A couple of folks have pointed out a flaw in my swivel speed results that I would like to clarify. It is a 120 degree turn for the idle animation which makes the results even better than I drew up as I mistook them for 90 degree turns. Correct figures are as follows: Pre Upgrade MG/Gatling: 120 Degree time is 1.25s / 360 Degree time is 3.75s Auto/Rocket: 120 Degree time is 3.75s / 360 Degree time is 11.25s Post Upgrade: MG/Gatling: 120 Degree time is 0.75s / 360 Degree time is 2.25s Auto/Rocket: 120 Degree time is 2.5s / 360 Degree time is 7.5s Thanks for the feedback Divers!
It's also important to know the time it'll take to turn 180 degrees as that's the most it'll have to turn to shoot an enemy flanking it. 180 is just half of 360 so the figures are as follows: Pre Upgrade MG/Gatling: 180 Degree time is 1.875s Auto/Rocket: 180 Degree time is 5.625s Post Upgrade: MG/Gatling: 180 Degree time is 1.125s Auto/Rocket: 180 Degree time is 3.75s There's lot's of low quality garbage thrown everywhere in the rush to leech off of the success of Helldivers 2 making it hard to find content so well made, engaging, and comprehensive, keep up the great work!
Everyone disses on the rocket sentry, but in defense missions against bots, it is invaluable. It can take down hulks, tanks and even dropships. I pair it with the autocannon and my recoilless rifle to take down hordes of enemies with ease.
@@787310 Usually I play at 7 since that's where my friends prefer to play at. If we're having a real tough time, we'll drop down to 6, but I've dragged us into 8s and 9s before. This game is weird with difficulty, sometimes you can get a dif 7 game that is harder than a dif 9 game if you let the spawns get out of control. But if you're a well coordinated team who is careful about agro, even dif 9 games can be pretty manageable.
Worth noting for the auto cannon sentry, the projectile has armor penetration 5, which means that it can pierce things the normal auto cannon doesn’t such as tank armor, bile titan and charger armor, and hulk armor.
@@viysnjor4811 yeah, same with the pelican mounted autocannon, iirc theres 20mm(handheld), 30mm(sentry i think?) and 40mm(pelican i think?) variants which might be distributed among vehicles in the future.
I noticed that as well, at my pip-squeak level nothing I got touches some things except the sentries. nade launcher laz-5 and AC-8 just bounce off some things.
With how good the Pelican's shot is, I think it would be funky to have a Stratagem where you can call it in for air to ground support for X amount of time.
1:53 everyday my respect for the amount of trolling arrowhead does grows ten fold they used the scientific name for super glue to make it seem as if it was some amazing synthetic compound
We ran a whole squad of fully upgraded turrets last night, with everyone taking a spear for bile titans. The combination of quick cooldowns, 4 autocannon sentries, 4 Gatling sentries, 2 rocket sentries, and an EMS mortar and a machine gun sentry was a sight to behold. We left the gates open on a helms deep level 7 so everything just funneled into the kill zones and it was amazing
I wonder if it was you guys who legitimately killed me 10 times with mortar turrets. Because they shooting for the bugs who chase us and after a wave i cleared you run forward and get the mortars
One thing to add: Gatling sentries will continuously fire as they acquire new targets, while machine gun sentries will stop firing until it's locked on to a new target. This results in better ammo economy (which is completely made irrelevant by having about 1/3 the ammo) and slightly lower risk of friendly fire (which is completely made irrelevant by the turrets' lack of empathy, just as Democracy intended)
@@cattysplat some things are supplements for the main weapons. mg, rockets, tesla towers, they are not the best on their own but better in groups. if every turret was made to be amazing on its own every player would be overpowered. thats the point. simular to things you never see people use in game like airbursts ect. with 1 person they are decent but not that big of a deal but in groups they can completely shred hordes of enemies for long periods of time. even the EMS strikes ect can have a 60 sec cd and also last for like 20 seconds. x4 people you have 60-80 seconds of infinite area denial that can then combo with 4x the mortar EMS sentries. but people refuse to run the skill. For instance i have something i call the blue build. which is the arc thrower, ems mortar. ems strike, and tesla tower. you then can bottleneck enemies and freeze them with the ems strike and then the ems mortar keeps them frozen while you and the telsa tower kill everything with no risk. if you 4x that build your team can effectively hold most waves of enemies back but you will rarely ever see people use them. helldivers 2 is a great game. but if you dont have a group of friends willing to try out ideas with you. you are effectively forced to play with a very narrow selection of builds to win a match on your own.
