My one take-away from all this is that they should really buff the SPEAR. The Quasar matches its effective shots-to-kill on most targets, with a similar "reload time", no backpack requirement, no lock-on shenanigans, and infinite ammo.
Nah the SPEAR is just an anti-titan weapon, you can't buff it because it's already a portable one-shot. The real problem is the mob spawns. Even if you can one-shot titans, what is the point of bringing a spear that runs out of ammo if the game can spawn 2 or 3 titans at the same time on a side objective ? There's simply too much stuff to kill in higher difficulties and on the lower ones there isn't enough to justify bringing a Spear that you don't really need. It will be better once we get bigger rhings to kill, things that are rare to fight even on higher difficulty but require serious amounts of fire power.
@@cavemanbonk8320 Yeah, this. As it is, you really have to line up the shot exactly from the front, so that it hits them in the face. If you're even slightly off, it will not work. Just doing two shots with any of the other options is way more consistent, and they have more universal uses and more ammo. The one truly unique benefit of the SPEAR is killing bot fabricators from any angle, but the lock-on for those is even more insanely finicky than usual, and just throwing an airstrike at them is faster.
Interesting triangle of RR, EAT, and Quasar right now. Quasar shoots pretty slowly. A few days ago, I was buddy reloading my friend's RR to take down a Bile Titan in two rapid shots. Could down 3 bile titans like that in the time for the quasar to cool down for the second shot. But then you're out of ammo...
thats also assuming you are playing with friends. i play with pretty much only randoms, (sometimes friends) and you have to make sure they are willing to take a backpack slot for you. with randoms its even worse. Quasar so far is fun on its own since i dont need to have the backpack slot or hope that someone is willing to help out.
If you have a second person that's one bile titan every 10 seconds assuming you can aim. That's really solid. I really only deal with that many bile titans around extract and you can even drop a second QC by that point
I wish the damage from the dropship explosion was more consistent. Sometimes it just traps enemies under its hitbox and they keep shooting you from it and you can’t shoot back 😂
Yeah, I just had a T7 Extermination against bots, and all 4 of us brought Quasars and Eagle Clusters. It was an absolute massacre, with every single ship being shot out of the sky, and Clusters going out to double(x12)-tap the crashzone, lol. ALMOST no bot even walked up to us. Almost!
ironic thing is railgun is still top tier; it was always good for the flexibility(it can blow ammo on oneshotting bile spewers where as dedicated AT weapons take way too long to do it even if you had the ammo)
Eh, railgun still better on impossible/helldive for run and gun. For lower difficulties, probably leans towards quasar since you aren't getting swarmed nearly as much.
@@achillesa5894 Agreed. Occasionally do some reloads for a buddy so he can delete all our biggest problems? Absolutely. Be glued to his butt the entire mission and wear the ammo backpack and give up my shield/rover? Eh, thats a big ask.
That happens for all rocket launchers(RR,EAT and Quasar) quasar’s damage seems a bit off. The heavy tank and the stationary turret sometimes take 3 shots if you shot them from long range but sometimes it only takes two. It couldn’t consistently blow up charger with a single headshot or bile titan with two, but if you stand really close sometimes you could. Maybe there are some seriously high damage drop off?
using the quasar even hitting weakspots it did not one shot tanks for me. it feels like a slightly weaker recoilles/eat but with a charge up and infinite ammo
@@lejenddairy I haven't tried shooting one in the chasis, I mostly aim for the vents to take out the big boy tanks, but I'm guessing it can do the job like the other AT weapons, I have one shot hulks with one blast to the eye and the back vent, so it's pretty solid on that front, though cannon turrets can take between 2-4 shots depending on where you hit them, so, some enemies are a bit inconsistent with the damage.
Glad i found your channel to find out about the finer details about the game. Helps me understand why my favorite kits may struggle and what to maybe swap around to remain efficient but still have fun.
Now this is the kind of balancing we need. High skill cap weapon with extremely effective results when used correctly. It's meant for higher difficulty missions for higher skill players. Edit: On the other hand, they might want to nerf the max range on it. It can literally outsnipe every fab, mortar, turrent, shrieker nest, biles, etc
On high enough difficulty missions, I generally would prefer a backpack buddy with the RR for rapid reloading to snipe dropships, but it definitely holds its own as essentially a lower CD EAT.
@@TrendyTryhard no it doesn't. You can call that shit in every 60 seconds and kill 3 things with it near instantly if you stick a charger. Can also stack them at POIs while you're doing objectives for anyone to use back to back. All 3 of them (quasar, RR, EAT) have different use cases
When it comes to hulks, no matter if you’re running EAT-17, recoilless, auto, AMR, or the QC, use stun grenades. It makes shots to the vision slit an absolute breeze. Side note for those not aware, AC and AMR can two-shot hulks to the vision slit. The more you know.
I like quaso. Its more skill reliant than antitank, but you will not get into a situation where "i cant get to my second EAT, better run and wait a minute". My fear is that reloadable anti tank will just be useless now and desperatly needs a buff because its essentially the same deal as quaso (you still need a second or two of safety) but its way less clunky with the reload and doesnt run out of ammo.
@@Ibra-fx1dy charging is fine. It requires just enough skill to master, but isn't brainless. Cooling though, I might agree. Still I would prefer useless weapons to be made useful, not useful weapons to become useless.
RR is not redundant. Its quicker fire and the fact you can quick reload with a buddy means you can still take out two bile titans by the time the quasar has even finished taking its second shot. Sure the gun is great but its balanced where it doesnt replace the EAT or RR just another option.
@@isnobodyreally102 find me AT LEAST ONE PERSON IN THE WORLD who uses RR in team. Everybody plays "solo" - everytime i try to make some teamplay and take RR-backpack - everyone says that they will use shield or drone instead. Even if i will be the one who takes backpack - everyone disagrees, because they need to depend on me.
@@cykeok3525 Not overly positive about everything and offers constructive feedback. Compared to that one guy that's been crying that hell divers is a dead game since the Railgun nerf
1:19 you didn't need to flex that hard hahahaha. Thanks for the video, Quasar quickly became one of my favorites, new thing to cycle from using the EAT and recoilless.
I think the only thing this needs to be balanced is slightly longer time to cool down between shots because there's almost no point right now using EATs anymore with how fast this recharges. Plus it really highlights how pathetic the spear is. Edit: actually yea, now that I realize it doesn't have the backpack, but essentially the same power as a recoilles rifle, that's kinda nuts.
