A lot of stuff should be basekit for certain things. For instance the ammo booster could easily be basekit for how often people take it. It's almost mandatory. Makes the booster meta stale.
@@nooby762 maybe stun shell pellets detonate with ems so it goes through armor just like stun and ems strike. I noticed those small pellets explode into tiny blue spheres adn they are very prone to ricochet on the ground
@@nooby762 The fleshy orange parts from the chargers back and belly have armor 2 so the light pen stun pellets register damage, you need several pellets to connect to these orange bits to proc the stun effect and since the spread on the stun configuration is huge you must stand really close to the charger.
Yeah, this is exactly my issue with it. Tried it last night and liked it mostly, but it's just too clunky to keep switching back and forth in a fight (also don't like that they have the ammo type selection where fire rate normally is, rather than on the left)
I was using the autocannon with it on bugs and it was really annoying trying to switch the firemodes between the two weapons because they are different buttons
Game theory: This SMG is just a test to see how many people use it compared to other SMGs and ARs. Then AH can come out and say this is obviously where ARs should be at and buff them all to feel like the new SMG while slightly buffing it by giving it 30 rounds and taking away 1 mag.
They need to do much more than that, this gun has weird flaws that get in the way of it's design. Example: -They either make it like the Dominator, hard-htitting, slow to control but pretty accurate still OR -They make it handle like a dream but be useless outside of short range. Unfortunately they are trying to make it both and oh boy is it bad. The gun is ok, mostly only good for bugs, but when even the Constitution feels better for bots is pretty insane, but that's what horrible accuracy will do to you.
@@Akantorznew SMG is good for bots... Outside of goddamn shield devastators, but those fuckas are annoying with any other non-explosive weapon anyways
I think its fine where it is, you just have to be aggressive and have good control over your gun while on full auto which requires effort but is do able @Akantorz
@@venlil The recoil control isn't the problem, the issue is the combination of that plus bad spread, Eravin shows the bullet spread in his video and it's pretty bad for a SMG.
One thing I did notice about the stun rounds on the halt is that they can stun chargers mid charge if you shoot them in the face/jaw area, really good to hold them down or stop them from ploughing you in a microsecond. Also on the bot front, it's super useful for making heavy devatators put their shield down for a bit.
@ yeah but instead of just using it for stamina, you can run your health down, stim, get full stamina and full health back and run all the way until health is low again. You could run at least half the map using one stim I bet
@GGBlaster honestly just having the armor be "heavier" in the sense that you don't get thrown as hard/ far from ragdolling would have been an excellent addition
@@chimbo7787 What I would like to see helmets have is some kind of enhancement slot and for players to be able to use an augment of their choice for that slot. That way players can wear whatever matches their outfit but still get a benefit of their choice. Best of both worlds.
It's weird that they call it unflinching when you still flinch and get interrupted whenever you try to heal. I still feel if you're aiming a rocket and you get hit you will miss your shot. They should have drastically removed the flinching by 90% or removed it completely no questions asked. And I agree unflinching should be a base standard default effect on heavy armor same with explosion resistant
@ when you catch a laser shot from a bot, and it throws your aim off. Mostly will notice it when you’re shot by a heavy devastator or using the quasar cannon against a hulk bruiser
I absolutely love this warbond so far. For me, the submachine gun is perfect - but I almost exclusively play with a squad, and let them pick the gimmick weapons allowing me to run automatics for cleanup and mowing small enemies down and/or cover them if they get overrun. The tenderizer was my personal fave for that, but with the medium pen of this weapon I think this'll take the cake easy. The plasma pistol is *just* out of reach atm, but I definitely want it. Am a huge fan of plasma weapons, I love each and every one of them - was so looking forward to the pistol and am so glad to hear that it's good! Love your videos btw!
All of the single perk armors should get the better recoil while crouching or prone perk. It's already there in the game code and it's the perfect blend of not too weak, not too strong.
Imo, they should have generalist and specialist armours. For example, armor with explosion resistance, has recoil dampening. Why not split it up and add more to it? Move the explosion resistance to the extra nade armour instead. Slap recoil dampening onto the viper armours. As for generalist armor, just have them trade perks for raw durability and speed.
I'm just sad we didn't get a toxic sludge thrower. Fuck gas, I wanna be a "Captain Planet" villain and kill the enemy with the caustic run-off from the Super Lithium mines used to produce my Space Phone.
@@raidman3733 Got a better one. The ability to ignite the gas for a bigger explosion, DRG style. It'd make such a good synergy between Pyro and Gas builds
Halt seems like a very nice shotgun but my all time favourite is still the cookout, the ability to stagter enemies, light them on fire AND have rounds reload makes it feel like a better breaker incendiary :)
That whole fire warbond is actually so good now, the torcher is so good for bugs and clearing out hordes it’s not the greatest for the big threats but I always have a stratagem for them. Torcher and the cookout are amazing
I really struggle with low fire rate primary weapons on terminids, I always find myself overwhelmed, any tips? I’m perfectly fine with things like the sickle and the breaker though. But I’ll never be able to enjoy the eruptor or the cookout like the rest of the community seems to, feels like I’m missing out haha
@@disturbeddonut2151 the Crossobow is singlehand. So you can run away and Whilst running Shoot behind you. No crosshair but you will get the feeling soon.
3:13 Ironically when talking about the new Unflinching armor passive. The Diver gets flinched by a light shot that stops the Stim from being administered. Personally I dont really care about being aim punched. I care about my stims being administered or typing out a stratagem being canceled by light impacts. I'm not a drip diver, I'll probably never use the Unflinching armor in its release state. Just like Inflammable, Electrical Conduit, Democracy Protects, Servo-Assisted, or Advanced Filtration.
SA and DP are goated rn with limb and torso health being so shitty. Not to mention the 50/50 coin flip and throwing distance respectively being bloody handy.
"there's not a heavy armor variation" oh believe me, that will come to the superstore in maybe a week, devs always release the new armor passive in new shop armors (those that u have to pay like 300 SC)
Cookout is one of the best against bugs. It stuns, deals a decent amount of damage, sets enemies on fire, has a large spread of fire to guarantee hits on shriekers while the fire kills them
About assault rifles. Automatons(Light Pen): Almost useless, unless you have med/heavy pen support weapon and/or secondary weapon. Without it any striders is huge pain in the ass. Automatons(Medium Pen): Nice but high recoil ruins them, also they consume large amount of ammo. B-1 backpack is required. Bugs(Light Pen): Must be used with backpack due to high ammo consumption(shit ton of bugs), though it isn't bad for Quasar users. Can't effectively kill hordes of bugs, also struggling with Hive Guards, Alpha Commanders and Bile Spewers. First due to them having Medium armor, others just take too long to kill them. Bugs(Med Pen): Same as for Light Pen. Can't as well kill hordes of bugs; Alpha Commanders with Bile Spewers take too many shots to take down. Recoil still an issue. Summary: Assault rifles generally worse weapon choice because player can't really assault enemies with them and has numerous disadvantages while fighting enemies.
