In a video by the CCO the explained the damage change, this is how I take it. They reduced the mass damage one takes from a head shot. To keep things fair, the rest of the body takes more damage in correlation to the amount reduced from a head shot.
I believe I dropped a gas strike on a Bile Titan once and it started walking off in the opposite direction like an idiot, giving enough time for my squad to obliterate it.
I would rather go with Gas Granades and AMR or Railgun for support weapon. Gas nades let you poison enemies at a distance, and gassed automatons are completely blind.
@@IronNomadGaming for bugs: light medic armor, one of these boosters: experimental infusions, vitality, muscles, stamina. Crossbow, stim pistol, gas or smoke grenade. Supply pack, arc thrower, gatling turret, either 500kg eagle or Orbital precision Strike. For bots pretty much the same but swap a light armor for medium and supply pack for a ballistic or energy shield. Its nothing special but i find it fun and works for me
I find the gas is only great on bugs. They normally are pretty densely packed and all melee attacking. End up killing eachother quite effectively, especially on a bug breach. Thats pretty much the opposite experience on the bots
I still dont get why healing a teammate for 25% of their health has to be the hardest skillshot in the Game… Playing with randoms without communication, using this gun makes u want to quit the Game. Tried for multiple hours now, dont like it at all…
Completely understandable. Definitely a night and day difference when playing with friends on coms, with randoms the stim pistol can feel like a wasted pick.
Yeah. Communication does seem like a big factor for sure. One thing I tried would be to use the in game communication wheel to say follow me next to someone to get their attention so I can heal them. But, I did get used to using the weapon by keeping an eye out for the right moments to use it on people when they are still, running straight forward in front of me, leading my shot some, etc. With more and more time with getting used to the aim, at least for me in my case, I'm starting to like it more and more. I've always liked the idea of some kind of medic build in the game, being able to keep your team alive while still providing cover in some way here or there. Edit: one other thing I got used to is pre swimming people in moments I feel they will get messed up somehow, especially for bots of a reinforced rocket strider rolls around or something.
I’m a die hard support player, Napalm is definitely massively helpful especially on a bug breach/ bot drop, however I always give a quick “Look Out” in chat because players might not notice it and get themselves killed in it. The AOE is a lot bigger than I think anyone would expect. Thermite is God Tier, kills everything. Now I don’t think the Sterilizer is that helpful? Maybe I’ve just been unlucky but when I tried it I definitely saw some disorientation from bugs but it would seem like half of them will still rush you and on those higher difficulties being rushed is a quick death. I more prone to using either the Flamethrower or Arc Thrower, usually the Arc Thrower does a pretty good job clearing most things, especially on bot missions, its stun ability is very useful and can stun hulks, and take our hulks somewhere around 5 shots. I havent unlocked the stim yet to test it but I am curious about what it might do to bugs as well, figured it wouldnt be a good weapon but perhaps it might poison them? I used to play Killing Floor 2 which had stim weapons and stimming the Zeds would cause them to be poisoned disorienting and applying tic damage. Would be cool if Helldivers also had the same/ similar feature. As far as primary I’m very undecided on bots because I mainly use the Arc Thrower to carry me but in general for both Bots and Bugs I use the explosive crossbow, especially on bugs its very helpful for closing the bug holes. I need to try that railgun I’ve heard good stuff about it.
Railgun is so good now. The sterilizer definitely fits as a more utility crowd control while the flamethrower just melts everything but is more dangerous. I think folk will lean towards picking the flamethrower overall but having options is never a bad thing.
Very strange medic loadout. I try and be as much support as possible, so on top of having medic armor (preferably light so i can catch up with people), i run ammo pack to keep people topped up, and usually a machine gun for bugs or laser cannon for bots. I usually buddy up with someone using a recoilless or spear, that way I keep them stocked and keep the chaff off of them. also tag along with anyone rocking heavy armor, that way when we are moving, i can keep them topped up on stamina and keep them with the group. Basically my stratagem approach is: Ammo pack, flexable weapon that compliments the others on the team, sentry (usually arc tower for bugs, and shield relay for bots) and then the last slot is a strike of some sort. Usually orbital barrage, precision strike, or my growing favorite, the strafing run
Whats your primary & throwable? If you're bringing an MG & Supply Pack, then i feel the MG will be your main and the primary is useless. Maybe Quasar or Railgun better here?