If youre using the quasar vs bots, stun grenades are really good for hulks since you dont need normal grenades for factories. Pair it with the scorcher for light units and striders, plus a shield pack so you dont waste your shot flinching and its pretty good set up. You should still run someone with an AMR or autocannon for devastators though, but being able to take out objectives from range is really handy with the quasar.
I think it's in a decent place because the Charge up and Cooldown help balance the infinite uses. Using an EAT you not only drop it down for damage and get two shots with no Charge up making it faster to use in a pinch while the Quaser you need better timing, positioning and awareness to utilize it better - harder to do on higher difficulties. Recoilless Rifle will still have that higher attack rate with a 2nd person with the ability to deal with multiple targets and resupplies + dropping another RR can help a bit with the ammo issue. Also there are fewer armored enemies then there were back in ye old Railgun days.
Here's the problem with the argument that RR is better because team reload" in all my 70 hours, you wanna know how many people have helped me reload? Zero. Not even one. And, istead of having a reload buddy for your quasar, you could just have a dude with a 2nd quasar! Cutting the reload in half without even requiring teamwork!
Can also destroy bot factories from long range if you got decent angle at least on one mission I didn't have to enter a single enemy outpost, was a pleasantly calm experience, haven't tried it on bug holes yet. Also you can maintain the charge but the timing is tricky, kinda have to pulse fire it somewhat rapidly and steadily push it closer to full charge almost like ripping the cord on a lawnmower dang near. I used that to time up killing bot dropships with hilarious efficiency the other reason that mission turned out peaceful. Friend "Uh oh, dropship!" *fires quasar cannon and watches said dropship careen into the ground with its occupants* me: "What dropship? I don't see a dropship" Friend "Holy shit, you're right, I don't see a dropship"
You have to hit a crit zone to one-shot heavies, it has a long warm up to fire, can't feather charge, small AOE vs crowds, no reload if you overheat it, the cool down won't let you spam one-shots like pre-nerf railgun (which they over-nerfed), and it doesn't one-shot titans or tanks even with a crit... its seems like it has enough caveats to be balanced, especially at higher difficulty. If they buffed the railgun up to this level, instead of taking 20 shots to kill titans, it would be about right, and then the Quesadilla Cannon would have enough competition to not be the One True Meta for high level players. It's just a endgame version of EAT. And if it _is_ overpowered, add new difficulty levels with more of the bot AT-ATs and bug Sandworms until it stops being OP.
I'd love to know in what context you would use any other anti-tank support weapon. This thing looks busted good. I feel like the only times I wouldn't use the Quasar would be if I was intentionally focusing on mob clearing with the flamethrower or arc thrower, though I think it would be interesting to compare the Quasar to the Laser Cannon.
Quaso feels very nice and the fact it's more risk/reward than the EAT (since the EAT is instant but with the Quaso it needs to charge up) makes it a lot of fun!
Quick tip- it was a recharge sound so you always know when to pull it back out also you charge it but you have to let go of the shoot button nd hit it button really fast again
the best way to use these are to get your friends to bring them on an eliminate automatons mission then just take out all the dropships extremely quickly
I certainly like the triangle between the three AT options currently. RR can fire twice as fast as the Quasar (reload takes 5 seconds by yourself while quasar takes 10 to cool down) and can have someone wear the backpack to speed up reloading exponentially, but needs resupplying. EAT is a free hellpod drop every 60 seconds plus two launchers you can use then pick up your original support weapon. (Better if your friend takes it though rather than you bringing two support weapon stratagems though) Quasar has infinite ammo, doesn't require a backpack but takes longer between shots and doesn't fire immediately since it needs to charge the shot. Also has the extra upside of no drop whatsoever so sniping distant objectives is a breeze. All this means is that we need to buff the Spear. 3+1 shots that doesn't always kill depending where you hit is not worth it, especially with wonky lock on.
I don't know where you're getting the idea that Quasar takes twice as long to reload as RR but it aint true, they're roughly the same. Quasar is flatly better than RR in all things but team reload and charge-up, the first of which never happens anyways, and the second of which hardly ever matters.
I’m loving the Quasar, last night I was using it on difficulty 8 and I got all side objectives in the first minute from a distance because the side objectives were 2 spore spewers, 2 shrieker nests and an illegal broadcast. Because the Quasar is hitscan you can comple them all in the first 2 minutes if you can see them.
I just hope its not too good in the eyes of the devs. But I believe they'll probably increase the cooldown time considerably to make sure the other AT weapons aren't overshadowed. God i hope not its just too fun to use.
after reading the balance patch notes the Dev made explaining his decisions for buffing/nerfing everything I lost all hope for this game being balanced well. the reasoning he gave for things gave away that he was just not nearly experienced enough to be able to make good decisions in these areas.
The only thing that sucks about using the Quaso against Bots is the massive flinch you get everytime you get hit. Sitting still for the charge up time is nerve wracking
If you survive long enough for the quasar cooldown to finish, you can call down another one to switch it out to increase the rate of fire. Extremely useful on defence if tons of elite enemies spawned in from a distance. Or have a buddy coordinate the timing of fire if they carry quasar as well.
I've taken to calling this thing the lascannon, cause it reminds me of a Warhammer 40k weapon. Also I started running my 'laser-tag' loadout of Scythe, laser pistol, laserpuppy (laser guard dog), and stun grenades to disengage or take things out.
This thing is basically an energy EAT/RR with unlimited ammo, it's great. Plus the lack of projectile drop lets do crazy things that needed a ton of practice with the EAT. With EAT, you needed to tag the target to check the range, and then use your experience to determine how much holdover you need to compensate for drop.. with the Quasar you just point and click, and kill stuff like Cannon Turrets from 250-300m without effort.
In practice, the charge-up also holds the Quasar back a bit, especially since you can't hold it in a ready-to-fire state like a railgun. It's not very relevant against bugs, but against bots, you can be flinched at the worst possible time any moment you step out of cover. It gets exponentially worse the higher the difficulty. Still, price worth paying for literally infinite ammo, and in fairness, the flinch can mess you up with the RR/EAT too, if the timing is particularly unlucky.