@@Mr-Hakim Yes, but there is only one bug type and one subtype with medium armor. Of course if we exclude chargers and further which are somewhat equal to Hulks and further. Yes, most of automatons aren't that big of an issue with light pen. However all striders will make you pay for that. Even one strider becomes quite dangerous, not mentioning if it is with other bots or there multiple of them with other bots..
True, but i dont understand why recoil is an issue. To me high ap = more gunpowder = more recoil, i f.e. dont appreciate that the lib pen deals less damage than lib base since it must have either a faster or heavier projectile. I use lib pen on burst because of the recoil. I think ap3 ar's should do more damage, but smaller mags (larger brass) and a lot of recoil. Burst should be standard for accuracy, as with faster, higher ap bullets, 2-3 shots should be plenty to shred an automaton head or joint.
@@Slowhatch23 Did you tried 7-10 diffs? For these diffuculties you very preferably need somethng strong against many Hulks, Tanks, etc. If not , then you already have weapon against smaller bots and destroying them in mass quantities is your contribution in the team.
Assault rifles… you’re probably onto something there. What AH could do is give ARs higher total ammo capacity - more and bigger mags. They can be somewhat mid-tier in other categories, but as long as they can last longer than other weapons, they could become more relevant.
Ars should have higher damage than the senator following real world premises but if not at least give them 15 added damage to everyone one of them with higher armor pen on average having say medium with adjudicator getting heavy and the pen lib getting heavy thus making every ar absolutely peak
@ yeah, real world premises would probably not work as nicely, as it leaves most secondaries as redundant, if not useless. What it’ll ultimately come down to is AH asking itself what general identity they want ARs to have, if there’s an unexplored/unfulfilled niche, and why a player would choose an AR over some other weapon. I suggest ammo capacity because the lighter ARs struggle to compete with the Sickle’s infinite ammo. So some damage buffs could be in order, but ammo would also be useful, as 5 100-round mags, for example, would be functionally equivalent to infinite ammo, given typical supply drop rates and ammo pickup spawn frequency.
The fact AH has said the liberator is their standard for what a weapon should be like is worrying to me because the liberator is pretty awful especially on higher difficulties.
I think the problem with assault rifles and automatic weapons in general in this game is the fact that our supplies are often so limited, and assault weapons are so greedy when it comes to ammo consumption (thanks to their damage being distributed more slowly through more rounds down range, instead of each bullet dealing decent damage.) that they've become super impractical to bring, in pretty much any instance. Why bother bringing a weapon that fires more - but weaker rounds - when you can bring a harder hitting weapon that just requires you to be more conservative with your aim, and supplement that with a sentry.
This has also been my issue with auto weapons. Tried the scorcher out recently and loved it, but I was needing ammo soooo often. Compare that to the xbow or purifier where you find an odd poi with an ammo box every 5 minutes and you're good.
the new shotgun is literally the perfect primary for machine gun/heavy machine gun mains. the stun potential is huge. not for helping with reloading, but rather for stopping stalkers and heavy devastators and hulks. for hulks i can already see dealing with scorcher hulks and getting easy headshots with the heavy mg. but i would prefer the new smg for bugs, and would pair amazing as a recoiless rifle carrier in lvl 9-10. still good for mg carriers too. the new shotgun however for bots looks like the new king. i love it. these weapons actually add alot of fun factor trying new loadouts for me
@Ibra-fx1dy i agree we could be due for some new weapons. Ive been an mg43 and heavy main from the start before the buffs (well the heavy mg after its first buff). Still waiting on backpack belt fed minigun
For spewers, i prefer the GP. Since they usually bunch up: a single grenade to the sack detonates all nursing spewers, 2 takes out the bile spewers. It also one-taps striders in a pinch. I usually ran DCS /GP / Spear combo for bots, but right now I am loving the full auto diligence (AKA the new "SMG")
Thank you so much for not coping over the SMG. As much damage as it does I'm always in at least three to four situations where I wish I had something else.
I know your a solo player in all but the passive is better when paired with vitality booster, like you are able to sprint 3 times as long I would say, its a lot better
For the Halt, I stay on flechette rounds until I encounter a heavy. I switch to stun rounds to stun the heavy, then throw a thermite, then one more stun shot to keep it there. Two blasts to the face of a charger stops it mid charge, even through the armour. Having him hold still so I can land a perfect thermite on its face and then keeping him there while I run away. Making hulks and devastators stop shooting is also fantastic, and completely shutting down stalkers is great too. I only wish it was easier to swap ammo types, because having to hold the reload button for a whole second to swap ammo is really clunky.
Considering the superstore was full today with an extra player card and Cape. I would assume when the superstore resets, that's when we're getting the heavy armor they just couldn't put it all out there at once like they normally do.
The shotgun can actually stun chargers. It's very picky about placement but I've been able to stun chargers and make sticking thermite grenades trivial. Not to mention those annoying spewers are far more tolerable, even if you need a more powerful weapon, not getting puked on from every direction makes it my favorite all-purpose shotgun
bit late to the party but the vitality booster works really well with dead sprint. it extends the duration of it from about 25 seconds to over 2 minutes. with the stamina booster, vitality, enhanced stims and dead sprint you can literally never stop running, which is pretty fun and great on blitz missions.
The new booster is nice, but the devs really, REALLY need to make sure the UI will clearly tell you what's going on by having the booster icon visible over your stamina bar.
Been using the halt and it's now my favorite shotgun to use against bugs. It's medium penetration comes in handy against hive guards and bile spewers and the shotgun feels fast and every shot it fires feels very powerful
the new smg as well as the assault rifles give me something the "Meta" weapons can't give me, and that is the vibe. No matter what game, I always preferred the more down-to-earth weapons to the over-the-top plasma/laser weapons.
I love the hulk shotgun so much. Not only does it sound and look incredible, but it's got a lot of utility as well. I hope Arrowhead experiments with more weapons like this in the future
After running the Plasma Pistol as the Bulwark and Heavy in Space Marine 2, it made me want to get the Plasma Pistol for my Helldiver, glad to know that it's a pretty strong secondary weapon, the Halt Shotgun and Reprimand SMG also look like fun.
I have just got back into playing Helldivers a few days ago having uninstalled it months ago (just after the viper commando warbond). This is SO refreshing to see, multiple extremely viable options on one warbond as opposed to the utter garbage (like tenderizer on release).
