My favorite thing about chargers is when I’m rolling up to a casual POI with maybe 2 warriors and a couple of scavengers and one just digs itself out of the ground for no reason. Just one of the small inconveniences in life that adds up
Charger heads are so much bigger. And they're easy AF to dodge. You can dance around a Charger and do other things. A hulk will just blast you apart if you ignore it
If it's a flamethrower one, you can run in circles around it while waiting for your Orbital Precision Strike to hit it. ...That is, if the other enemies will let you.
I mean hulks are more dangerous, but you can dance with a hulk in light armor if you get in its face (which is doable with a jump pack or shield if you play smart) to the point I reliably blast it's booty
Hulks are less Tanky, but chargers are easily dodged, meanwhile hulks either burn you from 20 meters away or launch 40 rockets at you from 20 meters away
@@jimbothegymbro7086 I destroyed a hulk with a grenade gun, shooting him in the shoulder, maybe the explosion reached his back. There were 4 bullets. I wanted to try again but I haven't had time to play
Fewer weapons kill the charger effectively, but what does kill it absolutely nukes it. Where as most can kill the Hulk, but only a few do it quickly or efficiently.
And the ones that do it efficiently require much more precision than the charger. When a hulk is just standing still and you are not getting shot at by dozens of enemies that is easy, but when the hulk is moving and you are taking fire from it and everything else? Yeah suddenly it becomes clear why more things need to be effective against it.
@@altair5000 It is possible to go above the number if you collect everything from the map and find more as bunker/container loot. Those are not included in the sample numbers.
Chargers showing up in more numbers makes them a hassle, but I'll still take them over the Hulks: the hulks constant advance and ranged weaponry makes them a MENACE. Not to mention the itty-bitty headshot hitbox.
This testing is under ideal TTK conditions, but for field work, I'd actually suggest leg shots. Dough mentioned it briefly on the AT weapons, but a blown leg makes them almost stationary, but takes way more shots with conventional weaponry. ATs get the privilege of going for the double leg break, which kills the hulk immediately. But for high-medium penetration, it depends. Last I tried with the AMR, a full mag dump on the leg didn't do the job so... 🤷. But on the AC, 5 shots to the leg is the magic number. You'll only want to do these on the scorchers, since they're hilariously ineffective at range, bounce around a lot when charging towards you, and the bruisers(and obliterators) stand relatively still which makes them easier to land precision shots on.
@frostfrost8907 Have you fought against flame hulks? Sometimes, no, often they one shot you. No burning, no diving, just vaporization. I think the flamethrower is head shooting us because it can instant kill you in heavy armor.
@@agord7591 yeah seriously, the Automaton Hulk's height also means the flamethrower is perfectly aimed straight for your head. Absolutely ridiculous if it's doing headshot damage.
Your commentary was so fucking funny, all the while being pretty quick to the information without any dilly dally. I love it dude, good shit. Here's your earned engagement!
Charger damage is much easier to avoid, and hitting their head is a lot easier than the Hulk's eyes. Yeah, the Hulk's back requires a lot less damage than the chargers butt, but you don't really have many chances to shoot it (Having a Hulk with it's back to you means either you are sniping from far away, or that there is a Hulk chasing your teammate and he's also right next to you.
It really isn't that hard though, it's a fairly forgiving hitbox with a giant light that shows you exactly where to aim. They aren't very different difficulty-wise and it's all about practice
I mean I reliably get back shots by jumping over them with the jump pack, but I tend to run in there high on stims with light armor like an angry crackhead so take that with a grain of salt
@@armstronggaming8566 The real difference is, when shooting the charger, you don't have random entry grade rocket launcher automatons and rocket devastators shooting you across the map, messing up your aim and ragdolling you because they landed a rocket on the same continent you are on.
@@ezkiller93 then stay behind cover? If you're having that much of an issue with them, then maybe you need to pick your fights better, or start shooting the biggest threats first. Besides that, do you want me to bring up the fact that while you're fighting that 1 charger, there's the entire rest of the bugs you have to deal with, both melee and ranged.
Hulks are easier to kill, but they're also deadlier imo. With Chargers, you can learn to dance with them all day (and you have to, to kill the hunters and other chaff around it) but Hulks will obliterate you if you don't kill them quickly. I like how, despite the units being comparable, they have very different danger profiles.
spear needs a severe buff, it should be one-shotting these things like nobody's business, and you trade ammo for ease of use compared to other support weapons (obviously not the case right now since targeting is so finicky)
Agree with the buff as it’s a massive ammo hog as is so the ammo it has need to HIT. But also saw another vid that gave a bunch of good tips that made it far more usable than I had thought. The basics were distance(it’s not made to shoot at point blank, but can take out a turret 1/2 a map away) and visibility. And hight, even if it’s a 3 foot rock just getting some hight immediately got it to start picking up targets
Spear definitely needs a damage boost. It is, however, very strong with assisted reload, as you can take out entire automaton bases with it if the situation allows for it.