Best thing about the quasar, is infinite range too, pop fabs from super far away, pop cannons, tanks, when prone, literal ZERO sway, pops bug nests, perfect if youre out of nades and or stratas, cleans heavies beautifully, its my goto. Quasar and jump pack is goated on >6, i imagine shield is a must for anything higher
yeah i like the quasar cannon a good amount. I just like to leave the anti-heavy to other people and focus on the weenies with people or doing hit and run tactics.
the quasar can take out bot factories, you just have to be perfectly level with the ventilation and shoot approximately where the angled part would become straight, horizontal angle doesnt seem to matter
This is my new go-to for the Retrieve Essential Personnel sample grind instead of the Arc Thrower, yeah the Arc can deal with mobs more easily and using it on Hive Guards and Brood Commanders isn't a waste most of the time, but the Quasar is a VERY good alternative if you're looking for some more efficient Anti-Tank capabilities, like if you're struggling with too many Chargers or Titans and need something more effective against them specifically.
I would say the quasar cannon is good but not overpowered. You can absolutely die if you’re getting swarmed as that massive charge time can easily get you killed when charging with a pack of hunters nearby. Each weapon has its place
To me, it looks like the quasar is a unlimited ammo version of the disposable rocket launcher. And the way the nerf it being unlimited is with the cooldown and charge up.
It actually does not cancel the charge when you release and you can in fact get it to and hold it at close to max charge by feathering it in a certain way
That's incredibly high commitment if you end up running the hotswap strat for two quasars, but if you're in a situation where you can take advantage of it I'll agree that that looks REALLY strong The big downside is just that long chargeup time, which I do think it's a good niche. Slow firing, high commitment, but more shots overall versus rapid firing if high commitment with high ammo needs, versus rapid firing, low commitment, but hard-limited uses
"Unfortunately, due to too many people having fun with this new support weapon, we are nerfing it by increasing charge time by 5 seconds, reducing its overall damage. Hulks and Charger weakpoints now require 3 shots from the Quasar"
@KalijahAnderson Ikr! Was literally using the Quasar and having a lotta fun but my first thought was that people are gonna bitch and it's gonna get nerfed.
The Quaso just feels like it is a energy EAT/RR, which is in no way bad. It allows you to fire a shot, switch to primary for either a follow up or add clear. Overall I love this thing.
It seems mostly balanced. If anything, I’d say they MIGHT increase the cooldown slightly. If they nerf the damage, I don’t see it getting used unless they decrease the cooldown time.
I'll alternate between quasar and arc depending if my team needs anti tank or anti mobs with what they load up. But it will definitely be my main anti tank. The cooldown > slow reload because it can happen when I'm using another weapon. It's main issues is obviously the cooldown as if you miss the shot or have more than two enemies on you, you better run.
Loving the quasar, killing dropships with it is amazing and not having to carry around a backpack for ammo or call in a ton of EATs is amazing. And I mean it looks amazing.
My suggestion is: Instead of nerfing Quasar, allow movement when reloading Recoilless, autocannon and HMGs. Or allow to complete reload without the "step" that if interrupted needs to be redone. So far the main problem that make the Quasar feel "better" compared to other ATs is that you can't deal with heavier enemies as the second shot can't be delivered due to being swarmed constantly while standing still to reload on higher difficulties.
Because this is the infinite ammo variant it needs to be the worse weapon that the eat.* So either it only fires 2 per minute with its current charge up (arguably not worse), it will get a massive charge up time that is completely unmanageable while under attack (badge option) or it will simply deal less dmg taking one shot more for every target that EAT or RR would. Combinations may work too and some buffs to the others are fine too, but in relation to them it cannot stay as is. *EDIT: After thinking about it a bit, EAT also is an infinite ammo weapon so it's more about bringing it in line with it and doing something about the RR.
@@OhDough There are primary and support weapons there is no such thing as a primary support weapon. If you ignore the ability to carry an EAT around, you would need to give the quasar a 5-10s charge up time. Ignoring that this thing also far outclasses RR reload (ignoring the team reload that only happens with friends, which in turn is no better than running 2 quasars)
Currently, I pretty much exclusively bring the Quasar Cannon as my heavy slot against bots. Its just so effective against both heavy targets and against incoming dropships, can clear objectives, and enables me to use a Shield or Rover or even Resupply pack..
I had a scuffed Ore Vein mission yesterday as well. When we activated the last drill machine suddenly like 4 or 5 dropships came in out of nowhere, team already took down 2 or 3 of them and it didn't matter. We were surrounded by dozens of Hulks tanks and innumerable devastators, on suicide difficulty btw. Felt like a fkin extermination mission and was the first failed mission in a while
The ore missions in particular are punishing right now for the very reason you mentioned. Every single one I've seen on 9 had been completely unreasonable in terms of bot drops literally on top of the POI. It's especially brutal on the objectives you have to babysit like the extractor and the civilian evacuation. I don't think we are meant to be successful in this major order.
I would either increase the charge up time and drop the damage, or add some kind of battery backpack you need to wear to use it. Infinite ammo rocket launcher needs the kind of heavy draw backs it currently lacks.
@@Birdsickle I think the challenge of the game is what makes doing higher level dives fun. If every weapon was quasar cannon broken they would have to massively buff enemies to keep the game engaging. Give don't take is a good rule to design by generally but there also has to be acknowledgement of when something is too powerful.
The only downside I'm seeing apart from the charge time to shoot is that it seems like it has a smaller aoe on explosions... maybe. This thing is nuts.
I hope that if they feel the need to nerf it they increase the cooldown as that would still keep it usable unlike any other change while still making it less dominant.
Its basically recoilless rifle, without backpack, with infinite ammo and with slower reload, but it can reload in your pocket. Also, it's projectile doesn't fall at all.
I think the wepqon fits amazingly with a team, the AC fills in fire rate between charges,the EAT helps with just having AT weapons laying around and volume of fire against heavys. Idk how to implement th RR really due to its long reload. I gave my cannon to a new player yesterday having two going of is useful too
I almost feel like the Quasar just takes over the EAT, RR, and possibly the Auto Cannon. The Auto Cannon kinda holds out due to its ability to shoot so much more which makes it better for mob clearing versus bots.
Really good helldivers channel, you dont bullshit around and clickbait every single video with the AI generated images and shit The information you give is also very solid, +Subbed
i think wut makes the quasar rly gud are those moments when you hav to skirt around bugs with the cd and reload of the other options where it can passively recharge in your hand. combo that with infinite ammo and a free backpack slot, its decent.