I feel like balancing assault rifles is very tricky as they're so multi purpose that they can easily become over tuned. Also it doesn't help that they added so many without much distinctions between them, making it difficult to make them all feel unique. Just spitballing but changing one to be a two round burst with an insane rate of fire like the AN-94 and allowing the liberator carbine to be used with a shield would add some uniqueness.
Don't worry about the relevance of weapons. It's all about playstyle. I've never once listened to anyone who's said "this weapon is better or the best" I play what I enjoy, and I do very well with them.
I've been hoping for black-and-red themed stuff for a while and I couldn't be happier, I've yet to try the weapons myself but I'm super ecstatic about the paintjobs and the theme of the whole thing.
Dead Sprint just feels like something that doesn't really have a place in HD2, not while Stamina booster already exists. If it gave a flat increase to movement speed overall (not something absurd like going from heavy to medium speed, or medium to light, but maybe just like a half step faster overall, like the mid point between heavy and medium and then medium and light) and ALSO allowed you to continue sprinting while having depleted stamina that'd be solid and a worthy pick, but when we already have Stamina booster it feels like it's redundant in a worse way. Not to mention, your health decays STUPID FAST if you're using Dead Sprint, like walking through razorwire doesn't hurt you as much as this. Because looking at it more critically, Stamina booster gives you higher stamina reserves and also makes you regen stamina faster with no potentially negative repercussions like DS has To get mileage out of Dead Sprint, you HAVE to deplete all of your stamina for it to do anything, and even then, if you deplete your stamina mid-run, how annoying will it be for people to out of nowhere to start taking ticks of damage as they're running and suddenly being onetapped by a lucky shot? Because now they NEED to pay attention to their stamina and not overextend, otherwise they'll accidentally punish themselves for overextending themselves and proccing Dead Sprint. Dead Sprint is the only booster than can affect the player's health breakpoints negatively. This is an impressively poorly thought out booster.
The superstore armor options that dropped with the warbond have the passive and their drip is amazing. I ended up using my super credits on them instead.
Dead sprint feels like it should just be ship module upgrade for the individual helldiver. Arrowhead usually has good ideas but for some reason they only put one layer of thought into these things and then they just simply make it happen. There are so many ways to make the game more interesting and fun but they just kinda undersell their own capabilities it feels like. A good example would be that the grenade launcher going from 2 to 3 mags was nice but why wasn’t the 1 mag jump an upgrade to purchase for the gun instead of it just being a blanket wide buff? I never get to spend my requisitions or samples or anything except medals & super credits every so often. So much underutilized potential in this game but perhaps things will one day change. Love the new Warbond.
(I'm just a guy, and I know little about developing live service games) Overall, the progression system in the first game was significantly more engaging than this one. Some good changes were made, such as implementing different currencies, and the inclusion of warbonds. Big difference, to me, is the way the tech trees are somehow simultaneously more of a resource sink, AND less modular. A single mid game upgrade costing hundreds of samples ultimately feels unfulfilling, while in the first game, a few missions worth of samples could result in one or two incremental upgrades for a stratagem or weapon of your choice. You're dead on that a lot of the issues with weapons and stratagems could be resolved with a better progression system, and it's such a shame that the game released without that system in place. I imagine balancing is only going to get harder, and we're likely going to need higher difficulties as weapon customization releases, because the baseline performance of weapons has, thankfully, been raised. The development focus on drip feeding new content is producing great results, but with a better foundation on release, so many issues we've run into could have been dodged.
The art team did amazing for this warbond. However, the fact that we not only didn’t get a heavy set (and they overpriced the hell out of the superstore items) but also got an ass backwards passive shows me the incompetency of whoever pitched and greenlit this into the game. I don’t want to be harsh but I really can’t understand how they looked at this, designed and tested it, and said “yeah, this’ll be great.” Unfliching should be a stat, not a passive. Furthermore, I think ALL resistance armor passives should come with a sub-passive if they’re not going to be immune. For example, arc resistance armor should also apply to EMS and reduce stagger/flinching from arc attacks. Make it make sense. To give the devs credit, I believe one of the community managers said this warbond has been in the works for a long time so maybe this is simply an outdated idea. However, I don’t realistically see the devs changing it. The guns also seem to be pretty good and the booster is a decent option depending on who you ask. I like the warbond overall but I hope the devs can look at their passive design philosophy and improve upon it.
This is my problem with the game as well. If you look at it as a whole, it's great, but the baffling design decisions behind small things really compound into frustration. Like how half the boosters in the game are garbage. I usually prefer when armour perks are restricted to their unique armour, but with how bad the perk diversity is at the moment, it would be for the best if they allowed us to customise armour perks, or just rework this system entirely
I think the main issue is the devs see player complaints about the game (getting burned by your own flamethrower, getting aimpunched to high fuck on bots, etc) and instead of just addressing the issue they just make it an armor passive and call it a day. It doesn't actually fix the issue its just a bandaid on it. That and how generally weak the player is atp in the game (I love getting 2 shot by literally everything) makes it just not feel good to play especially on higher difficulties
The dead I have found saves me when I can’t stop running, I’m out of stamina, and I’m outta stims. It’s pretty good! I can bring it and I don’t feel like I’ve lost a big booster for something niche.
Idk if it’s just me, but when I am shooting at the bots, my dude still flinches. Does it only work when you look through your scope?? Bc when you aim normal I still flinch
Imagine the knight smg with medium pen. Low damage but high ROF relatively controllable and able to take out striders and devastators. Also would make sense because the p90 can penetrate some armor
My idea for buffing assault rifles is increasing their bullet penetration so they damages 2 enemies per bullet. The one you're shooting and the one behind him. (All this is based on the type of armor penetration the gun already has).This would increase their crowd control ability and you could also buff marksmanship rifle like this except they hit more enemies 3-4.
7:40 According to Eravin's leak list, the SG-20 Halt has 110 Durable Damage total on the fléchette rounds. Not really sure how much damage or durable damage it has on the Stun buckshot, though.
Blitzer will still outperform vs stalkers and be versatile enough to counter hunters and other bugs as it stuns too and comes with a base Medium Pen. I’d need the new shotty to come with medium pen standard.
I think the SMG may be a good backup choice for AMR users. Having a solid all-round high damage option is an ok choice. It's hard to argue that much past it, especially not as the "optimal choice" when the crossbow can destroy fabricators and bug holes but at least it's AN argument to make for it
I am quite happy. Especially with the style of the armor. Now I can be a truth speaking commander without a thought and bring managed democracy to the universe! And I do like the weapons, they are rear-end load of fun and overall, this is one of the best day 1 warbonds so far for me. Stay crunchy.
As an Adjudicator main, the SMG is just everything I love about it but better. I wish I could enjoy unflinching more, but I already run gas nades and +2 nades so getting accurately shot at is a rarity.