The spear should one-shot everything but fabricator walkers. It is too unwieldy to do anything less. It is the only weapon that is out of your control where exactly it hits, even the arc thrower can be reasonably manipulated to hit where you want it to as shown but the spear is a roll of the dice every shot. I fell like a possibly better change would be instead of being a man-portable weapon with squad load (and only 3+1 shots) it should be another manned turret that gets 6 shots (in side by side launchers that each have 3 shots and take two seconds to load the next round meaning if you alternate you can fire one every second but are completely stationary), taking two shots to kill most targets and 4 to kill a fabricator walker, meaning you can kill a walker plus an elite or up to 6 dropships/fabricators/gunships. Let it target bug holes and you have a strat that you call in when approaching objectives to target the objectives and/or any large targets. We need more manned turret strats and this would be a good change to achieve that. As it stands too many support weapons are AT launcher role with the spear just being inferior in every single way to the other options.
Been playing the spear for a while now. I find that it needs a huge buff for the lock on (or a fix?), and a very small damage buff. Sometimes it can one shot a bile titan from 170 meters away. Sometimes it takes 3 shots. It cannot be this inconsistent. Problem is: if it kills bile titans consistently with one shot, it will be instantly meta and therefore nerfed right away.
Most important part about ease to kill is how deadly the enemy is. Killing an AFK hulk vs an AFK charger sure the hulk is easier. Killing a flame hulk 10 meters infront of you way harder then any charger.
While I'm not arguing the ease vs chargers & hulks, leg breaks are pretty easy to do with certain weaponry, and make scorchers so much easier... As long as they don't get to sneak up on you.
One thing I noticed, which I don't see many people utilizing, is that when a charger passes you and is in it's stopping animation, for some reason it's leg armor becomes weak and can be damaged by any weapon. In some cases, after damaging the legs from the back, you can continue to damage them from the front even though they appear to be armored. Using this method, literally any weapon can kill chargers relatively quickly as long as you focus on damaging the same leg.
A funny thing you can do with chargers and hulks is pop a delivery stratagem on the top of a hulk or on the back of a charger and then it usually dies instantly. i would recommend the eat
feels real bad about the arc thrower nerf. Loved it back with the longer range. Probably needed *some* sort of minor change to not be as strong, but now it just fills a role that's not worth taking in the game.
Autocannon can kill chargers pretty quickly, but it's a bit tricky. If they charge and hit a wall, their legs will be vulnerable to the autocannon. And I think that if they just miss the charge, only the back legs are vulnerable to damage. And it just takes 2 shots to kill.
Idk I really like the EAT vs bugs. They don't have as many armored targets as the bots, you can just keep spamming those everywhere and 1 deployment easily kills 2 chargers without having to stand still in front of it charging a shot. One deployment also kills 1 bile titan if you can do 2 accurate rocket headshots.
The damage inconsistencies in this game were the straw that broke the camel's back for me. That EAT shot was dead on and yet the Hulk didn't die. On Helldive that's unacceptable when you still have three tanks and 5 more hulks to deal with.
that's happened to me too, ive been much closer too. i think the collision is overlapping or something. either way AT weapons are so slow at firing more than once, they should definitely be more consistent
personally I'd like the arc thrower aim to be like the railgun with the first target in the chain, but it has 300 degrees of chaining, meaning it can chain back to you after the second target in the chain
Using arc thrower the other day I was able to two shot a hulk a couple times, so I know it wasn’t a fluke. It is very inconsistent just because you can’t actually aim the arc thrower, and have to hope to god and super earth you get lucky and hit the visor
The strongest thing about the arc thrower is the stagger. You can just stun lock multiple hulks until they eventually die or if a teammate can get the eye or backshots without getting electrocuted.
People getting upset about their vote not being the outcome. Like I said earlier, Hulks are easier to kill; but harder to survive. No one was asking which ones is more dangerous, or which you'd rather fight.
charger for one basic fact, they may be less vulnerable in way more places but they have a large melon you can shoot in 1-shot with enough easy-to-carry weapons, they are also one of the few enemy types that you can HEAR approaching even with your back turned in the middle of a firefight. Hulk boiunces around more and while it can be 2-shot in the visor from the front by med-pen if it's got a flamer (and the usual sneak-shoes) or the rocket/plasma range weapons it can merc you as you start to ADS long before you get that second shot on target while merrily skipping along terrain that's changing in height constantly. also the hulk melee is a massive waist-high sweep with impressive range which makes it remarkably tough to avoid for such a bulky foe so you have to pick if you try and circle on the instant-death side, or the more reliable but higher chance of getting bodies by a buzz-saw side. Chargers will 99% of the time just run past you without the side-dash or tippy-toes turnaround if you bait them properly.
I don't know if I'd say one is really harder than the other. More weapons can handle Hulks, but Chargers are easier if you brought a weapon specifically for them. By which I mean anti-tank weapons. Personally my loadout for bugs is Slugger, Rover, and Quasar. Rover takes care of most of the little guys for me, Slugger makes quick work of Warriors, Brood Commanders, Hive Guards, and even Stalkers with accurate fire, and the Quasar handles Chargers and Titans. EAT works fine too, but I find that reloading the Recoilless is impractical when you need it most. For bots, Slugger and Autocannon pretty much handle everything on their own so that frees up more strategems. I bring medium armor with explosive resistance to make up for the lack of shield, but mostly it's just about using cover.