I highly recommend the following build for 7 and above on bug planets Quasar canon Guard dog rover Orbital rail canon And orbital precision strike As for your equipment, either the punisher shotgun or the sickle to handle those medium targets (as stalkers and brood Commanders are allergic to the punisher) And the stun granade. Chargers just becomr a joke as you stunt them, and blow their heads off with the canon. And the rover dog makes easy work of the big swarm. For bile titans, an orbital rail canon and one shot from the quasar should suffice. Or either, stunt the titans and use the precision strike. I fin this build able to handle bugs with ease
i think a good way to make the RR to compete with the quasar is to atleast speed up the reload for solo so its an actual contender or else no one is going to pick it up, i pretty much stopped using recoiless and used EAT instead because of the low cooldown and versatility, but with the quasar out now it will just make it even harder to pick over EAT or QUAZ
@@Fast5Yi the problem is the devs shoot themselves in the foot by releasing weapons like this, people love them, get attacked to them and then they nerf them for popularity or “meta”, also it seems pointless to carry a recoiless if the quasar does the job 2x better without the need of a backpack slot
Honestly while it's amazing in theory, it feels just "good" in practice. I don't see it entirely displacing EAT/RR, it's just so slow. You really need to milk the free ammo for all it's worth to make it the superior choice imo. If you only shoot it twice per minute it's just a worse EAT. In any case a very interesting addition.
A great weapon. No ammo. Reloads while you use other stuff. Doesn't take backpack slot. What's not to like? The only support weapon that's still more fun to play is AMR.
I've been loving it so far. This thing absolutely shreds bots, and effectively has infinite ammo. The fact that it cools itself down when you swap to your primary is crazy good
Just tried this last night... instant game changer! Best in slot IMO for higher difficulties. Great content as always mate! subbed! Looking forward to your next weapon review! Keep em coming!
I feel like this weapon is better when you want to play solo / in a selfish way. If you communicate with your team, and you do team reload, RR is way better. (At the cost of having to worry about ammunitions, of course) A mix of the two might be very strong though. The person holding the Quasar taking the backpack for the RR, team-reloading them to destroy big mobs like bile titans, and taking care of the smaller one-shottable mob with the Quasar.
@@petercottantail7850 sure thing sir. And what would you nerf it it had to be done? Cause increased recharge is very reasonable. How about you stop acting like an elitist prick 👍
@@giannisupereroe2189 hopefully they don’t, but if people were really upset about railgun and nerfed that, this thing is basically the railgun on crack. Infinite ammo and more damage railgun just with a slower fire rate, which is fine because you need less shots. It also steps in eats and recoilless rockets toes. Like why would you ever take those when you can take this? It does the same damage but with infinite ammo and doesn’t even need a backpack like recoilless.
An issue with this gun is that you can shoot yourself in the back with it. Not everyone experiences this, it seems, but I have like 5 times now. I shoot and just blow up, with nothing near me that could explain my death. I think sometimes the projectile spawns a little behind you and hits you. Similar things sometimes happen with the scorcher.
My one take-away from all this is that they should really buff the SPEAR.
The Quasar matches its effective shots-to-kill on most targets, with a similar "reload time", no backpack requirement, no lock-on shenanigans, and infinite ammo.
Nah the SPEAR is just an anti-titan weapon, you can't buff it because it's already a portable one-shot. The real problem is the mob spawns. Even if you can one-shot titans, what is the point of bringing a spear that runs out of ammo if the game can spawn 2 or 3 titans at the same time on a side objective ? There's simply too much stuff to kill in higher difficulties and on the lower ones there isn't enough to justify bringing a Spear that you don't really need. It will be better once we get bigger rhings to kill, things that are rare to fight even on higher difficulty but require serious amounts of fire power.
@@dearcastiel4667 the problem is it doesn't even consistently one shot titans
@@cavemanbonk8320 Yeah, this.
As it is, you really have to line up the shot exactly from the front, so that it hits them in the face. If you're even slightly off, it will not work.
Just doing two shots with any of the other options is way more consistent, and they have more universal uses and more ammo.
The one truly unique benefit of the SPEAR is killing bot fabricators from any angle, but the lock-on for those is even more insanely finicky than usual, and just throwing an airstrike at them is faster.
@@dearcastiel4667 the other day I fired two shots at an automaton tank without killing it. The spear is hot garbage.
@@WELLbethere yeah that sucks because it looks cool and is fun to use...
"EAT Quaso" build for both heavy anti-tank and heavy hunger at high difficulties.
lmao i gave up on calling it Quartar or Qartar cannon and just called it the Quaso cannon also
"EAT Quaso" is also what I say to the charger running at me.
Interesting triangle of RR, EAT, and Quasar right now. Quasar shoots pretty slowly. A few days ago, I was buddy reloading my friend's RR to take down a Bile Titan in two rapid shots. Could down 3 bile titans like that in the time for the quasar to cool down for the second shot.
But then you're out of ammo...
thats also assuming you are playing with friends. i play with pretty much only randoms, (sometimes friends) and you have to make sure they are willing to take a backpack slot for you. with randoms its even worse. Quasar so far is fun on its own since i dont need to have the backpack slot or hope that someone is willing to help out.
If you have a second person that's one bile titan every 10 seconds assuming you can aim. That's really solid. I really only deal with that many bile titans around extract and you can even drop a second QC by that point
I think all 3 would be perfectly balanced if they improved the ammo economy of the rr, like made ammo packs and resupplies give more rockets
@@erick5928 they do
Easy fix: your friend picks up a resupply pack, you carry their RR pack
You load their rockets for them and they can resupply your rocket backpack
Well since we got this when we have an automaton major order, I found one of the best use of this gun.
Blowing up dropships
I wish the damage from the dropship explosion was more consistent. Sometimes it just traps enemies under its hitbox and they keep shooting you from it and you can’t shoot back 😂
@@agedgouda8809 I've learned you have to drop the ship with the bots still in it to do the insta-kill everything in the ship
Every time I see a drop ship I get real giddy with the cannon out lol.
@@failegion7828 Same lmao, like i'm itching to take them down at this point😂
Yeah, I just had a T7 Extermination against bots, and all 4 of us brought Quasars and Eagle Clusters. It was an absolute massacre, with every single ship being shot out of the sky, and Clusters going out to double(x12)-tap the crashzone, lol. ALMOST no bot even walked up to us. Almost!
they nerfed the railgun so that they could give us an even better gun
Exactly
ironic thing is railgun is still top tier; it was always good for the flexibility(it can blow ammo on oneshotting bile spewers where as dedicated AT weapons take way too long to do it even if you had the ammo)
Not really. Not as mobile and not as spammable.
Railgun is still good for a lot of things.
@@EcchiRevenge only because of the bug with ps5 that allows you to 2 shot biles
Eh, railgun still better on impossible/helldive for run and gun. For lower difficulties, probably leans towards quasar since you aren't getting swarmed nearly as much.