@@Marlax-101 That's all great, but that doesn't mean that there should be strict upgrades in the game. "Lower tier" weapons should have their own reason for taking them, even if its something as banal as having a significantly faster reload speed. The MG turret in particular shouldn't be just strictly less effective than the Gatling. IMO it should get a slight damage nerf coupled with a bit more ammo (maybe like 20-30%?) and have much faster deploy/cooldown. Hell, I'd even say it should be the only one allowed to take multiple of. Let it be the disposable throwaway that you can chuck into a group just for the impact. Buffing things doesn't necessarily mean every weapon has to be perfectly balanced, but there should be a reason for them all to exist, a reason that someone would prefer it over other options even when its not optimal.
Another tidbit about the rocket sentry, it has back-blast that can knock you down and hurt you a little bit. Idk if it can affect enemies too, but it’s definitely hit me a few times.
@@Jhunta I would probably go on a limb and say there's some things that don't affect enemies like how the effect us. For example I've seen one of those rocket launcher guy on the automaton side shoot a wall point blank and wasn't effected by it at all where we get damaged and ragged dolled from the splash. But that's just from one experience. But there's quite a bit I've seen in my time playing where enemies just get away with being impacted by stuff, especially when it comes to physics.
Bruh, I feel you. Clip/mag, decimate/obliteration, penultimate/ultimate, flammable/inflammable, casualty/fatality and so many more. Not smart enough to be upset about affect and effect, no clue on that one so I try to avoid them.
Yeah I wish that they would only target them if there's nothing else. Except maybe the rocket turret. I hope they add an AA turret that has like quad air burst Auto cannons that only targets air first then ground units.
I think the Machine Gun Sentry could use more ammo to differentiate it from the Gatling. The Gatling can remain the faster and harder hitting option, while the Machine Gun Sentry could hold a point for longer due to the larger ammo count.
i like the rocket sentry a lot. but the limited ammo it has even after upgrading its supply leaves a lot to be desired when you see rockets whiff. sometimes i think the mg and rocket are the downgraded versions so you can have two of the same turrets (bullets/autocanon) but the second one is weaker while on cooldown for the better one
For real. I think if they maybe upped its fire rate and damage this thing would absolutely shred on the field. Another addition I want to see is getting rid of those dull boring sounds it has and replacing them with the roars of warzone’s sam sites. Those things sound sick!
The blast absorption helps because usually the autocannon Turret would blow itself up when shooting targets up close. With the upgrade, it doesn't. So yes, it actually does work.
It still does after a few shots if the target is close enough. I haven't observed a noticeable difference after upgrading. Especially no difference worth the price of it
@TheWileSpice before it would blow up in one shot up close. Now it doesn't. That's a difference enough. I believe it can handle up to 3 hits up close. But I'm talking about the autocannon Sentry. If it shoots anything too close, its own explosive damage would usually destroy itself in one volley. Now it doesn't. I saw mine yesterday shoot at small bugs up close and it didn't blow up.
still an underwhelming upgrade. im glad i found this video cause I was saving up for explosion defense next thinking it could live some rocket devistators/hulks and then proceed to dominate the rest of the group. im just going to take a few liters of copium that its just bugged like some other final upgrades and they'll patch it later to be actually useful. it is good for bugs but i wanted this upgrade to give it some use for bots which the sentries(besides mortars) are not so good
@@petercottantail7850 Eventually bot rockets will be nerfed because they are just way too busted and the amount of complaints the developer must get will be enormous.