In my experience the Arc Thrower not being able to hit headshots is due to the reduced range after the nerf, coupled with existing issues with arcs not detecting enemy hitboxes due to even the slightest obscurity this drastically lowers it's DPS(since it also charges slower now) The arc upgrade ship module doesn't change much, Arc Thrower needs to be chargeable while sprinting in order to compete with Flamethrower(which is just better in most cases except self-ignition), or it will fall into obscurity similar to Railgun.
You can 2-shot chargers with the Autocannon! Dodge the charge, hit the back of a rear leg. You'll see a big spray of goop. A follow up shot to any part of the same leg and it's dead.
Re: ARC thrower, I feel like they stealth changed its auto-lock, so it's a smaller cone and you can't aim above target heads without missing or misfiring a lot. In return, it feels like the circle reticle for the true aim is now more reliable, so you can kinda aim at your desired part and it's more likely to hit that part than before, so it's a little more targeting-based than it used to be. Of course, it still misfires constantly or hits the ground now that we can't aim high as reliably, and that hurts all the more with the slower fire rate...
I can consistently kill chargers up close or at range with one quasar shot. I just can't personally manage it with hulks. So chargers are way easier for me.
It seems to be either bugged or shadow nerfed because I haven’t been able to kill chargers with GL recently. Used to be able to consistently two/three shot their butt but now the charger just eats them up
i feel like 1 shotting a charger with AT is easy but getting a 2 shot with an AC or AMR on a hulk is hard, chargers are vulnerable to only a few types of weapons, but it's easy to hit their head, hulks are vulnerable to many weapons but it's hard to hit their weakspot, which is why i find hulks harder to kill. hulks bruisers also shoot back rockets that can one shot you
Ran spear all day yesterday, and the lock on felt much better. Still some issues though. However the ability to instantly delete a marked heavy for my team with almost 2 time from mark to dead is 😘👌
Please please please make a video on the secret changes to the enemies. Like most specifically bile titans, bile spewers, and tanks. As of this comment the bile titan now takes 4 quasar shots to die. But much like the bile spewers I am curious if it is a resistance type thing where the spewers are total damage sponges outside of using grenades which will one shot them. Thanks for making these videos. You save a lot of divers time by doing these. Aswell as blatantly show where things are at. Everyone has 19 diff opinions on the state of weapons so witnessing weapons in their most ideal setting under/overperforming really helps. I agree with the grenade launcher becoming a primary. It does not feel like a support weapon at all. With the release of the explosive rifle and pistol, I really dont see a scenario where you would take it over a quasar FR FT AMR EAT etc. The eruptor already has better range so it's not even like they'd be competing it'd be up to preference/playstyle.
I really wish the automatons reacted differently to fire. Whereas for everyone else, fire just does chip damage for some period of time. I love the idea of the robots having an overheat bar. Meaning, you don't do any damage with fire by default, but keeping them on fire long enough to fill this bar up would have them just shut down and blow up.
Both can be very hard to deal with but Terminids tend to absolutely swarm you making you unable to properly focus down single chargers while the Automatons usually stay on one side making it easier to focus down theyr heavy units. All from a solo perspective ofc.
Woah woah woah, great vid and all, but what is going on a 07:59 and onwards with those rare sample spawns? I have played diff 7/8/9 near nonstop and have never had that happen.
Chargers are easier to deal with solo, 1 stun grenade and a single quasar shot to the face kills it. But boy do they have to nerf their manoeuvrability. A creature that weighs the same, if not more, than an adult African elephant should not be able to Tokyo drift. I feel like Chargers and Berserker Hulks have somehow gotten their movement swapped during development. Hulks should be slow lumbering giants in a straight line (but just as fast as a human), but should be able to turn really fast to keep track of us and to protect their weak spot on their back, requiring multiple players to focus it if they’re unable to go for the eye. Whereas Chargers should be much much faster in a straight line than a human but should not be able to turn anywhere near as fast when sprinting due to their weight.
I still think the hulk is harder. If you run quasar or EAT you have something to delete chargers and you are effective against biletitans. But if you try to run something effective against hulks, it's either 1 stun + 2 visor shots or a railgun lvl stratagem and up to kill it. I also believe both the flamer and rocket hulks are quite a bit more dangerous than any charger.
In defense of the grenade launcher: it’s much easier to get than the eruptor. Generally speaking, it’s easier to get stratagems than primary and secondary weapons.
with the grenade launcher vs chargers, aim at the ground and splash damage the belly from underneath. I have 1 clipped 2 chargers at the same time this way. Absolutely wrecks chargers.
Did you know that a charger actually has Ultra heavy armor? The autocannon, a heavy armor pen weapon, bounces off, meaning one of two things. Either the autocannon isn’t heavy armor pen, or the chargers don’t have heavy armor
thanks for the video. I think I'll use the crossbow and dominator more getting kind of tired of the JAR-R36 Eruptor too much copy and paste from the dominator, but AH is on a time crunch maybe they will make it look different someday.