Id love for them to add an armor stat raising booster then you can pair it with this armor for a real tough combo. They are criminal for not adding a heavy armor variant, feels weird robbing the clear best pair of this passive
I'm so excited about the skill expression possible with the new shotgun. Hot switching between round types and making sure to keep both types reloaded is going to be so engaging and fun. Here's hoping they tweak the armors and maybe add a heavy armor with the flinch passive some time soon.
Why would you even be switching ammo when it 2 shots all mid enemies lol the "skill" in this game has been reduced to pick mid pen weapon, win. That's what the vocal minority demanded.
The reason I will be using dead sorting is because I’m a search diver it will give an extra option to zoom through the maps while avoiding enemies to get my precious samples.
The SMG should’ve been classified as an AR, also it might want to have an increase to it’s weaknesses because it’s a pretty much pure upgrade over adjudicator ARs, especially on bugs are very versatile, capable of long range but also good for close range DPS, unfortunately, the bugs don’t require any more range than any shotgun and the bots don’t require any less range than scorcher, so ARs lose power in the role you want by playing a role you don’t need, maybe the way to make ARs good is to reduce shotgun range and to make semi-auto rifles harder to aim and use up close.
4:31 nah i actually never knew the automatons did that😂just watching them take turns punching him is hilarious then the other one came up like “y’all need help?!” And quickly slashed him lol
Still think the best armor passive is be able to throw items and strats further. If you can get direct hits with your air support or orbitals then most engagements shouldn't require a major fight. If you're sweeping a base I suggest using cover.. flinching is annoying but using cover and the right weapons should mitigate a need for it even with bots. In my opinion. Then again I'm also running dead sprint particularly because I like being able to trade 10% health to get out of an ambush.
In order for assault rifles to become relevant again they would have had to commit to the idea of high damage fall off for smgs. That way assault rifles could actually fill the nice they're supposed to. Powerful mid-long range weapons. That's kind of how it already is to be fair but with weapons like the liberator carbine which is a glorified SMG its hard to actually figure out what it needs to be.
I wonder bout that question you asked. Im a lvl 20 player and dont have that much stuff available, and I personally feel the liberator penetrator is an absolute favorite weapon for me. Especially against bots. It gives me enough firepower to kill some important types of enemies (especially striders!) Without spending support ammo, and still has enough ammunition both in mag and in reserve for me to defend myself with if something sneaks up on me or I have to start running.
Thats my fave wep and i have all weps unlocked, new contender is this reprimand but but lib pen way more accurate way better range. And it used to be weak as hell so now it feels like i have been rewarded for sticking with my baby lib pen lol. Now if theu un-nerf my slugger il be happy.
Imo if you just remove the stamina booster from the regular boosters you run ( hellpod, stims, stamina, vitality) then you can add the dead sprint you'll not only have more stims 99% of the time but run way further than having the stamina booster. ( this new booster is cracked for groups )
Dead sprint can be pretty good in squad play if someone has vitality, dead sprint takes such a negligible amount of health when vitality is on. Also, should be noted that dead sprint cannot kill you
Unflinching should have just been a standard heavy armor attribute.
Interesting take..
And I love it, that would've been great
They keep making armor that makes in-game mechanics that already feel bad, slightly better.
I want armor with real substance
Agreed
A lot of stuff should be basekit for certain things.
For instance the ammo booster could easily be basekit for how often people take it. It's almost mandatory.
Makes the booster meta stale.
an even better take, the passive should've at least been functional.
Stalkers in response to dead sprinting:
*_"You will run. But you will die tired."_*
Isn’t that from Ghost recon btw?
Trust me, its been around since shit talking was invented. @geonet3965
@geonet3965 I have no idea. I tried to Google it but found nothing with Ghost recon.
*Laughs in Experimental Infusion and medic light armor*
I had thought a jetpack would be useful vs. hunters. Oh, the folly of my ways.. they too can jump. There is no escape! NONE!
Vitality booster greatly reduces the dead sprint health drain
You can only equip one booster per mission
Greatly is an understatement. I basically voids it. I'm pretty sure I sprinted half the map with it
oh thanks for the info!!
Stim gun unlimited sprint? Lol
Get a squad member to run Experimental Infusion and you'll be Usain Bolt xD
i had hoped the flinch would stop me getting interrupted trying to heal
Facts brother..
the passive is bugged and not working as of now
It's one of the biggest reasons I die
The most annoying thing in the gamd
@@Flameshot_ A tale old as time
tip: the stun ammo on the shotgun stuns through armor (you can stun chargers with it from the front)
Really? That's sick
So its like shooting mini stun nade fragments?
@@slayzet4293 honestly im not too sure but it somehow stuns them when you shoot them in the face, maybe its bugged
@@nooby762 maybe stun shell pellets detonate with ems so it goes through armor just like stun and ems strike. I noticed those small pellets explode into tiny blue spheres adn they are very prone to ricochet on the ground
@@nooby762 The fleshy orange parts from the chargers back and belly have armor 2 so the light pen stun pellets register damage, you need several pellets to connect to these orange bits to proc the stun effect and since the spread on the stun configuration is huge you must stand really close to the charger.
Having a dedicated firemode switch key would make the shotgun incredible
Yeah, this is exactly my issue with it. Tried it last night and liked it mostly, but it's just too clunky to keep switching back and forth in a fight (also don't like that they have the ammo type selection where fire rate normally is, rather than on the left)
I was using the autocannon with it on bugs and it was really annoying trying to switch the firemodes between the two weapons because they are different buttons
also a dedicated change scope button too.
If you are playing on PC and have the hardware that supports macros, you could set this up with on button
Unlike stuff like smgs or rifles, shotguns dont needs zoom or lazers so they should make it so double tapping reload changes automatically
Game theory: This SMG is just a test to see how many people use it compared to other SMGs and ARs. Then AH can come out and say this is obviously where ARs should be at and buff them all to feel like the new SMG while slightly buffing it by giving it 30 rounds and taking away 1 mag.
They need to do much more than that, this gun has weird flaws that get in the way of it's design. Example:
-They either make it like the Dominator, hard-htitting, slow to control but pretty accurate still
OR
-They make it handle like a dream but be useless outside of short range.
Unfortunately they are trying to make it both and oh boy is it bad.
The gun is ok, mostly only good for bugs, but when even the Constitution feels better for bots is pretty insane, but that's what horrible accuracy will do to you.
@@Akantorznew SMG is good for bots...
Outside of goddamn shield devastators, but those fuckas are annoying with any other non-explosive weapon anyways
I’d want 35 rounds in the Reprimand, but who am I
I think its fine where it is, you just have to be aggressive and have good control over your gun while on full auto which requires effort but is do able @Akantorz
@@venlil The recoil control isn't the problem, the issue is the combination of that plus bad spread, Eravin shows the bullet spread in his video and it's pretty bad for a SMG.