I would like to add to the gatling sentry coolness factor. When used against shriekers it absolutely shreds them and looks like an AA gun firing up into the sky.
I was gonna get the Blast Absorption to protect from Automation rockets, which always seem to take out my sentries. Now that I realize it doesn't do that, I'll spend my credits elsewhere. That really needs a rebuff or rework!
I just want to point out if you didn't know but blast absorption upgrade is currently bugged right now and doesn't anything at the moment. The devs have said a few of the ship upgrades are ether bugged or not working properly right now and i know the support weapons full ammo resupply and the 50% explosion damage reduction are confirmed bugged from the devs so when they fix it it should be better but until than, better buy another ship upgrade that works@TheWileSpice
Nothing quite like doing the new defense mission with everyone deploying with both mortar sentries. The constant explosive rain takes care if everything that isn't a heavy unit real quick.
@@frosty848agree, bot defense is wayyyy easier. The bug defense just runs you over way faster with the chargers and then the mortars starts to become your worst enemy.
helldivers for the love of democracy reconsider what missions require explosive mortars and where you are placing them. you are only helping the enemy placing them on the extraction point when hostiles are likely to overrun the extraction point.
Omg. No nonsense, straight to the point, very informative and extremely structured video, yet still managed to sprinkle in some good quality humour. I am new to the game and this video was extremely helpful. Please keep up the good work,this just made my morning :)
Thanks for the shout out! Summoning the Mortars on such shelf above you is something I never thought about before (though accidentally summoning my Quasar and Supply Pack on one definite wasn't helping me thinking about it in any useful way)! Definitely learned something new myself from this video! Also your aesthetics rating match mine too xD
No problem man! Yeah, its mega useful summoning them on top if you can, was failed Support Stratagem call-ins that prompted me to do it hahaha. Glad there was something new to learn as well & glad some share my ratings!
I'll comment here too since you were the source material referencing the fire rate. @8:00 in this video, the machine gun sentry clearly shoots 10 rounds per second, not 11 rounds per second. When the 11th shot happens right at or right after the 1:00 mark, that counts towards the next second, not the first second of firing. All shots fired need to be well within 0:00-0:99 to be considered. Maybe run a longer test where it continuously fires for several seconds as long as there are bugs to shoot and then divide by the number of seconds.
The Rocket Sentry needs a higher range and maybe slight homing, just say they managed to slap a SPEAR's targeting system on it. (so 1/10 rocket will actuality home)
One of the funniest upgrade descriptions is that among the accelerants used to make incendiary weapons more powerful, they list capsaicin, which is what makes chilli hot, and almost definitely does nothing to robots or insects.
My pleasure! & yeah it's a great spot to land a mortar hahaha. I believe it can get bug breaches to spawn up there which is funny because they can't get down to you.
@TheWileSpice I have seen hunters climb up and down the cliff walls be warned. Chargers and commanders sometimes can get up but very rare, most of the time they only get 1/3 up. (Me and my friends spent a whole mission on top of the cliffs)
They could make the machine gun sentry utilize the new HMG instead of the standard MG, idk if it'd be better necessarily but it'd definitely make it more unique.
So, through some testing of my own, I've found the best use of each turret. What I've experienced is as follows: •MG Turret: Fodder Control. It tends to target the closest, fastest moving threat. •Gatling Turret: Air & Ground Suppression. This turret is exceptional against the highly mobile Shriekers, and pulls A LOT of aggro from gunships and other high mobility threats •Autocannon Sentry: Spotting & Anti-Armor. This turret Deals reasonable damage to all targets, and has a longer engagement range. Great for supplemental sniper support; you target the smaller, more mobile targets, while this deals with larger & more armored threats. Also reasonable for catching unaware gunships and drawing aggro for a quick escape. •Rocket Sentry: Disposable SAM. The rockets fired have mild tracking as of the DD Update, which is more noticeable on targets at the edge of its range. Its high damage and explosive trait deals with heavies and clustered fodder easily, and is fantastic for stopping Dropships, Hulks, & Chargers alike, especially if more than one is out at once. •Mortar Sentry: Advancing fire support & aggressive decoy. Its ability for consistent damage output without needing line-of-sight allows for natural defense from terrain, making approach on enemy assets easier, as long as you watch for enemy proximity. Additionally, its wide area damage output from unusual positions can draw in enemy units while your squad can go another direction, allowing you to easily disengage if used in tandem with smoke utilities or other means to break line-of-sight. •EM Sentry: Tactical Fire Support. Similar to the Mortar Sentry, but used to halt an enemy advance instead of creating an opening for allied advance. Best used in tandem with other sentries or as an opener for a coordinated assault.