At this point they should just make it so player's can just reload assist from your back pack. Then at least the recoilless would still have a use
and maybe increase the reloaded projectiles from a supply box from 2 to 3.
The problem is nobody is gonna go to u
@@CleverCheetah always have a battle buddy
@@CleverCheetah I think a lot of players, myself included, would not mind giving a teammate a hand for a few shots.
@@achillesa5894 Agreed. Occasionally do some reloads for a buddy so he can delete all our biggest problems? Absolutely. Be glued to his butt the entire mission and wear the ammo backpack and give up my shield/rover? Eh, thats a big ask.
Fun fact, the tanks with the quad laser cannons get 1 shot if you hit their turret, the Quasar is insanely good.
That happens for all rocket launchers(RR,EAT and Quasar) quasar’s damage seems a bit off.
The heavy tank and the stationary turret sometimes take 3 shots if you shot them from long range but sometimes it only takes two. It couldn’t consistently blow up charger with a single headshot or bile titan with two, but if you stand really close sometimes you could. Maybe there are some seriously high damage drop off?
This is nothing new to the Quasar, you can one-shot multiple tanks back to back with a Recoilless Rifle
using the quasar even hitting weakspots it did not one shot tanks for me. it feels like a slightly weaker recoilles/eat but with a charge up and infinite ammo
Weird considering the turret is usually the most armored part of the tank. I’m assuming it doesn’t one shot tanks if you aim for the chassis?
@@lejenddairy I haven't tried shooting one in the chasis, I mostly aim for the vents to take out the big boy tanks, but I'm guessing it can do the job like the other AT weapons, I have one shot hulks with one blast to the eye and the back vent, so it's pretty solid on that front, though cannon turrets can take between 2-4 shots depending on where you hit them, so, some enemies are a bit inconsistent with the damage.
Glad i found your channel to find out about the finer details about the game. Helps me understand why my favorite kits may struggle and what to maybe swap around to remain efficient but still have fun.
Giving bile titans a double facial never gets old
🤨
Now this is the kind of balancing we need. High skill cap weapon with extremely effective results when used correctly. It's meant for higher difficulty missions for higher skill players.
Edit: On the other hand, they might want to nerf the max range on it. It can literally outsnipe every fab, mortar, turrent, shrieker nest, biles, etc
On high enough difficulty missions, I generally would prefer a backpack buddy with the RR for rapid reloading to snipe dropships, but it definitely holds its own as essentially a lower CD EAT.
@@emgee2807it makes the EAT irrelevant
@@TrendyTryhard no it doesn't. You can call that shit in every 60 seconds and kill 3 things with it near instantly if you stick a charger. Can also stack them at POIs while you're doing objectives for anyone to use back to back. All 3 of them (quasar, RR, EAT) have different use cases
@@roar104 EAT has 3?
Nah, you don’t need to nerf the range. You can snipe out the tower mortar with EAT and recoilless already.
When it comes to hulks, no matter if you’re running EAT-17, recoilless, auto, AMR, or the QC, use stun grenades. It makes shots to the vision slit an absolute breeze.
Side note for those not aware, AC and AMR can two-shot hulks to the vision slit. The more you know.
Teams with 2 of this cannons won't need help from orbital ship when they are out of time is insane,most powerful weapon in game.
I like quaso. Its more skill reliant than antitank, but you will not get into a situation where "i cant get to my second EAT, better run and wait a minute". My fear is that reloadable anti tank will just be useless now and desperatly needs a buff because its essentially the same deal as quaso (you still need a second or two of safety) but its way less clunky with the reload and doesnt run out of ammo.
I think they will nerf the charging and cooling on the Quasar, to balance a bit with RR
@@Ibra-fx1dy charging is fine. It requires just enough skill to master, but isn't brainless. Cooling though, I might agree. Still I would prefer useless weapons to be made useful, not useful weapons to become useless.
RR is not redundant. Its quicker fire and the fact you can quick reload with a buddy means you can still take out two bile titans by the time the quasar has even finished taking its second shot. Sure the gun is great but its balanced where it doesnt replace the EAT or RR just another option.
@@Ibra-fx1dy As long as the damage remains I'm okay with this
@@isnobodyreally102 find me AT LEAST ONE PERSON IN THE WORLD who uses RR in team. Everybody plays "solo" - everytime i try to make some teamplay and take RR-backpack - everyone says that they will use shield or drone instead. Even if i will be the one who takes backpack - everyone disagrees, because they need to depend on me.
literally camping your channel atp, best helldivers youtuber out there rn.
many thanks broski
Agreed, consistent concise information, always tested, no speculation or misinformation.
First and last HD2 channel you need lol
Ohdough for facts takibo for gameplay
Agreed, he's one of the few who's not inhailing that Arrowhead dong
@@cykeok3525
Not overly positive about everything and offers constructive feedback.
Compared to that one guy that's been crying that hell divers is a dead game since the Railgun nerf
1:19 you didn't need to flex that hard hahahaha. Thanks for the video, Quasar quickly became one of my favorites, new thing to cycle from using the EAT and recoilless.
I think the only thing this needs to be balanced is slightly longer time to cool down between shots because there's almost no point right now using EATs anymore with how fast this recharges.
Plus it really highlights how pathetic the spear is.
Edit: actually yea, now that I realize it doesn't have the backpack, but essentially the same power as a recoilles rifle, that's kinda nuts.
You’re guides are the best, I pass as much of this info on to my fellow hell divers as possible
Thanks for watching brother
A RR only has a slight advantage in that you can fire it quickly since it has no wind-up, and faster rate of fire if you have a loader.
The RR needs to allow teammates to reload from your backpack.
If youre using the quasar vs bots, stun grenades are really good for hulks since you dont need normal grenades for factories. Pair it with the scorcher for light units and striders, plus a shield pack so you dont waste your shot flinching and its pretty good set up. You should still run someone with an AMR or autocannon for devastators though, but being able to take out objectives from range is really handy with the quasar.
I think it's in a decent place because the Charge up and Cooldown help balance the infinite uses. Using an EAT you not only drop it down for damage and get two shots with no Charge up making it faster to use in a pinch while the Quaser you need better timing, positioning and awareness to utilize it better - harder to do on higher difficulties.
Recoilless Rifle will still have that higher attack rate with a 2nd person with the ability to deal with multiple targets and resupplies + dropping another RR can help a bit with the ammo issue. Also there are fewer armored enemies then there were back in ye old Railgun days.