@osamaq8y5353 supply pack isn't for me, it's for the team, I can sustain myself off of the ammo crates on the ground. For primary weapon, I use the halt because of the stun utility, or I'll use the blitzer. Really I use any primary I find fun, but what I look for is something that is quick and snappy, that way if I need to reload my machine gun, I can swap to my primary and dispatch what I need. Quasar doesn't have the sustain due to the cooldown, or crowd control I prefer, and although the rail gun is good, I prefer the "on demand death" that the machine gun provides.
@@collectiveleak I've tried using your build & tip on following someone with Recoiless, its really good Only difference i used Eruptor, for closing holes & long range destroying spore/shrieker trees, and Gas Nades for CCing breaches And Rocket Sentry & 500KG as backup Anti-Tank
@osamaq8y5353 glad it works well for you man! If you can get a friend to join you, I really like swapping backpacks, so the machine gunner carries the shells and the recoilles rifle guy holds the backpack. Little weird to get used to, cause you have to manually load him every time, but once you get the hand of it, its fun as hell
So caustic damage id incredibly low rn. It only does like 78 dps (most of that is the DoT btw) for the caustic thrower and caustic rover. To give a comparison a flamethrower does around 800 dps. If they added 100-200 more dps to those 2 then it'd be good, but atm that's not the case sadly. Sure the enemies can damage each other, but that's random entirely, but if it dealt an extra 100-200 dps+leave a lingering cloud then I feel theyd be on par with other stratagem slots
This is definitely the general consensus... But I gotta say, this video is kinda making me reconsider. I'm genuinely wondering if there is a viable playstyle here where you are constantly blasting your own teammates with gas from the Sterilizer, Grenades, and Orbital while keeping them alive with stims to compensate for the meager tick damage. This is the first time I really considered this, but maybe the super low DPS on the Sterilizer is genuinely meant to reduce accidental team kills to help facilitate a dedicated support role? I dunno. I kind of want to try this out and see if I can make it work.
@@ryamundo42 The DoT itself is fine, just the Rover and the Sterilizer needs direct damage buffs. Cause they struggle to kill even the weakest bugs/bots atm, which is unacceptable. Like if they can kill Hunters at the rate it kills the weakest bugs, I'd be fine with that since that's most of the chaff and if they also attack each other that's bonus damage. Then add lingering caustic cloud to both to CC+potentially more damage from bugs/bots and it'll become a viable weapon against most enemies in the game. Atm hunters have like, 150 HP or something like that? So it takes anywhere between 2-3 seconds to kill a hunter, which may not seem like a lot but when a single shot or two from a gun can kill a hunter on trigger pull, you kinda see why the damage needs a buff
@@kelmirosue3251 Yeah, the Sterilizer direct spray damage is terrible. Totally agree. Lowest DPS of every weapon in the entire game. And it takes a stratagem slot. Absolutely nutty. The question I'm asking, the one I'm now wondering myself, is maybe that's a good thing? If you can hit your teammates with a stim and then literally just spray through them to stop incoming bugs... is that worth a stratagem slot that does virtually no damage? I don't know, but I'm super curious to try it and see for myself. As for the gas guard dog, I don't really care about its direct DPS. It just needs to change targets and prioritize anything near you that isn't confused. With a change like that, it could literally do 0 direct damage and it would still be incredible. But obviously, I'll take the 50 + 25 (or whatever) it currently does.
Raw damage the flamethrower is the way. I like the option to use the sterilizer if you want that gas trooper fantasy but hands down most people will pick the flamethrower.
@@IronNomadGaming Its definitely a good thing that AH made this distinction between gas and fire; dedicating gas to CC and fire to DPS. But I think there's still a worthwhile discussion to be had about how the Sterilizer specifically should fit into that equation. I'm eager to personally try it out for myself, to see how leaning so heavily into team support actually feels. Can you pull it off without feeling like dead weight? I'd really like to find out. But on the other hand, there is a counter-argument to be made that every weapon a Helldiver can field SHOULD be dangerous to allies. It's kind of intrinsic to the game's design. Amping up the DPS on the Sterilizer to something like 200 wouldn't cause it to compete with fire weapons, but WOULD make it significantly more dangerous to your team. And maybe that would be better? I genuinely don't know, but I do think its a really interesting balance question.