One thing I did notice about the stun rounds on the halt is that they can stun chargers mid charge if you shoot them in the face/jaw area, really good to hold them down or stop them from ploughing you in a microsecond. Also on the bot front, it's super useful for making heavy devatators put their shield down for a bit.
But if you’re gonna stim anyways for extra sprint, you can run your health down, stim, and keep running almost for unlimited sprint
my only issue would be getting shot at while sprinting away, which is why i bring jump pack all the time
@ I definitely wouldn’t use it for automatons. For bugs though I would
Thing is, stims give stamina back.
@ yeah but instead of just using it for stamina, you can run your health down, stim, get full stamina and full health back and run all the way until health is low again. You could run at least half the map using one stim I bet
@ with the vitality boost tip I heard before, probably
The health loss is mitigated to almost nothing when you also have the Health Boost
Yup
The armor should have a secondary effect too imho. Maybe something like stand up 30% faster after falling. Whatever. Just something.
I definitely think it should have had that too, something to help with crowd control in general not just flinching
The handling buff from peak physique would be really good too. Or, could add a resistance to ragdolling
@GGBlaster honestly just having the armor be "heavier" in the sense that you don't get thrown as hard/ far from ragdolling would have been an excellent addition
I feel like they should add effects to helmets as well. Would add a lot more variety to loadouts.
@@chimbo7787 What I would like to see helmets have is some kind of enhancement slot and for players to be able to use an augment of their choice for that slot. That way players can wear whatever matches their outfit but still get a benefit of their choice. Best of both worlds.
It's weird that they call it unflinching when you still flinch and get interrupted whenever you try to heal. I still feel if you're aiming a rocket and you get hit you will miss your shot. They should have drastically removed the flinching by 90% or removed it completely no questions asked. And I agree unflinching should be a base standard default effect on heavy armor same with explosion resistant
Because you get staggered when you’re hit, not flinched.
@@stuartdaly1132 what exactly is flinching then?
@ when you catch a laser shot from a bot, and it throws your aim off. Mostly will notice it when you’re shot by a heavy devastator or using the quasar cannon against a hulk bruiser
@@stuartdaly1132 but you said you get staggered when hit and not flinched, so when does flinching come into play vs staggering?
@ you get staggered from melee attacks, and flinched by most ranged attacks from bots
My man delivering this in a concise comprehensive and palatable manner
I absolutely love this warbond so far. For me, the submachine gun is perfect - but I almost exclusively play with a squad, and let them pick the gimmick weapons allowing me to run automatics for cleanup and mowing small enemies down and/or cover them if they get overrun. The tenderizer was my personal fave for that, but with the medium pen of this weapon I think this'll take the cake easy. The plasma pistol is *just* out of reach atm, but I definitely want it. Am a huge fan of plasma weapons, I love each and every one of them - was so looking forward to the pistol and am so glad to hear that it's good! Love your videos btw!
Why tf they didn't fix the TENDERIZER!!!??😢😢😢😢
@@Robert-fr9wlwhat needs to be fixed? it feels great
All of the single perk armors should get the better recoil while crouching or prone perk. It's already there in the game code and it's the perfect blend of not too weak, not too strong.
Imo, they should have generalist and specialist armours.
For example, armor with explosion resistance, has recoil dampening. Why not split it up and add more to it?
Move the explosion resistance to the extra nade armour instead.
Slap recoil dampening onto the viper armours.
As for generalist armor, just have them trade perks for raw durability and speed.
Makes no sense that there is 1 light, 2 medium and 0 heavy variants for the new amor passive
I feel like it was a mistake maybe?
@@DustedTaint i think so too. I hope so
Cutting edge had the same problem
@@RivalFaust did they fix it?
@@Shway_Maximus no
Arrowhead: "Want a Shotgun? How about another Shotgun? Do you like Shotguns, cause here is one? Shotguns are cool. Get a Shotgun today!"
"Sir, this is the Hammock district"
i *need* a marksman crossbow, we've had enough shotguns
I'm just sad we didn't get a toxic sludge thrower. Fuck gas, I wanna be a "Captain Planet" villain and kill the enemy with the caustic run-off from the Super Lithium mines used to produce my Space Phone.
or maybe programmable ammo for the crossbow already have where you switch between normal and explosive bolts
@@raidman3733 Got a better one. The ability to ignite the gas for a bigger explosion, DRG style.
It'd make such a good synergy between Pyro and Gas builds
Halt seems like a very nice shotgun but my all time favourite is still the cookout, the ability to stagter enemies, light them on fire AND have rounds reload makes it feel like a better breaker incendiary :)
That whole fire warbond is actually so good now, the torcher is so good for bugs and clearing out hordes it’s not the greatest for the big threats but I always have a stratagem for them. Torcher and the cookout are amazing
crossbow is the way
I really struggle with low fire rate primary weapons on terminids, I always find myself overwhelmed, any tips? I’m perfectly fine with things like the sickle and the breaker though. But I’ll never be able to enjoy the eruptor or the cookout like the rest of the community seems to, feels like I’m missing out haha
@@disturbeddonut2151 the Crossobow is singlehand. So you can run away and Whilst running Shoot behind you. No crosshair but you will get the feeling soon.
the halt is just a worse cookout, that's why.
3:13 Ironically when talking about the new Unflinching armor passive. The Diver gets flinched by a light shot that stops the Stim from being administered. Personally I dont really care about being aim punched. I care about my stims being administered or typing out a stratagem being canceled by light impacts.
I'm not a drip diver, I'll probably never use the Unflinching armor in its release state. Just like Inflammable, Electrical Conduit, Democracy Protects, Servo-Assisted, or Advanced Filtration.
SA and DP are goated rn with limb and torso health being so shitty. Not to mention the 50/50 coin flip and throwing distance respectively being bloody handy.
"there's not a heavy armor variation"
oh believe me, that will come to the superstore in maybe a week, devs always release the new armor passive in new shop armors (those that u have to pay like 300 SC)
The super store armor is already available and its 400 sc for a medium armor. The other choice was a player card and a cape.
Cookout is one of the best against bugs. It stuns, deals a decent amount of damage, sets enemies on fire, has a large spread of fire to guarantee hits on shriekers while the fire kills them
The current Superstore armor is also very reminiscent of the Jin-roh black panzer armor. We got wolves among bots now.
Dead sprint -
Vitality booster practically negates the damage from dead sprint. So, the stim pistol will readily heal through it for infinite sprint.
About assault rifles.
Automatons(Light Pen): Almost useless, unless you have med/heavy pen support weapon and/or secondary weapon. Without it any striders is huge pain in the ass.