Here's the problem with the argument that RR is better because team reload" in all my 70 hours, you wanna know how many people have helped me reload? Zero. Not even one.
And, istead of having a reload buddy for your quasar, you could just have a dude with a 2nd quasar! Cutting the reload in half without even requiring teamwork!
Excellent vid, m8. Loved you going into every possible use case for the LAS-99. Hope you continue this sorta thing for new weapons when they drop :)
Can also destroy bot factories from long range if you got decent angle at least on one mission I didn't have to enter a single enemy outpost, was a pleasantly calm experience, haven't tried it on bug holes yet. Also you can maintain the charge but the timing is tricky, kinda have to pulse fire it somewhat rapidly and steadily push it closer to full charge almost like ripping the cord on a lawnmower dang near. I used that to time up killing bot dropships with hilarious efficiency the other reason that mission turned out peaceful.
Friend "Uh oh, dropship!"
*fires quasar cannon and watches said dropship careen into the ground with its occupants* me: "What dropship? I don't see a dropship"
Friend "Holy shit, you're right, I don't see a dropship"
You indeed can kill bug holes
If you can destroy factories, then you also can destroy nests. Just need the correct angle first
@@blastmole299 I figured I just hadn't had a chance to try it yet
edging your shoulder mounted weapon lol
@@bamby3144 XDDDD omg thats great
You have to hit a crit zone to one-shot heavies, it has a long warm up to fire, can't feather charge, small AOE vs crowds, no reload if you overheat it, the cool down won't let you spam one-shots like pre-nerf railgun (which they over-nerfed), and it doesn't one-shot titans or tanks even with a crit... its seems like it has enough caveats to be balanced, especially at higher difficulty. If they buffed the railgun up to this level, instead of taking 20 shots to kill titans, it would be about right, and then the Quesadilla Cannon would have enough competition to not be the One True Meta for high level players. It's just a endgame version of EAT. And if it _is_ overpowered, add new difficulty levels with more of the bot AT-ATs and bug Sandworms until it stops being OP.
I'd love to know in what context you would use any other anti-tank support weapon. This thing looks busted good. I feel like the only times I wouldn't use the Quasar would be if I was intentionally focusing on mob clearing with the flamethrower or arc thrower, though I think it would be interesting to compare the Quasar to the Laser Cannon.
Quaso feels very nice and the fact it's more risk/reward than the EAT (since the EAT is instant but with the Quaso it needs to charge up) makes it a lot of fun!
There is no reason for the Railgun to remain at its nerfed state at this point.
Nah
Railgun was this but without the cool-down and practically x2 the firerate if you mastered the reloading.
you can bring out the railgun in a pinch- you have to wait till the sun burns out before this thing fires
Quick tip- it was a recharge sound so you always know when to pull it back out also you charge it but you have to let go of the shoot button nd hit it button really fast again
the best way to use these are to get your friends to bring them on an eliminate automatons mission then just take out all the dropships extremely quickly
I certainly like the triangle between the three AT options currently.
RR can fire twice as fast as the Quasar (reload takes 5 seconds by yourself while quasar takes 10 to cool down) and can have someone wear the backpack to speed up reloading exponentially, but needs resupplying.
EAT is a free hellpod drop every 60 seconds plus two launchers you can use then pick up your original support weapon. (Better if your friend takes it though rather than you bringing two support weapon stratagems though)
Quasar has infinite ammo, doesn't require a backpack but takes longer between shots and doesn't fire immediately since it needs to charge the shot. Also has the extra upside of no drop whatsoever so sniping distant objectives is a breeze.
All this means is that we need to buff the Spear. 3+1 shots that doesn't always kill depending where you hit is not worth it, especially with wonky lock on.
I don't know where you're getting the idea that Quasar takes twice as long to reload as RR but it aint true, they're roughly the same. Quasar is flatly better than RR in all things but team reload and charge-up, the first of which never happens anyways, and the second of which hardly ever matters.
I’m loving the Quasar, last night I was using it on difficulty 8 and I got all side objectives in the first minute from a distance because the side objectives were 2 spore spewers, 2 shrieker nests and an illegal broadcast. Because the Quasar is hitscan you can comple them all in the first 2 minutes if you can see them.
I just hope its not too good in the eyes of the devs.
But I believe they'll probably increase the cooldown time considerably to make sure the other AT weapons aren't overshadowed. God i hope not its just too fun to use.
after reading the balance patch notes the Dev made explaining his decisions for buffing/nerfing everything I lost all hope for this game being balanced well. the reasoning he gave for things gave away that he was just not nearly experienced enough to be able to make good decisions in these areas.
@@petercottantail7850and you are lol?
It's basically just the Recoilless Rifle but without the reload, the backpack and you have to wait a moment to fire a laser
The only thing that sucks about using the Quaso against Bots is the massive flinch you get everytime you get hit. Sitting still for the charge up time is nerve wracking
i can definitely see a nerf where they increase charge time, this is soo good with very few weaknesses.
Nah. 1-2 people with EATs is still better overall, if they just spam it and destroy the pod making them visible on the map. So no nerf needed.
If you survive long enough for the quasar cooldown to finish, you can call down another one to switch it out to increase the rate of fire.
Extremely useful on defence if tons of elite enemies spawned in from a distance.
Or have a buddy coordinate the timing of fire if they carry quasar as well.
Ah yes,the *QUASO* cannon,the fav weapon of frenchis
I've taken to calling this thing the lascannon, cause it reminds me of a Warhammer 40k weapon. Also I started running my 'laser-tag' loadout of Scythe, laser pistol, laserpuppy (laser guard dog), and stun grenades to disengage or take things out.
This thing is basically an energy EAT/RR with unlimited ammo, it's great.
Plus the lack of projectile drop lets do crazy things that needed a ton of practice with the EAT.
With EAT, you needed to tag the target to check the range, and then use your experience to determine how much holdover you need to compensate for drop.. with the Quasar you just point and click, and kill stuff like Cannon Turrets from 250-300m without effort.
In practice, the charge-up also holds the Quasar back a bit, especially since you can't hold it in a ready-to-fire state like a railgun. It's not very relevant against bugs, but against bots, you can be flinched at the worst possible time any moment you step out of cover. It gets exponentially worse the higher the difficulty.
Still, price worth paying for literally infinite ammo, and in fairness, the flinch can mess you up with the RR/EAT too, if the timing is particularly unlucky.