I've been trying to come up with kits to help keep the game from becoming stale and the medic has to be the hardest one to actually accomplish. That said, with the supply pack there's no reason to bring the armors that give more stims or nades. Democracy Protects or Fortified probably make the most sense.
This is because the Stim pistol is meant for defensive fights, not offensive ones. It's meant for remedying skirmishes (so your team doesn't waste stims on unimportant shootouts) or when your team is entrenched.
That's the armor kit perk icon Edit: If you mean the blue icon box that's just the ministry of intelligence logo, pay it no mind unless you're a traitor.
Did you really suggest that the gas we use to kill every enemy in the game will heal players ? Dude it’s poison. The stim pistol is not very useful. It would make more sense if it did not take up a slot in the player inventory. Picking it puts the player at a loss regarding usefulness.
We need a heavy armor pen super sledge type weapon like a rocket hammer or maybe a 2 different attack sword woth bleeds as primarys so we can play paladin lol
As a Medic Main in TF2, I approve this message
All we need now is a stratagem weapon that heals us.
@@IronNomadGamingthe first game had a mediugun
@jamesThebulbmin wait on god? Don't lie
@@unhappe5967 yes and it could even heal multiple targets including vehicles it was called the rep-80 it was my main
In a video by the CCO the explained the damage change, this is how I take it. They reduced the mass damage one takes from a head shot. To keep things fair, the rest of the body takes more damage in correlation to the amount reduced from a head shot.
👍 I'll take the trade off for our weapons being stronger.
I agree
I believe I dropped a gas strike on a Bile Titan once and it started walking off in the opposite direction like an idiot, giving enough time for my squad to obliterate it.
I love the Starcraft references, sometimes I feel like the only person that remembers those days 😢
Unlike Blizzard, I have not forgotten Starcraft lol
I would rather go with Gas Granades and AMR or Railgun for support weapon.
Gas nades let you poison enemies at a distance, and gassed automatons are completely blind.
I'm liking that we have more options for combos.
I should try this loadout sometime. My medic loudout is wildly different
What loadout do you run for your medic?
@@IronNomadGaming for bugs: light medic armor, one of these boosters: experimental infusions, vitality, muscles, stamina.
Crossbow, stim pistol, gas or smoke grenade.
Supply pack, arc thrower, gatling turret, either 500kg eagle or Orbital precision Strike.
For bots pretty much the same but swap a light armor for medium and supply pack for a ballistic or energy shield.
Its nothing special but i find it fun and works for me
I find the gas is only great on bugs. They normally are pretty densely packed and all melee attacking. End up killing eachother quite effectively, especially on a bug breach.
Thats pretty much the opposite experience on the bots
Bots are a menace.
I want a healing spray.
Right? I hope they have it in the cards to give us this in the future.
I still dont get why healing a teammate for 25% of their health has to be the hardest skillshot in the Game… Playing with randoms without communication, using this gun makes u want to quit the Game. Tried for multiple hours now, dont like it at all…
Completely understandable. Definitely a night and day difference when playing with friends on coms, with randoms the stim pistol can feel like a wasted pick.
Yeah. Communication does seem like a big factor for sure. One thing I tried would be to use the in game communication wheel to say follow me next to someone to get their attention so I can heal them. But, I did get used to using the weapon by keeping an eye out for the right moments to use it on people when they are still, running straight forward in front of me, leading my shot some, etc. With more and more time with getting used to the aim, at least for me in my case, I'm starting to like it more and more. I've always liked the idea of some kind of medic build in the game, being able to keep your team alive while still providing cover in some way here or there.
Edit: one other thing I got used to is pre swimming people in moments I feel they will get messed up somehow, especially for bots of a reinforced rocket strider rolls around or something.
Need an illuminate build for sure. Been using these 2 religiously before now
Wheels are turning, hopefully have one ready early next week.
@ can’t wait for it!
@@IronNomadGamingquestion has there been any changes to these loadouts? Primary, stratagem etc…
I’m a die hard support player, Napalm is definitely massively helpful especially on a bug breach/ bot drop, however I always give a quick “Look Out” in chat because players might not notice it and get themselves killed in it. The AOE is a lot bigger than I think anyone would expect.
Thermite is God Tier, kills everything.