Automatons(Medium Pen): Nice but high recoil ruins them, also they consume large amount of ammo. B-1 backpack is required.
Bugs(Light Pen): Must be used with backpack due to high ammo consumption(shit ton of bugs), though it isn't bad for Quasar users. Can't effectively kill hordes of bugs, also struggling with Hive Guards, Alpha Commanders and Bile Spewers. First due to them having Medium armor, others just take too long to kill them.
Bugs(Med Pen): Same as for Light Pen. Can't as well kill hordes of bugs; Alpha Commanders with Bile Spewers take too many shots to take down. Recoil still an issue.
Summary: Assault rifles generally worse weapon choice because player can't really assault enemies with them and has numerous disadvantages while fighting enemies.
I would argue light pen works better on bots than bugs, since most Automatons can be headshotted.
@@Mr-Hakim agreed. I almost exclusively take assault rifles vs bots to headshot enemies
@@Mr-Hakim Yes, but there is only one bug type and one subtype with medium armor. Of course if we exclude chargers and further which are somewhat equal to Hulks and further.
Yes, most of automatons aren't that big of an issue with light pen. However all striders will make you pay for that. Even one strider becomes quite dangerous, not mentioning if it is with other bots or there multiple of them with other bots..
True, but i dont understand why recoil is an issue. To me high ap = more gunpowder = more recoil, i f.e. dont appreciate that the lib pen deals less damage than lib base since it must have either a faster or heavier projectile. I use lib pen on burst because of the recoil. I think ap3 ar's should do more damage, but smaller mags (larger brass) and a lot of recoil. Burst should be standard for accuracy, as with faster, higher ap bullets, 2-3 shots should be plenty to shred an automaton head or joint.
@@Slowhatch23 Did you tried 7-10 diffs? For these diffuculties you very preferably need somethng strong against many Hulks, Tanks, etc.
If not , then you already have weapon against smaller bots and destroying them in mass quantities is your contribution in the team.
Assault rifles… you’re probably onto something there. What AH could do is give ARs higher total ammo capacity - more and bigger mags. They can be somewhat mid-tier in other categories, but as long as they can last longer than other weapons, they could become more relevant.
Ars should have higher damage than the senator following real world premises but if not at least give them 15 added damage to everyone one of them with higher armor pen on average having say medium with adjudicator getting heavy and the pen lib getting heavy thus making every ar absolutely peak
@ yeah, real world premises would probably not work as nicely, as it leaves most secondaries as redundant, if not useless.
What it’ll ultimately come down to is AH asking itself what general identity they want ARs to have, if there’s an unexplored/unfulfilled niche, and why a player would choose an AR over some other weapon.
I suggest ammo capacity because the lighter ARs struggle to compete with the Sickle’s infinite ammo. So some damage buffs could be in order, but ammo would also be useful, as 5 100-round mags, for example, would be functionally equivalent to infinite ammo, given typical supply drop rates and ammo pickup spawn frequency.
Exactly. More dakka!
The fact AH has said the liberator is their standard for what a weapon should be like is worrying to me because the liberator is pretty awful especially on higher difficulties.
I think the problem with assault rifles and automatic weapons in general in this game is the fact that our supplies are often so limited, and assault weapons are so greedy when it comes to ammo consumption (thanks to their damage being distributed more slowly through more rounds down range, instead of each bullet dealing decent damage.) that they've become super impractical to bring, in pretty much any instance. Why bother bringing a weapon that fires more - but weaker rounds - when you can bring a harder hitting weapon that just requires you to be more conservative with your aim, and supplement that with a sentry.
This has also been my issue with auto weapons. Tried the scorcher out recently and loved it, but I was needing ammo soooo often. Compare that to the xbow or purifier where you find an odd poi with an ammo box every 5 minutes and you're good.
the new shotgun is literally the perfect primary for machine gun/heavy machine gun mains. the stun potential is huge. not for helping with reloading, but rather for stopping stalkers and heavy devastators and hulks. for hulks i can already see dealing with scorcher hulks and getting easy headshots with the heavy mg. but i would prefer the new smg for bugs, and would pair amazing as a recoiless rifle carrier in lvl 9-10. still good for mg carriers too. the new shotgun however for bots looks like the new king. i love it. these weapons actually add alot of fun factor trying new loadouts for me
Doesnt stun hulks just ricochets even to the head
Id love more support weapons, using the same ones again and again gets boring
@Ibra-fx1dy i agree we could be due for some new weapons. Ive been an mg43 and heavy main from the start before the buffs (well the heavy mg after its first buff).
Still waiting on backpack belt fed minigun
Just use the cookout, it does everything the halt does but also clears chaff.
this warbond is fire ! hope we get more like this next year
For spewers, i prefer the GP.
Since they usually bunch up: a single grenade to the sack detonates all nursing spewers, 2 takes out the bile spewers. It also one-taps striders in a pinch.
I usually ran DCS /GP / Spear combo for bots, but right now I am loving the full auto diligence (AKA the new "SMG")
10:08 I feel attacked for reloading between each shot.
Thank you so much for not coping over the SMG. As much damage as it does I'm always in at least three to four situations where I wish I had something else.
4:33 bots said: cmon do something 😂
thank you for reviewing the warbond for us! :)
good day everyone
Hello brother
I know your a solo player in all but the passive is better when paired with vitality booster, like you are able to sprint 3 times as long I would say, its a lot better
For the Halt, I stay on flechette rounds until I encounter a heavy. I switch to stun rounds to stun the heavy, then throw a thermite, then one more stun shot to keep it there. Two blasts to the face of a charger stops it mid charge, even through the armour. Having him hold still so I can land a perfect thermite on its face and then keeping him there while I run away. Making hulks and devastators stop shooting is also fantastic, and completely shutting down stalkers is great too. I only wish it was easier to swap ammo types, because having to hold the reload button for a whole second to swap ammo is really clunky.
Considering the superstore was full today with an extra player card and Cape. I would assume when the superstore resets, that's when we're getting the heavy armor they just couldn't put it all out there at once like they normally do.
The shotgun can actually stun chargers. It's very picky about placement but I've been able to stun chargers and make sticking thermite grenades trivial. Not to mention those annoying spewers are far more tolerable, even if you need a more powerful weapon, not getting puked on from every direction makes it my favorite all-purpose shotgun
bit late to the party but the vitality booster works really well with dead sprint. it extends the duration of it from about 25 seconds to over 2 minutes. with the stamina booster, vitality, enhanced stims and dead sprint you can literally never stop running, which is pretty fun and great on blitz missions.
The new booster is nice, but the devs really, REALLY need to make sure the UI will clearly tell you what's going on by having the booster icon visible over your stamina bar.