Its only happened to me a couple of times but you can 2 tap a hulk with arc thrower but from what I've seen its usually very inconsistent as ive shot a hulk 8 times with the arc thrower and still didn't kill it before
The grenade launcher is a lot more reliable if you shoot the ground underneath the charger, when I tried it last IIRC it took like ~5 shots to get it into bleed-out, I've also been told that you can kill a hulk by shooting the ground behind it through the legs, but I gave up on that pretty quickly as I don't like the GL against bots. I'm wondering if there's something with explosive damage and direct hits, since I've been told that you can apparently one shot a charger with the eruptor if you hit the ground underneath the ass if the ass is close to the ground, but if you try to hit it directly it's at best 2 shots. Same thing with the GL really, direct hits are useless while ground shots do better. So the DoT bug is when you're in a group at all, not just if you're not the host?
you need to break both legs and it takes far longer to break then it does to just beam the eye if you were to stun it. I'm working on hulk disable/kill vid tho
One thing that's always bothered me about the Hulks is if you're soloing one and you get close enough to try and shoot their back, it feels impossible. They turn that vent away SO quick. Unless you get the complete drop on them it often isn't viable to get vent kills on them which sucks.
I have a question. How do you reduce the smoke that comes off in the dominator when you shoot it? what are your settings? Cause when I use it every time I shoot the smoke blocks all my vision for a whole second in first person. I have max settings
I hate to be the aforementioned little timmy but, Grenade Launcher with frontal Ricoshet shots can drop a charger in 6-7 nades. By this I mean you aim at the floor under the charger and it suddenly takes a reasonable ammout of time to blow out its back.
One thing that gets me about chargers is when they magically appear from a blind spot while you’re distracted and they Goldberg spear your legs off
Seen a number of times where chargers have yeeted someone and their samples out of the map or into deep water too
@Phuckboy bro I had 1 launch me 80m across the map into the last open bug hole with all the samples
I think it’s more like GORE😅
My favorite thing about chargers is when I’m rolling up to a casual POI with maybe 2 warriors and a couple of scavengers and one just digs itself out of the ground for no reason. Just one of the small inconveniences in life that adds up
Love when the charger spins on the dime, and starts speed walking to you, ragdolling you like it charged you.
Charger heads are so much bigger. And they're easy AF to dodge. You can dance around a Charger and do other things. A hulk will just blast you apart if you ignore it
If it's a flamethrower one, you can run in circles around it while waiting for your Orbital Precision Strike to hit it.
...That is, if the other enemies will let you.
I mean hulks are more dangerous, but you can dance with a hulk in light armor if you get in its face (which is doable with a jump pack or shield if you play smart) to the point I reliably blast it's booty
If you do the same to a hulk he will flame trooper the entire map in retaliation lol
@@La4geas unless the flamethrower bugs and one shots you at full hp with heavy armor
@@birddhunterrand miss you every time since it can’t turn fast enough
Hulks are less Tanky, but chargers are easily dodged, meanwhile hulks either burn you from 20 meters away or launch 40 rockets at you from 20 meters away
with the eruptor (I think that's the explosive sniper primary) you can shoot the ground between the hulks legs and damage it's back
Those darn rocket sniper hulks
On some planets, the Hulks will also straight-up ignore walls and shoot rockets/flames through them. (But in fairness, that affects other enemies too)
@@jimbothegymbro7086 I destroyed a hulk with a grenade gun, shooting him in the shoulder, maybe the explosion reached his back. There were 4 bullets. I wanted to try again but I haven't had time to play
"Backshots are on the menu"
Hold up now.
Just heard this on the last video lol
leave me alone gojo
Especially for Meek Mills. He shoulda said "No Diddy" 🤣 clearly he just forgot
Fewer weapons kill the charger effectively, but what does kill it absolutely nukes it. Where as most can kill the Hulk, but only a few do it quickly or efficiently.
And the ones that do it efficiently require much more precision than the charger. When a hulk is just standing still and you are not getting shot at by dozens of enemies that is easy, but when the hulk is moving and you are taking fire from it and everything else? Yeah suddenly it becomes clear why more things need to be effective against it.
they can do it quickly but it takes a higher skill floor to do so. railgun, auto, and amr can 1-2 shot the eye but only if you actually hit it
The amount of samples being collected at the end is literally orgasmic
it gives me life and I don't know why it's so addicting to farm samples in this game
9:05 Yeah plus 32/30 rare samples? How??
@@altair5000 It is possible to go above the number if you collect everything from the map and find more as bunker/container loot. Those are not included in the sample numbers.
Love how the weapons fill up to show the progress of the video.
agreed as soon as i noticed that it reminded me to like the video
Chargers showing up in more numbers makes them a hassle, but I'll still take them over the Hulks: the hulks constant advance and ranged weaponry makes them a MENACE. Not to mention the itty-bitty headshot hitbox.
This testing is under ideal TTK conditions, but for field work, I'd actually suggest leg shots. Dough mentioned it briefly on the AT weapons, but a blown leg makes them almost stationary, but takes way more shots with conventional weaponry.
ATs get the privilege of going for the double leg break, which kills the hulk immediately. But for high-medium penetration, it depends. Last I tried with the AMR, a full mag dump on the leg didn't do the job so... 🤷. But on the AC, 5 shots to the leg is the magic number.
You'll only want to do these on the scorchers, since they're hilariously ineffective at range, bounce around a lot when charging towards you, and the bruisers(and obliterators) stand relatively still which makes them easier to land precision shots on.