Now I don’t think the Sterilizer is that helpful? Maybe I’ve just been unlucky but when I tried it I definitely saw some disorientation from bugs but it would seem like half of them will still rush you and on those higher difficulties being rushed is a quick death. I more prone to using either the Flamethrower or Arc Thrower, usually the Arc Thrower does a pretty good job clearing most things, especially on bot missions, its stun ability is very useful and can stun hulks, and take our hulks somewhere around 5 shots.
I havent unlocked the stim yet to test it but I am curious about what it might do to bugs as well, figured it wouldnt be a good weapon but perhaps it might poison them? I used to play Killing Floor 2 which had stim weapons and stimming the Zeds would cause them to be poisoned disorienting and applying tic damage. Would be cool if Helldivers also had the same/ similar feature.
As far as primary I’m very undecided on bots because I mainly use the Arc Thrower to carry me but in general for both Bots and Bugs I use the explosive crossbow, especially on bugs its very helpful for closing the bug holes.
I need to try that railgun I’ve heard good stuff about it.
Railgun is so good now. The sterilizer definitely fits as a more utility crowd control while the flamethrower just melts everything but is more dangerous. I think folk will lean towards picking the flamethrower overall but having options is never a bad thing.
Very strange medic loadout. I try and be as much support as possible, so on top of having medic armor (preferably light so i can catch up with people), i run ammo pack to keep people topped up, and usually a machine gun for bugs or laser cannon for bots. I usually buddy up with someone using a recoilless or spear, that way I keep them stocked and keep the chaff off of them. also tag along with anyone rocking heavy armor, that way when we are moving, i can keep them topped up on stamina and keep them with the group.
Basically my stratagem approach is: Ammo pack, flexable weapon that compliments the others on the team, sentry (usually arc tower for bugs, and shield relay for bots) and then the last slot is a strike of some sort. Usually orbital barrage, precision strike, or my growing favorite, the strafing run
Whats your primary & throwable?
If you're bringing an MG & Supply Pack, then i feel the MG will be your main and the primary is useless.
Maybe Quasar or Railgun better here?
@osamaq8y5353 supply pack isn't for me, it's for the team, I can sustain myself off of the ammo crates on the ground. For primary weapon, I use the halt because of the stun utility, or I'll use the blitzer. Really I use any primary I find fun, but what I look for is something that is quick and snappy, that way if I need to reload my machine gun, I can swap to my primary and dispatch what I need.
Quasar doesn't have the sustain due to the cooldown, or crowd control I prefer, and although the rail gun is good, I prefer the "on demand death" that the machine gun provides.
@@collectiveleak I've tried using your build & tip on following someone with Recoiless, its really good
Only difference i used Eruptor, for closing holes & long range destroying spore/shrieker trees, and Gas Nades for CCing breaches
And Rocket Sentry & 500KG as backup Anti-Tank
@osamaq8y5353 glad it works well for you man! If you can get a friend to join you, I really like swapping backpacks, so the machine gunner carries the shells and the recoilles rifle guy holds the backpack. Little weird to get used to, cause you have to manually load him every time, but once you get the hand of it, its fun as hell
What about the new Halt Shotgun? Its stun rounds could be useful in this build
I'm thinking of doing: Halt, Stim, Gas Nades, Railgun & Supply Backpack
Agreed, I'd take the halt as the primary of this build.
can we get a load out for each tf2 class ive been trying it for a min but the results have been lack luster
So caustic damage id incredibly low rn. It only does like 78 dps (most of that is the DoT btw) for the caustic thrower and caustic rover. To give a comparison a flamethrower does around 800 dps. If they added 100-200 more dps to those 2 then it'd be good, but atm that's not the case sadly. Sure the enemies can damage each other, but that's random entirely, but if it dealt an extra 100-200 dps+leave a lingering cloud then I feel theyd be on par with other stratagem slots
This is definitely the general consensus... But I gotta say, this video is kinda making me reconsider.
I'm genuinely wondering if there is a viable playstyle here where you are constantly blasting your own teammates with gas from the Sterilizer, Grenades, and Orbital while keeping them alive with stims to compensate for the meager tick damage. This is the first time I really considered this, but maybe the super low DPS on the Sterilizer is genuinely meant to reduce accidental team kills to help facilitate a dedicated support role?
I dunno. I kind of want to try this out and see if I can make it work.