Been using the halt and it's now my favorite shotgun to use against bugs. It's medium penetration comes in handy against hive guards and bile spewers and the shotgun feels fast and every shot it fires feels very powerful
the new smg as well as the assault rifles give me something the "Meta" weapons can't give me, and that is the vibe. No matter what game, I always preferred the more down-to-earth weapons to the over-the-top plasma/laser weapons.
Unflinching armor really should have recoil reduction added
Man this warbond SLAPS. They definitely cook with this one 🔥.
bro your accuracy when making these shots is next level
I love the hulk shotgun so much. Not only does it sound and look incredible, but it's got a lot of utility as well. I hope Arrowhead experiments with more weapons like this in the future
Appreciate the effort being put into these man, dont think we don't notice lol keep up the good work brother💪
I think the Fortified or whichever reduces the explosive damage you take, is S+ tier on bots.
Yes but does it have same level of Drip doh?
@@jamestillman5247Exactly
After running the Plasma Pistol as the Bulwark and Heavy in Space Marine 2, it made me want to get the Plasma Pistol for my Helldiver, glad to know that it's a pretty strong secondary weapon, the Halt Shotgun and Reprimand SMG also look like fun.
I have just got back into playing Helldivers a few days ago having uninstalled it months ago (just after the viper commando warbond). This is SO refreshing to see, multiple extremely viable options on one warbond as opposed to the utter garbage (like tenderizer on release).
1:10 lies, im ALWAYS running without stamina
Bruh what is that dropship doing at 11:24 xD
I feel like balancing assault rifles is very tricky as they're so multi purpose that they can easily become over tuned. Also it doesn't help that they added so many without much distinctions between them, making it difficult to make them all feel unique.
Just spitballing but changing one to be a two round burst with an insane rate of fire like the AN-94 and allowing the liberator carbine to be used with a shield would add some uniqueness.
Don't worry about the relevance of weapons. It's all about playstyle. I've never once listened to anyone who's said "this weapon is better or the best" I play what I enjoy, and I do very well with them.
"If you're a mega nerd you can spam reload" Literally the main reason I run slugger exclusively.
Arrowhead coming out with Another absolute banger, can't wait to get my hands on these new armor sets
I've been hoping for black-and-red themed stuff for a while and I couldn't be happier, I've yet to try the weapons myself but I'm super ecstatic about the paintjobs and the theme of the whole thing.
Dead Sprint just feels like something that doesn't really have a place in HD2, not while Stamina booster already exists.
If it gave a flat increase to movement speed overall (not something absurd like going from heavy to medium speed, or medium to light, but maybe just like a half step faster overall, like the mid point between heavy and medium and then medium and light) and ALSO allowed you to continue sprinting while having depleted stamina that'd be solid and a worthy pick, but when we already have Stamina booster it feels like it's redundant in a worse way. Not to mention, your health decays STUPID FAST if you're using Dead Sprint, like walking through razorwire doesn't hurt you as much as this.
Because looking at it more critically, Stamina booster gives you higher stamina reserves and also makes you regen stamina faster with no potentially negative repercussions like DS has
To get mileage out of Dead Sprint, you HAVE to deplete all of your stamina for it to do anything, and even then, if you deplete your stamina mid-run, how annoying will it be for people to out of nowhere to start taking ticks of damage as they're running and suddenly being onetapped by a lucky shot? Because now they NEED to pay attention to their stamina and not overextend, otherwise they'll accidentally punish themselves for overextending themselves and proccing Dead Sprint.
Dead Sprint is the only booster than can affect the player's health breakpoints negatively. This is an impressively poorly thought out booster.
Reprimend is crazy good for taking out Jammer Towers. Literally kills everything in its path when up close
The superstore armor options that dropped with the warbond have the passive and their drip is amazing. I ended up using my super credits on them instead.
Finally someone tests the weapons on hard difficulty
Dead sprint feels like it should just be ship module upgrade for the individual helldiver. Arrowhead usually has good ideas but for some reason they only put one layer of thought into these things and then they just simply make it happen. There are so many ways to make the game more interesting and fun but they just kinda undersell their own capabilities it feels like.
A good example would be that the grenade launcher going from 2 to 3 mags was nice but why wasn’t the 1 mag jump an upgrade to purchase for the gun instead of it just being a blanket wide buff?
I never get to spend my requisitions or samples or anything except medals & super credits every so often.
So much underutilized potential in this game but perhaps things will one day change.
Love the new Warbond.
(I'm just a guy, and I know little about developing live service games)
Overall, the progression system in the first game was significantly more engaging than this one. Some good changes were made, such as implementing different currencies, and the inclusion of warbonds.
Big difference, to me, is the way the tech trees are somehow simultaneously more of a resource sink, AND less modular. A single mid game upgrade costing hundreds of samples ultimately feels unfulfilling, while in the first game, a few missions worth of samples could result in one or two incremental upgrades for a stratagem or weapon of your choice.
You're dead on that a lot of the issues with weapons and stratagems could be resolved with a better progression system, and it's such a shame that the game released without that system in place. I imagine balancing is only going to get harder, and we're likely going to need higher difficulties as weapon customization releases, because the baseline performance of weapons has, thankfully, been raised. The development focus on drip feeding new content is producing great results, but with a better foundation on release, so many issues we've run into could have been dodged.
The art team did amazing for this warbond. However, the fact that we not only didn’t get a heavy set (and they overpriced the hell out of the superstore items) but also got an ass backwards passive shows me the incompetency of whoever pitched and greenlit this into the game. I don’t want to be harsh but I really can’t understand how they looked at this, designed and tested it, and said “yeah, this’ll be great.” Unfliching should be a stat, not a passive. Furthermore, I think ALL resistance armor passives should come with a sub-passive if they’re not going to be immune. For example, arc resistance armor should also apply to EMS and reduce stagger/flinching from arc attacks. Make it make sense.
To give the devs credit, I believe one of the community managers said this warbond has been in the works for a long time so maybe this is simply an outdated idea. However, I don’t realistically see the devs changing it. The guns also seem to be pretty good and the booster is a decent option depending on who you ask.
I like the warbond overall but I hope the devs can look at their passive design philosophy and improve upon it.
This is my problem with the game as well. If you look at it as a whole, it's great, but the baffling design decisions behind small things really compound into frustration.
Like how half the boosters in the game are garbage. I usually prefer when armour perks are restricted to their unique armour, but with how bad the perk diversity is at the moment, it would be for the best if they allowed us to customise armour perks, or just rework this system entirely
I think the main issue is the devs see player complaints about the game (getting burned by your own flamethrower, getting aimpunched to high fuck on bots, etc) and instead of just addressing the issue they just make it an armor passive and call it a day. It doesn't actually fix the issue its just a bandaid on it. That and how generally weak the player is atp in the game (I love getting 2 shot by literally everything) makes it just not feel good to play especially on higher difficulties
The dead I have found saves me when I can’t stop running, I’m out of stamina, and I’m outta stims. It’s pretty good! I can bring it and I don’t feel like I’ve lost a big booster for something niche.