With stun granade the hulks become a little bit more managable
Dude I can dance with 3 Chargers no problemo but 1 flame thrower Hulk melts me in 0.1 secounds. For me it is not even close.
You can always dive and turn all that fire damage into nothing, lol.
the initial hit damage of the flamethrower isn't even funny, I once got insta-melted with medium armor -_-
@frostfrost8907 Have you fought against flame hulks?
Sometimes, no, often they one shot you.
No burning, no diving, just vaporization. I think the flamethrower is head shooting us because it can instant kill you in heavy armor.
@@frostfrost8907The fire literally insta kills. You can’t dive when you get insta killed by fire.
@@agord7591 yeah seriously, the Automaton Hulk's height also means the flamethrower is perfectly aimed straight for your head. Absolutely ridiculous if it's doing headshot damage.
Your commentary was so fucking funny, all the while being pretty quick to the information without any dilly dally. I love it dude, good shit. Here's your earned engagement!
Charger damage is much easier to avoid, and hitting their head is a lot easier than the Hulk's eyes. Yeah, the Hulk's back requires a lot less damage than the chargers butt, but you don't really have many chances to shoot it (Having a Hulk with it's back to you means either you are sniping from far away, or that there is a Hulk chasing your teammate and he's also right next to you.
It really isn't that hard though, it's a fairly forgiving hitbox with a giant light that shows you exactly where to aim.
They aren't very different difficulty-wise and it's all about practice
I mean I reliably get back shots by jumping over them with the jump pack, but I tend to run in there high on stims with light armor like an angry crackhead so take that with a grain of salt
@@armstronggaming8566 The real difference is, when shooting the charger, you don't have random entry grade rocket launcher automatons and rocket devastators shooting you across the map, messing up your aim and ragdolling you because they landed a rocket on the same continent you are on.
@@ezkiller93 then stay behind cover?
If you're having that much of an issue with them, then maybe you need to pick your fights better, or start shooting the biggest threats first.
Besides that, do you want me to bring up the fact that while you're fighting that 1 charger, there's the entire rest of the bugs you have to deal with, both melee and ranged.
Sounds like a SKEEL ISSUE to me
Hulks are easier to kill, but they're also deadlier imo. With Chargers, you can learn to dance with them all day (and you have to, to kill the hunters and other chaff around it) but Hulks will obliterate you if you don't kill them quickly. I like how, despite the units being comparable, they have very different danger profiles.
spear needs a severe buff, it should be one-shotting these things like nobody's business, and you trade ammo for ease of use compared to other support weapons (obviously not the case right now since targeting is so finicky)
Agree with the buff as it’s a massive ammo hog as is so the ammo it has need to HIT. But also saw another vid that gave a bunch of good tips that made it far more usable than I had thought. The basics were distance(it’s not made to shoot at point blank, but can take out a turret 1/2 a map away) and visibility. And hight, even if it’s a 3 foot rock just getting some hight immediately got it to start picking up targets
Spear definitely needs a damage boost. It is, however, very strong with assisted reload, as you can take out entire automaton bases with it if the situation allows for it.
The spear should one-shot everything but fabricator walkers. It is too unwieldy to do anything less. It is the only weapon that is out of your control where exactly it hits, even the arc thrower can be reasonably manipulated to hit where you want it to as shown but the spear is a roll of the dice every shot.
I fell like a possibly better change would be instead of being a man-portable weapon with squad load (and only 3+1 shots) it should be another manned turret that gets 6 shots (in side by side launchers that each have 3 shots and take two seconds to load the next round meaning if you alternate you can fire one every second but are completely stationary), taking two shots to kill most targets and 4 to kill a fabricator walker, meaning you can kill a walker plus an elite or up to 6 dropships/fabricators/gunships. Let it target bug holes and you have a strat that you call in when approaching objectives to target the objectives and/or any large targets. We need more manned turret strats and this would be a good change to achieve that. As it stands too many support weapons are AT launcher role with the spear just being inferior in every single way to the other options.
Spear needs a bigger boom.
Been playing the spear for a while now. I find that it needs a huge buff for the lock on (or a fix?), and a very small damage buff. Sometimes it can one shot a bile titan from 170 meters away. Sometimes it takes 3 shots. It cannot be this inconsistent. Problem is: if it kills bile titans consistently with one shot, it will be instantly meta and therefore nerfed right away.
Most important part about ease to kill is how deadly the enemy is. Killing an AFK hulk vs an AFK charger sure the hulk is easier. Killing a flame hulk 10 meters infront of you way harder then any charger.
Facts
Hulks are also a lot harder to hit especially when you’re on the receiving end of an onslaught of fire. Stun grenades make killing hulks pretty easy.
While I'm not arguing the ease vs chargers & hulks, leg breaks are pretty easy to do with certain weaponry, and make scorchers so much easier... As long as they don't get to sneak up on you.
One thing I noticed, which I don't see many people utilizing, is that when a charger passes you and is in it's stopping animation, for some reason it's leg armor becomes weak and can be damaged by any weapon. In some cases, after damaging the legs from the back, you can continue to damage them from the front even though they appear to be armored. Using this method, literally any weapon can kill chargers relatively quickly as long as you focus on damaging the same leg.