@@ryamundo42 The DoT itself is fine, just the Rover and the Sterilizer needs direct damage buffs. Cause they struggle to kill even the weakest bugs/bots atm, which is unacceptable. Like if they can kill Hunters at the rate it kills the weakest bugs, I'd be fine with that since that's most of the chaff and if they also attack each other that's bonus damage. Then add lingering caustic cloud to both to CC+potentially more damage from bugs/bots and it'll become a viable weapon against most enemies in the game. Atm hunters have like, 150 HP or something like that? So it takes anywhere between 2-3 seconds to kill a hunter, which may not seem like a lot but when a single shot or two from a gun can kill a hunter on trigger pull, you kinda see why the damage needs a buff
@@kelmirosue3251 Yeah, the Sterilizer direct spray damage is terrible. Totally agree. Lowest DPS of every weapon in the entire game. And it takes a stratagem slot. Absolutely nutty.
The question I'm asking, the one I'm now wondering myself, is maybe that's a good thing? If you can hit your teammates with a stim and then literally just spray through them to stop incoming bugs... is that worth a stratagem slot that does virtually no damage?
I don't know, but I'm super curious to try it and see for myself.
As for the gas guard dog, I don't really care about its direct DPS. It just needs to change targets and prioritize anything near you that isn't confused. With a change like that, it could literally do 0 direct damage and it would still be incredible. But obviously, I'll take the 50 + 25 (or whatever) it currently does.
Raw damage the flamethrower is the way. I like the option to use the sterilizer if you want that gas trooper fantasy but hands down most people will pick the flamethrower.
@@IronNomadGaming Its definitely a good thing that AH made this distinction between gas and fire; dedicating gas to CC and fire to DPS.
But I think there's still a worthwhile discussion to be had about how the Sterilizer specifically should fit into that equation. I'm eager to personally try it out for myself, to see how leaning so heavily into team support actually feels. Can you pull it off without feeling like dead weight? I'd really like to find out.
But on the other hand, there is a counter-argument to be made that every weapon a Helldiver can field SHOULD be dangerous to allies. It's kind of intrinsic to the game's design. Amping up the DPS on the Sterilizer to something like 200 wouldn't cause it to compete with fire weapons, but WOULD make it significantly more dangerous to your team. And maybe that would be better?
I genuinely don't know, but I do think its a really interesting balance question.
I want tje medigun from the first game
It's only a matter of time I think
I've been trying to come up with kits to help keep the game from becoming stale and the medic has to be the hardest one to actually accomplish. That said, with the supply pack there's no reason to bring the armors that give more stims or nades. Democracy Protects or Fortified probably make the most sense.
You make a good point!
Stim pistol benefits from the med-kit perk
@rocklee5x true but you can't be a good healer if you're dead to a hundred rockets, I guess if you're a filthy bugdiver take the med kit
@@TookyG filthy bugdiver?
@@rocklee5x it's a joke...mostly
I think it needs to be able to revive within few seconds after death five secs
what happens when there's only a torso left? lol
Stim pistol should give temp HP. Really useless because how fast things go
Oh that would be nice, or a longer lasting hp regen like 30secs. In it's current state it's just a stamina shot for your teammates most the time.
This is because the Stim pistol is meant for defensive fights, not offensive ones. It's meant for remedying skirmishes (so your team doesn't waste stims on unimportant shootouts) or when your team is entrenched.
The last option you have in the upper right corner of the screen… medkit? What are you referring to by putting that there?
That's the armor kit perk icon
Edit: If you mean the blue icon box that's just the ministry of intelligence logo, pay it no mind unless you're a traitor.
Did you really suggest that the gas we use to kill every enemy in the game will heal players ? Dude it’s poison. The stim pistol is not very useful. It would make more sense if it did not take up a slot in the player inventory. Picking it puts the player at a loss regarding usefulness.
It'd be how OW Ana has that healing sniper but it poisons the other team.
Ze healing isn't as rewarding as ze hurting -some goofball from tf2
So many pieces of wrong information in this video thrown in every couple of minutes, can't look past it.
What do you think is wrong? I'm fine with being corrected, the patch/warbond is still fresh. I'm all about extending olive branches.
We need a heavy armor pen super sledge type weapon like a rocket hammer or maybe a 2 different attack sword woth bleeds as primarys so we can play paladin lol
I bet we see some more melee weapons soon this year.