Best thing about the quasar, is infinite range too, pop fabs from super far away, pop cannons, tanks, when prone, literal ZERO sway, pops bug nests, perfect if youre out of nades and or stratas, cleans heavies beautifully, its my goto. Quasar and jump pack is goated on >6, i imagine shield is a must for anything higher
yeah i like the quasar cannon a good amount. I just like to leave the anti-heavy to other people and focus on the weenies with people or doing hit and run tactics.
im glad we have an option to finish off titans when you're out of cooldowns now
I was genuinely expecting a 1.5 shot heat sink (first shot triggers cool-down, second overheats) plus 2-3 spares. Unlimited ammo is nuts.
Thanks for putting this together.
the quasar can take out bot factories, you just have to be perfectly level with the ventilation and shoot approximately where the angled part would become straight, horizontal angle doesnt seem to matter
This is my new go-to for the Retrieve Essential Personnel sample grind instead of the Arc Thrower, yeah the Arc can deal with mobs more easily and using it on Hive Guards and Brood Commanders isn't a waste most of the time, but the Quasar is a VERY good alternative if you're looking for some more efficient Anti-Tank capabilities, like if you're struggling with too many Chargers or Titans and need something more effective against them specifically.
I would say the quasar cannon is good but not overpowered. You can absolutely die if you’re getting swarmed as that massive charge time can easily get you killed when charging with a pack of hunters nearby. Each weapon has its place
It's a radiator (hence it glowing), not a battery. So it's not that it "bleeds out," it's that it overheats with no way to dissipate it.
To me, it looks like the quasar is a unlimited ammo version of the disposable rocket launcher. And the way the nerf it being unlimited is with the cooldown and charge up.
It actually does not cancel the charge when you release and you can in fact get it to and hold it at close to max charge by feathering it in a certain way
That's incredibly high commitment if you end up running the hotswap strat for two quasars, but if you're in a situation where you can take advantage of it I'll agree that that looks REALLY strong
The big downside is just that long chargeup time, which I do think it's a good niche. Slow firing, high commitment, but more shots overall versus rapid firing if high commitment with high ammo needs, versus rapid firing, low commitment, but hard-limited uses
It’s very good, but it also had its down sides.. in other words? Its perfect. Let’s not nerf it.. lol
"Unfortunately, due to too many people having fun with this new support weapon, we are nerfing it by increasing charge time by 5 seconds, reducing its overall damage. Hulks and Charger weakpoints now require 3 shots from the Quasar"
@@SentryMashand if anyone complains they'll just say stuff like "skill issue"
@@SentryMash I sure hope they don't. I'm legitimately worried they might.
@KalijahAnderson Ikr! Was literally using the Quasar and having a lotta fun but my first thought was that people are gonna bitch and it's gonna get nerfed.
They will. Nobody's allowed to have this much fun at the higher difficulties with one single stratagem. Gotta make sure they're all bad but viable.
meanwhile, spear in the corner getting no love....
"Single shot to the face"
*hits face*
"I missed"
*leaves a giant crater in the Hulk's face*
💀
The Quaso just feels like it is a energy EAT/RR, which is in no way bad. It allows you to fire a shot, switch to primary for either a follow up or add clear. Overall I love this thing.
It seems mostly balanced. If anything, I’d say they MIGHT increase the cooldown slightly. If they nerf the damage, I don’t see it getting used unless they decrease the cooldown time.
"You cannot escape the quad laser, its power is your doom" - The Mooninites
I have to imagine that somewhere at Arrowhead, they were thinking this when they named it. Gotta be some ATHF fans there.
The fact that it can one shot bot drops changes this whole entire game
I'll alternate between quasar and arc depending if my team needs anti tank or anti mobs with what they load up. But it will definitely be my main anti tank. The cooldown > slow reload because it can happen when I'm using another weapon.
It's main issues is obviously the cooldown as if you miss the shot or have more than two enemies on you, you better run.
Loving the quasar, killing dropships with it is amazing and not having to carry around a backpack for ammo or call in a ton of EATs is amazing. And I mean it looks amazing.
It feels to refreshing to have a weapon that is unapologetically powerful.
They should make either a "capacitor pack" backpack to reduce charge time or a "heatsink" backpack to reduce cooldown time.
My suggestion is: Instead of nerfing Quasar, allow movement when reloading Recoilless, autocannon and HMGs. Or allow to complete reload without the "step" that if interrupted needs to be redone.
So far the main problem that make the Quasar feel "better" compared to other ATs is that you can't deal with heavier enemies as the second shot can't be delivered due to being swarmed constantly while standing still to reload on higher difficulties.
so basically, recoilless is for team reloads, EAT is for when you want to carry something else, and Quasar is for general use
Because this is the infinite ammo variant it needs to be the worse weapon that the eat.* So either it only fires 2 per minute with its current charge up (arguably not worse), it will get a massive charge up time that is completely unmanageable while under attack (badge option) or it will simply deal less dmg taking one shot more for every target that EAT or RR would.
Combinations may work too and some buffs to the others are fine too, but in relation to them it cannot stay as is.
*EDIT: After thinking about it a bit, EAT also is an infinite ammo weapon so it's more about bringing it in line with it and doing something about the RR.
eat isn't a primary support weapon
@@OhDough There are primary and support weapons there is no such thing as a primary support weapon.
If you ignore the ability to carry an EAT around, you would need to give the quasar a 5-10s charge up time.
Ignoring that this thing also far outclasses RR reload (ignoring the team reload that only happens with friends, which in turn is no better than running 2 quasars)
I was playing tonight and thought why not let you change your setup when you redeploy. That way you could experiment more. This game is so much fun.
2 shots to the tank's turret with the quasar will kill, no matter where you hit. But hitting the vent means you can finish it off with small arms fire
Recoilless needs a huge buff, to be honest. Crew reloading from your own backpack + a faster base reload speed would be nice.
Currently, I pretty much exclusively bring the Quasar Cannon as my heavy slot against bots. Its just so effective against both heavy targets and against incoming dropships, can clear objectives, and enables me to use a Shield or Rover or even Resupply pack..
I had a scuffed Ore Vein mission yesterday as well. When we activated the last drill machine suddenly like 4 or 5 dropships came in out of nowhere, team already took down 2 or 3 of them and it didn't matter. We were surrounded by dozens of Hulks tanks and innumerable devastators, on suicide difficulty btw. Felt like a fkin extermination mission and was the first failed mission in a while
The ore missions in particular are punishing right now for the very reason you mentioned. Every single one I've seen on 9 had been completely unreasonable in terms of bot drops literally on top of the POI. It's especially brutal on the objectives you have to babysit like the extractor and the civilian evacuation. I don't think we are meant to be successful in this major order.
