handle smaller large waves of enemies
This is easily my favorite main weapon in the game now. I wouldn't be bothered by a nerf to the radius or even the damage done to the area, but I love that it's a slower projectile that requires some skill to hit moving targets dead-on.
I love it too, JAR has the same thing going for it.
1:54 Surface to Air helldiver
Been having a blast running this with the lmg (prefer the higher dmg over stalwart) shield backpack, redeemer, impacts, orbital rail and 500kg on suicide difficulty. Hardly a meta build but its very effective in like 85% of situations. You do have to make sure you stick with the team though as when the gunships or elite show up and the rail/500kg are on cool down its very hard dealing with them. Lmg can kill hulks for example, but you need to get behind them with it which is impossible if your on your own.
Gonna try running the build with stuns grenades, see if that helps solo play with this build
Thanks for the data in the spreadsheet
Eruptor, my beloved, how I miss thine shrapnel
Same friend.
if youre able to hit the thrusters on a gunship it can 2 shot it fairly regularly (sometimes 3 for me because a bodyshot or explosion weirdness)
5:26
maxim 44: If it will blow a hole in the ground, it will double as an entrenching tool.
Damn right. Don't think I haven't used a 380mm to make cover on open ground.
against bugs you can deal with anything but titans with this weapon easily. well, unless you get swarmed by hunters ofc
but you can run guard dog
My loadout for bots now be the new heavy armor, eruptor, senator (swapping between weapon cancel the rechambering) and stalward + shield generator
Yoo! This gun is legit! Completely replaced my support weapon as a primary. Now I just use a Stalwart as my a primary with this used for the bigger targets. My only complaint is that it isn't that effective against Hulks unless you're hitting them in back
eruptor, revolver and amr
im a marksmanholic
*also EATs and any backpacks that others don`t want
I like eruptor with laser cannon. laser cannon can clean up straggler raiders that aren't in a group for free, and it can make up for the lack of damage to hulks and tanks
If you’ve fought the Shriekers before, you probably already know that they’re weak. Light armor. This thing shreds them, but only if you can actually aim. Your best bet would be to rely on a stalwart or your secondary. But it can still deal with them if you have the aim.
Important information to share: The Eruptor canNOT harm Shrieker nests.
Some chad lunatic in my comments said it can be done, in more than 20 shots.
@@Reginald-sc9tkWeird, I was getting the white shield non-hit/deflection marker.
@@SkarmoryThePG It might be the explosion portion actually damaging it. I've noticed on this gun if I hit something, that white shield icon can pop up if I hit the armored part, yet the critter is obviously damaged. In other words, I think the shield only shows when you cannot penetrate the armor with the IMPACT, but the explosion damage is still actually bleeding through.
I feel like this thing is more like a Bolt action Autocannon as a primary
I just had it 1 hit a gunship in the engine today. No one else was shooting at it, it was at a medium-ish range nothing too crazy close or far. I think the shrapnel damage being so inconsistent makes it real ineffective against gunships but hey; it sometimes works great!
Please never get rid of the fun bit
I promise to make my next one with medic armor just for you.
One thing about the Devastators you missed.
You can one-tap them if you shoot them in the knee.
Or the dick.
Bro what 🤯
same for their groin shield or pop the rocket pods off from the front (the sides take 2 shots)
I run the Laser Cannon, eruptor, machine pistol, Impacts, Shield Pack, Airstrike, EMS Orbital.
1-shotting stalkers and spewers is great, but I've been struggling to find a good support weapon for it. This is exactly the kind of thing I'm looking for as an overwatch-style player. Used to run Diligence all the time for popping light patrols and supporting at range before the laser assault rifle came out.
Tried machine gun and stalwart for crowds which just felt... meh. Eruptor can handle most enemies just fine, but there's so much heavy armor in helldive that I would have to bring something like Quasar for solo... at which point swarms are the biggest threat so Eruptor is out-classed by other options. It's in a weird spot.
EDIT: I'm really struggling with the little bastards like hunters and shriekers with this thing. Even taking a machine gun just feels so bad and I can't quite figure out why...
Stalwart ain't bad for that role, the redeemer can help if you dont magdump but more burst fire. Don't forget you can melee stun hunters. Also firing into the ground in 3rd person ADS can make short work of hunter packs with a little distance using the Eruptor.
The laser cannon and arc thrower could work too I think.
works with arc thrower well, since arc can kill everything to trash to medium
It's very applicable in a situation like on lighter armour pack and is good for ambushes on narrow terrain because when light enemies pack tight its super effective (I've killed 15 automatons in one shot with this) I think I would run a hog on solo because you're still capable of taking on larger enemies like a hulk to the face. In a group setting I use it with the AMR as a crowd control weapon and leave that to the AMR (not sure how this applies to bugs as I haven't run a bug mission with one)
Side note you can one shot heavy devastators with a shot to the pack