They die fast to leg damage too. Shooting the back is a waste of ammo in comparison.
My gf walked in on me back shotting hulks and was super upset
Thanks for taking the time to test this stuff.
Praise the algorithm
Glad to hear hulk back shots are still on the menu
A funny thing you can do with chargers and hulks is pop a delivery stratagem on the top of a hulk or on the back of a charger and then it usually dies instantly. i would recommend the eat
Yeah, it's super fun sadly, they bounce super often.
And on top of the charger's rocket, there will be a hunter catapult to throw explosions and live "ammunitions" onto our democratic behind.
feels real bad about the arc thrower nerf. Loved it back with the longer range. Probably needed *some* sort of minor change to not be as strong, but now it just fills a role that's not worth taking in the game.
Autocannon can kill chargers pretty quickly, but it's a bit tricky.
If they charge and hit a wall, their legs will be vulnerable to the autocannon. And I think that if they just miss the charge, only the back legs are vulnerable to damage.
And it just takes 2 shots to kill.
Since the best support weapon to play vs Bugs is the Quasar, Chargers are easier to deal. They don't melt us like the hulks from range.
Idk I really like the EAT vs bugs. They don't have as many armored targets as the bots, you can just keep spamming those everywhere and 1 deployment easily kills 2 chargers without having to stand still in front of it charging a shot. One deployment also kills 1 bile titan if you can do 2 accurate rocket headshots.
I appreciate these tests Ohdough. Thanks for the vid.
Indeed! Also sending thanks 💛
6:20 sick dance moves from that hulk.
"Grenade launcher can be a primary at this point"
Holy sheet
"Backshots are on the menu" ayo😂
The damage inconsistencies in this game were the straw that broke the camel's back for me.
That EAT shot was dead on and yet the Hulk didn't die.
On Helldive that's unacceptable when you still have three tanks and 5 more hulks to deal with.
that's happened to me too, ive been much closer too. i think the collision is overlapping or something. either way AT weapons are so slow at firing more than once, they should definitely be more consistent
I really appreciate all the testing you do
If I want to hit hulk's eye with arc thrower I find it best to just place the reticle right over its eye. Doesn't hit it everytime but most times.
personally I'd like the arc thrower aim to be like the railgun with the first target in the chain, but it has 300 degrees of chaining, meaning it can chain back to you after the second target in the chain
Chargers definitely. A random hulk missile can end you in one hit.
run fortified medium/heavy armour and it takes anywhere from 2-4 rockets to kill you.
The ragdolling is the worst
"Backshots are on the menu"
Say what now?
Looks like backshots back on the menu boys!
I’ve been loving the flamethrower against the bugs, so much fun!
"Back Shots" 😮😂
Makes me chuckle every time.
For the longest time I didn't think the Autocannon could headshot Hulks, I've been running around behind them to shoot the vents.
Oh soon they will have Charger wilth bio cannon like the Nid from 40kek
Using arc thrower the other day I was able to two shot a hulk a couple times, so I know it wasn’t a fluke. It is very inconsistent just because you can’t actually aim the arc thrower, and have to hope to god and super earth you get lucky and hit the visor
Thanks for all of the testing!
The strongest thing about the arc thrower is the stagger. You can just stun lock multiple hulks until they eventually die or if a teammate can get the eye or backshots without getting electrocuted.
People getting upset about their vote not being the outcome.
Like I said earlier, Hulks are easier to kill; but harder to survive. No one was asking which ones is more dangerous, or which you'd rather fight.
Arc Thrower, my beloved.
*cries in whack ass targeting*
If you bounce the grenades off the ground into the chargers belly you kill it with half a mag, often less.
S Tier videos. Everything you need to put your loadouts together.
No bullshit. Just results.
Also a reminder to the devs to buff everything else that is useless.
holy crap, flamethrower to the charger's leg is crazy.
charger for one basic fact, they may be less vulnerable in way more places but they have a large melon you can shoot in 1-shot with enough easy-to-carry weapons, they are also one of the few enemy types that you can HEAR approaching even with your back turned in the middle of a firefight.
Hulk boiunces around more and while it can be 2-shot in the visor from the front by med-pen if it's got a flamer (and the usual sneak-shoes) or the rocket/plasma range weapons it can merc you as you start to ADS long before you get that second shot on target while merrily skipping along terrain that's changing in height constantly. also the hulk melee is a massive waist-high sweep with impressive range which makes it remarkably tough to avoid for such a bulky foe so you have to pick if you try and circle on the instant-death side, or the more reliable but higher chance of getting bodies by a buzz-saw side.
Chargers will 99% of the time just run past you without the side-dash or tippy-toes turnaround if you bait them properly.
not to mention they can shoot rockets back or if you miss your shots the flamethrower will just insta kill you
I’ve warmed up so much to the railgun. Being able to delete Hulk’s with one shot is so nice .
I never knew about the leg shot for hulks. Changes the game for me.
I don't know if I'd say one is really harder than the other. More weapons can handle Hulks, but Chargers are easier if you brought a weapon specifically for them. By which I mean anti-tank weapons.