9:49 uhhh did he have to be somewhere?
Idk if it’s just me, but when I am shooting at the bots, my dude still flinches. Does it only work when you look through your scope?? Bc when you aim normal I still flinch
We will probably see a hotfix in a few days about that
yeah word is it's bugged just like peak physique was when it came out
Whats up legend!!
Im quite happy to try this new shotgun, i actually learned how to use the punisher, now this shotgun is like the punisher and sludger fused.
Does the reduced flinch apply to ragdolling aswell?
Do you play on low gfx? I’m on a 3080ti. Easy average 120 but is it worth lowering the eye candy for 160+ for the awesome latency you have?
Imagine the knight smg with medium pen. Low damage but high ROF relatively controllable and able to take out striders and devastators. Also would make sense because the p90 can penetrate some armor
My idea for buffing assault rifles is increasing their bullet penetration so they damages 2 enemies per bullet. The one you're shooting and the one behind him. (All this is based on the type of armor penetration the gun already has).This would increase their crowd control ability and you could also buff marksmanship rifle like this except they hit more enemies 3-4.
The stun ammo for the Halt is what the Pummeler used to be pre nerf against chargers. You don't even need stun nades with this CC
Unflinching didn't seem to do anything when I was playing with it (wearing the bloodhound medium armor). What loadouts did you test with? Great video!
7:40 According to Eravin's leak list, the SG-20 Halt has 110 Durable Damage total on the fléchette rounds. Not really sure how much damage or durable damage it has on the Stun buckshot, though.
Blitzer will still outperform vs stalkers and be versatile enough to counter hunters and other bugs as it stuns too and comes with a base Medium Pen. I’d need the new shotty to come with medium pen standard.
I think the SMG may be a good backup choice for AMR users. Having a solid all-round high damage option is an ok choice.
It's hard to argue that much past it, especially not as the "optimal choice" when the crossbow can destroy fabricators and bug holes but at least it's AN argument to make for it
I am quite happy. Especially with the style of the armor. Now I can be a truth speaking commander without a thought and bring managed democracy to the universe! And I do like the weapons, they are rear-end load of fun and overall, this is one of the best day 1 warbonds so far for me.
Stay crunchy.
So far I only have the blackout accessories. 100% worth it.
As an Adjudicator main, the SMG is just everything I love about it but better.
I wish I could enjoy unflinching more, but I already run gas nades and +2 nades so getting accurately shot at is a rarity.
Id love for them to add an armor stat raising booster then you can pair it with this armor for a real tough combo.
They are criminal for not adding a heavy armor variant, feels weird robbing the clear best pair of this passive
Great summary, might try to get the smg tbf
I think weapons being objectively better than others doesn’t matter too much as long as they’re all good weapons.
How do you charge the pistol shots on the PC?
Yea the Gun is very strong. All you need is a Supply Pack & you’re good to go. 👍🏾
I'm so excited about the skill expression possible with the new shotgun. Hot switching between round types and making sure to keep both types reloaded is going to be so engaging and fun. Here's hoping they tweak the armors and maybe add a heavy armor with the flinch passive some time soon.
Why would you even be switching ammo when it 2 shots all mid enemies lol the "skill" in this game has been reduced to pick mid pen weapon, win. That's what the vocal minority demanded.
@@CP-zu5pino one cares loser
The reason I will be using dead sorting is because I’m a search diver it will give an extra option to zoom through the maps while avoiding enemies to get my precious samples.
The SMG should’ve been classified as an AR, also it might want to have an increase to it’s weaknesses because it’s a pretty much pure upgrade over adjudicator
ARs, especially on bugs are very versatile, capable of long range but also good for close range DPS, unfortunately, the bugs don’t require any more range than any shotgun and the bots don’t require any less range than scorcher, so ARs lose power in the role you want by playing a role you don’t need, maybe the way to make ARs good is to reduce shotgun range and to make semi-auto rifles harder to aim and use up close.
4:31 nah i actually never knew the automatons did that😂just watching them take turns punching him is hilarious then the other one came up like “y’all need help?!” And quickly slashed him lol
Still think the best armor passive is be able to throw items and strats further. If you can get direct hits with your air support or orbitals then most engagements shouldn't require a major fight. If you're sweeping a base I suggest using cover.. flinching is annoying but using cover and the right weapons should mitigate a need for it even with bots. In my opinion. Then again I'm also running dead sprint particularly because I like being able to trade 10% health to get out of an ambush.
The heavy armor with that perk will be in the super store in a few days guys.
Doubtful the armor is already in the superstore unless they made 2 different superstore catalogues for this warbond.
Please help, how can I change the ammunition of the shotgun very fast? Holding at PC "R" and clicking right mouse takes to much time in my eyes.
SMG feels pretty good to me. So of course the subreddit is up in arms about it
In order for assault rifles to become relevant again they would have had to commit to the idea of high damage fall off for smgs. That way assault rifles could actually fill the nice they're supposed to. Powerful mid-long range weapons. That's kind of how it already is to be fair but with weapons like the liberator carbine which is a glorified SMG its hard to actually figure out what it needs to be.
The smg just feels nice to use. That’s good enough for me.
I wonder bout that question you asked. Im a lvl 20 player and dont have that much stuff available, and I personally feel the liberator penetrator is an absolute favorite weapon for me. Especially against bots. It gives me enough firepower to kill some important types of enemies (especially striders!) Without spending support ammo, and still has enough ammunition both in mag and in reserve for me to defend myself with if something sneaks up on me or I have to start running.
Thats my fave wep and i have all weps unlocked, new contender is this reprimand but but lib pen way more accurate way better range.
And it used to be weak as hell so now it feels like i have been rewarded for sticking with my baby lib pen lol.
Now if theu un-nerf my slugger il be happy.
I think the Dead Sprint booster can be nearly as deadly as the combustive drop pod booster.
Imo if you just remove the stamina booster from the regular boosters you run ( hellpod, stims, stamina, vitality) then you can add the dead sprint you'll not only have more stims 99% of the time but run way further than having the stamina booster. ( this new booster is cracked for groups )
There is one reason why the Reprimand is the best weapon in the game:
It has the HK Love Slap.
Its a Space MP5
Dead sprint can be pretty good in squad play if someone has vitality, dead sprint takes such a negligible amount of health when vitality is on.
Also, should be noted that dead sprint cannot kill you
tbh i was hoping to be able to sprint myself into cardiac arrest, would've been funny