@@PRC533 Yeah happened again on a different mission. Whole ass fleet of dropships out of nowhere
I would either increase the charge up time and drop the damage, or add some kind of battery backpack you need to wear to use it. Infinite ammo rocket launcher needs the kind of heavy draw backs it currently lacks.
I would buff the things that feel bad instead of nerfing the things that feel good
@@Birdsickle I think the challenge of the game is what makes doing higher level dives fun. If every weapon was quasar cannon broken they would have to massively buff enemies to keep the game engaging. Give don't take is a good rule to design by generally but there also has to be acknowledgement of when something is too powerful.
The only downside I'm seeing apart from the charge time to shoot is that it seems like it has a smaller aoe on explosions... maybe. This thing is nuts.
The utility it has outside of killing ads along with infinite ammo is great
I hope that if they feel the need to nerf it they increase the cooldown as that would still keep it usable unlike any other change while still making it less dominant.
Its basically recoilless rifle, without backpack, with infinite ammo and with slower reload, but it can reload in your pocket.
Also, it's projectile doesn't fall at all.
I think the wepqon fits amazingly with a team, the AC fills in fire rate between charges,the EAT helps with just having AT weapons laying around and volume of fire against heavys. Idk how to implement th RR really due to its long reload.
I gave my cannon to a new player yesterday having two going of is useful too
I feel like the 8 second cooldown along with the charge-up makes up for its power. Hopefully the devs don't nerf it
Bros consistently dropping the best no frills, no bullshit helldivers content out there.
been a godsend for robots being able to have a strong anti tank and a shield for safty during D9 runs as a squad
I almost feel like the Quasar just takes over the EAT, RR, and possibly the Auto Cannon. The Auto Cannon kinda holds out due to its ability to shoot so much more which makes it better for mob clearing versus bots.
saved my life many times, good thing is even if you dont one shot something, you just need to wait 10 seconds
Really good helldivers channel, you dont bullshit around and clickbait every single video with the AI generated images and shit
The information you give is also very solid, +Subbed
wonder if the angle to armor matters with this like the RR/EAT did at launch (until they buffed them) or if it inherited those buffs as well
The Quasar is what people expected to be able to do with the Spear.
Rail gun should be buffed specifically towards automatons. Because they normally require more precision and this would diversify options
i think wut makes the quasar rly gud are those moments when you hav to skirt around bugs with the cd and reload of the other options where it can passively recharge in your hand. combo that with infinite ammo and a free backpack slot, its decent.
I highly recommend the following build for 7 and above on bug planets
Quasar canon
Guard dog rover
Orbital rail canon
And orbital precision strike
As for your equipment, either the punisher shotgun or the sickle to handle those medium targets (as stalkers and brood Commanders are allergic to the punisher)
And the stun granade.
Chargers just becomr a joke as you stunt them, and blow their heads off with the canon.
And the rover dog makes easy work of the big swarm.
For bile titans, an orbital rail canon and one shot from the quasar should suffice.
Or either, stunt the titans and use the precision strike.
I fin this build able to handle bugs with ease
i think a good way to make the RR to compete with the quasar is to atleast speed up the reload for solo so its an actual contender or else no one is going to pick it up, i pretty much stopped using recoiless and used EAT instead because of the low cooldown and versatility, but with the quasar out now it will just make it even harder to pick over EAT or QUAZ
Take both then never have armor problems
@@Fast5Yi the problem is the devs shoot themselves in the foot by releasing weapons like this, people love them, get attacked to them and then they nerf them for popularity or “meta”, also it seems pointless to carry a recoiless if the quasar does the job 2x better without the need of a backpack slot
Honestly while it's amazing in theory, it feels just "good" in practice. I don't see it entirely displacing EAT/RR, it's just so slow. You really need to milk the free ammo for all it's worth to make it the superior choice imo. If you only shoot it twice per minute it's just a worse EAT. In any case a very interesting addition.
A great weapon. No ammo. Reloads while you use other stuff. Doesn't take backpack slot. What's not to like? The only support weapon that's still more fun to play is AMR.
I've been loving it so far. This thing absolutely shreds bots, and effectively has infinite ammo.
The fact that it cools itself down when you swap to your primary is crazy good
Just tried this last night... instant game changer! Best in slot IMO for higher difficulties.
Great content as always mate! subbed! Looking forward to your next weapon review! Keep em coming!
This weapon will be cooking on extreme cold planets.
Somebody call it "EAT QUASO"
I say we make it canon
I feel like this weapon is better when you want to play solo / in a selfish way. If you communicate with your team, and you do team reload, RR is way better. (At the cost of having to worry about ammunitions, of course)
A mix of the two might be very strong though. The person holding the Quasar taking the backpack for the RR, team-reloading them to destroy big mobs like bile titans, and taking care of the smaller one-shottable mob with the Quasar.
The Quasar Cannon preforms and feels like the rail gun should have in my mind.
Love the weapon. PLEASE devs, if you must nerf it simply increase its shot cooldown. Leave everything else!
Did you mean the cooling time?
Why should they nerf it?
please do not offer bad balancing advice, it gives other people who read it bad ideas
@@petercottantail7850 sure thing sir. And what would you nerf it it had to be done? Cause increased recharge is very reasonable. How about you stop acting like an elitist prick 👍
@@giannisupereroe2189 hopefully they don’t, but if people were really upset about railgun and nerfed that, this thing is basically the railgun on crack. Infinite ammo and more damage railgun just with a slower fire rate, which is fine because you need less shots.
It also steps in eats and recoilless rockets toes. Like why would you ever take those when you can take this? It does the same damage but with infinite ammo and doesn’t even need a backpack like recoilless.
An issue with this gun is that you can shoot yourself in the back with it. Not everyone experiences this, it seems, but I have like 5 times now. I shoot and just blow up, with nothing near me that could explain my death. I think sometimes the projectile spawns a little behind you and hits you. Similar things sometimes happen with the scorcher.
the Quasar made solo bug helldives enjoyable again for me and gives a fun alternative to the AC on bots
Ngl my only issue with this gun is that it just feels like they revived the pre-nerf railgun but as a laser weapon instead.
Railgun is infinitely easier to use vs bots on higher difficulties. Quasar is insane vs bugs. They have some crossover but that's the general overview
But always remember guys, the railgun was braindead playstyle and deserved to be nerfed 👍