Personally my loadout for bugs is Slugger, Rover, and Quasar. Rover takes care of most of the little guys for me, Slugger makes quick work of Warriors, Brood Commanders, Hive Guards, and even Stalkers with accurate fire, and the Quasar handles Chargers and Titans. EAT works fine too, but I find that reloading the Recoilless is impractical when you need it most.
For bots, Slugger and Autocannon pretty much handle everything on their own so that frees up more strategems. I bring medium armor with explosive resistance to make up for the lack of shield, but mostly it's just about using cover.
"Make GL a primary"
It's called Eruptor 😅
Thanks for all of this, appreciate it.
Most annoying thing about chragers is that weird step slide they often do. They move their legs a tiny bit and somehow slide like 30 feet
The grenade launcher is actually a 3 shot on chargers btw, you have to slide the shots under its butt and it takes it out.
In my experience the Arc Thrower not being able to hit headshots is due to the reduced range after the nerf, coupled with existing issues with arcs not detecting enemy hitboxes due to even the slightest obscurity this drastically lowers it's DPS(since it also charges slower now)
The arc upgrade ship module doesn't change much, Arc Thrower needs to be chargeable while sprinting in order to compete with Flamethrower(which is just better in most cases except self-ignition), or it will fall into obscurity similar to Railgun.
You can 2-shot chargers with the Autocannon! Dodge the charge, hit the back of a rear leg. You'll see a big spray of goop. A follow up shot to any part of the same leg and it's dead.
Tip with the grenade launcher.
You can hit the bottum of a charge where the armour is weaker causing it to bleed.
Re: ARC thrower, I feel like they stealth changed its auto-lock, so it's a smaller cone and you can't aim above target heads without missing or misfiring a lot. In return, it feels like the circle reticle for the true aim is now more reliable, so you can kinda aim at your desired part and it's more likely to hit that part than before, so it's a little more targeting-based than it used to be. Of course, it still misfires constantly or hits the ground now that we can't aim high as reliably, and that hurts all the more with the slower fire rate...
Thanks for the great content man!!
I can consistently kill chargers up close or at range with one quasar shot. I just can't personally manage it with hulks. So chargers are way easier for me.
The HMG emplacement literally 2 shots the hulk to the eye, it's 2 Anti-Materiel Rifles duct taped together, so underrated
Ty for the chart at the end! 🙌
Grenade Launcher primary could be similar to the 8 x 40mm revolver one that exists, or like a 4 x 40mm China lake pump action.
1:34 you went through like 5 different accents so naturally, also very informative video.
you forgot the ricochet shots of the grenade laucher. works pretty good vs chargers. I would say 4-5 shots.
Grenade launcher and autocannon can both kill chargers from the front fast, but you have to hit all legs with the aoe
I've heard the grenade launcher could kill chargers quicker if you bounce grenades under it. But I don't know if that's true.
It's inconsistent
It seems to be either bugged or shadow nerfed because I haven’t been able to kill chargers with GL recently. Used to be able to consistently two/three shot their butt but now the charger just eats them up
I think they need to add suppressors and different ammo types for stealth. Like subsonic ammo with a damage penalty.
My go-to move to kill a charger is to use his animation vulnurability and kill in 4-5 Dominator shots.
i feel like 1 shotting a charger with AT is easy but getting a 2 shot with an AC or AMR on a hulk is hard, chargers are vulnerable to only a few types of weapons, but it's easy to hit their head, hulks are vulnerable to many weapons but it's hard to hit their weakspot, which is why i find hulks harder to kill. hulks bruisers also shoot back rockets that can one shot you
With the charger charge leg armor vulnerability bug, any weapon can break charger leg armor then kill them easily.
Ran spear all day yesterday, and the lock on felt much better. Still some issues though.
However the ability to instantly delete a marked heavy for my team with almost 2 time from mark to dead is 😘👌
Please please please make a video on the secret changes to the enemies. Like most specifically bile titans, bile spewers, and tanks. As of this comment the bile titan now takes 4 quasar shots to die. But much like the bile spewers I am curious if it is a resistance type thing where the spewers are total damage sponges outside of using grenades which will one shot them. Thanks for making these videos. You save a lot of divers time by doing these. Aswell as blatantly show where things are at. Everyone has 19 diff opinions on the state of weapons so witnessing weapons in their most ideal setting under/overperforming really helps. I agree with the grenade launcher becoming a primary. It does not feel like a support weapon at all. With the release of the explosive rifle and pistol, I really dont see a scenario where you would take it over a quasar FR FT AMR EAT etc. The eruptor already has better range so it's not even like they'd be competing it'd be up to preference/playstyle.
Bile titan takes 4 hits to kill. You need to hit it's face with solid anti tank shots. They have to land flat
my thought for the grenade launcher would be to make it use whatever kind of grenade you have equipped, i think that would be neato torpedo
The spear can destroy a stratagem jammer. Beside that it has no use (that can't be replace by other support weapons)
Blowing a hulk's legs off blows my mind. They're the only thing that I find frustrating with the bots, knowing that will help so much.
I really wish the automatons reacted differently to fire. Whereas for everyone else, fire just does chip damage for some period of time. I love the idea of the robots having an overheat bar. Meaning, you don't do any damage with fire by default, but keeping them on fire long enough to fill this bar up would have them just shut down and blow up.
Both can be very hard to deal with but Terminids tend to absolutely swarm you making you unable to properly focus down single chargers while the Automatons usually stay on one side making it easier to focus down theyr heavy units.
All from a solo perspective ofc.
i swear the little guys spawn right behind me when im aiming for a charger head so they can knock my crosshair off just as i fire 😅
try shooting a charger's leg with the auto cannon after missing a charge
That requires a specific animation
I also feel it’s way easier to get a charger to give up chasing you. Hulks are really persistent
I actually find it the other way round. On an open field, a charger can catch up to a sprinting helldiver, but a hulk can't.
Woah woah woah, great vid and all, but what is going on a 07:59 and onwards with those rare sample spawns? I have played diff 7/8/9 near nonstop and have never had that happen.
I test flamethrower my own self from vision 1.000.103 since .203, flamethrower can not deal damage to hulk's radiator ,hope it will change in future
OhDough you're the man. Best HD2 channel.
Chargers are easier to deal with solo, 1 stun grenade and a single quasar shot to the face kills it. But boy do they have to nerf their manoeuvrability. A creature that weighs the same, if not more, than an adult African elephant should not be able to Tokyo drift.
I feel like Chargers and Berserker Hulks have somehow gotten their movement swapped during development. Hulks should be slow lumbering giants in a straight line (but just as fast as a human), but should be able to turn really fast to keep track of us and to protect their weak spot on their back, requiring multiple players to focus it if they’re unable to go for the eye. Whereas Chargers should be much much faster in a straight line than a human but should not be able to turn anywhere near as fast when sprinting due to their weight.
Bugs are already easy enough.
I still think the hulk is harder. If you run quasar or EAT you have something to delete chargers and you are effective against biletitans. But if you try to run something effective against hulks, it's either 1 stun + 2 visor shots or a railgun lvl stratagem and up to kill it. I also believe both the flamer and rocket hulks are quite a bit more dangerous than any charger.
Thanks for confirming what i felt fighting hulks vs chargers, hulks always felt easier to kill compared to chargers!
Hmm...probably the Hulk since so many weapons can kill it from the front...if you have stun grenades.
In defense of the grenade launcher: it’s much easier to get than the eruptor. Generally speaking, it’s easier to get stratagems than primary and secondary weapons.
with the grenade launcher vs chargers, aim at the ground and splash damage the belly from underneath. I have 1 clipped 2 chargers at the same time this way. Absolutely wrecks chargers.
I start to see a pattern:
- bugs are like bulls: high hp but almost always melee
- automatons: high dmg but low hp
Thank you bro, you're the cornerstone of managed Democracy
one thing, it is not a normal charger, it is its more durable cousin, brute charger, they have vastly different legs and head
Did you know that a charger actually has Ultra heavy armor? The autocannon, a heavy armor pen weapon, bounces off, meaning one of two things. Either the autocannon isn’t heavy armor pen, or the chargers don’t have heavy armor
thanks for the video. I think I'll use the crossbow and dominator more getting kind of tired of the JAR-R36 Eruptor too much copy and paste from the dominator, but AH is on a time crunch maybe they will make it look different someday.
Its only happened to me a couple of times but you can 2 tap a hulk with arc thrower but from what I've seen its usually very inconsistent as ive shot a hulk 8 times with the arc thrower and still didn't kill it before
Laser Canon nukes chargers in like two seconds if you fire at them as they are still moving past you on their "charge"
The grenade launcher is a lot more reliable if you shoot the ground underneath the charger, when I tried it last IIRC it took like ~5 shots to get it into bleed-out, I've also been told that you can kill a hulk by shooting the ground behind it through the legs, but I gave up on that pretty quickly as I don't like the GL against bots.
I'm wondering if there's something with explosive damage and direct hits, since I've been told that you can apparently one shot a charger with the eruptor if you hit the ground underneath the ass if the ass is close to the ground, but if you try to hit it directly it's at best 2 shots. Same thing with the GL really, direct hits are useless while ground shots do better.
So the DoT bug is when you're in a group at all, not just if you're not the host?
dope vid, just commenting to help your algorithm
One thing you forgot is the lazer cannon on the Charger's leg it basically insta kills him
you need to break both legs and it takes far longer to break then it does to just beam the eye if you were to stun it. I'm working on hulk disable/kill vid tho
One thing that's always bothered me about the Hulks is if you're soloing one and you get close enough to try and shoot their back, it feels impossible. They turn that vent away SO quick. Unless you get the complete drop on them it often isn't viable to get vent kills on them which sucks.
I have a question. How do you reduce the smoke that comes off in the dominator when you shoot it? what are your settings? Cause when I use it every time I shoot the smoke blocks all my vision for a whole second in first person.
I have max settings
People have said turning off your flashlight can help reduce the glare from the muzzle.
I hate to be the aforementioned little timmy but, Grenade Launcher with frontal Ricoshet shots can drop a charger in 6-7 nades.
By this I mean you aim at the floor under the charger and it suddenly takes a reasonable ammout of time to blow out its back.
It's too inconsistent, auto cannon can do the same thing but it varies too much based on terrain