@@blak4831 would be a neat idea if they could target missiles in game. so the gattling and mg turrets can kill enemies on the ground but redirect to kill missiles before they hit you. i could see a lot more of them being used against bots.
@@Marlax-101 that sorta mechanic was in the first game afaik. Not specifically sentries but some Illuminate enemies had projectiles you could shoot and neutralize. With the downside that they also pretty much protected the enemy behind it. Who knows, maybe they'll carry that mechanic over in some fashion.
Right? And the sound of it SHREDDING through medium targets is just addicting to hear. I always take gatling either pre-initiating, or, when you have a horde chasing you dropping it ahead as long as there are no heavies chasing you will save you or allow you to disengage... After this video though I think I might swap to autocannon.
@@ramonh188 I love gatling but I always use autocannon, no matter how much I like using the gatling sentry, autocannon is just soo good that I can't justify not using it
only thing its missing for the coolness factor in my books would be if the firerate depended on how long it fires at a single target, like the ones in Red Alert 2. Could even be used as a balancing factor vs the MG sentry. Sure the whole "rotary weapon spinup time" is pretty nonsensical and only exists for video game balancing, but its also just pretty cool.
It really is. The damage is very low for how fast it shoots and it constantly misses its shots as well. More damage and a better targeting system is needed for sure.
I know it’s an old video, but man am I glad the MG sentry got a shorter cooldown. It’s incredible as a distraction in bug missions. If I’m ever overwhelmed, I’ll throw an mg sentry to the side of me while I run away, and the mg not only gets me kills but also distracts a lot of the big targets like the chargers and titans, meaning it gives a bit of time to reload or recharge the quasar.
Rocket sentries are good in one type of situation at least: when you are in a high level close quarters fight involving a lot of bile titans. Put it up high so it doesn’t shoot smaller stuff, and it can quickly swivel around to new targets which is helpful
Tesla Tower only has a 150 second based cooldown. If you drop it next to a wall it can last quite a long time as it ambushes enemies that come into its range and sightline.
Tesla tower is very good to clean horde ... Sadly Chargers exist in number in high difficulties and it is close to useless against bots as well as suffering from arc inconstency.
The discrepancy between first person and third person is due solely to the camera's postion. So when the camera is in third person it is sitting behind the helldiver approximately 2 m. Once you go into first person is zooms in on to the weapon itself which is 2m ahead of the neutral third person camera. So it was indeed 73 meters, not 75 only because distance is measured by the position of the camera and not the helldiver itself. That's my take on it at least and it may need more testing but it's the only logical conclusion I can come to. Hope that helped!
Yep thats about the conclusion I would come to as well. Which would make the Autocannons range 83m rather than 85 as well. I suppose most players will perceive the distance from the 3rd person values over the 1st person ones, as I'm guessing 3rd person view is wildly more popular. So no damage done!
@@TheWileSpiceAlso, making the first Gatling turret either have A.) A shorter cool tim ex. 100 seconds or B.) Give it two charges. That would make it very interesting, but not too destructive.
It is strange that the range would be 73 instead of 75. It would be weird for the devs to pick such an arbitrary number so close to a multiple of 5. Because of that, I wonder if it really is 75, but there's there's an offset subtracted from the third-person camera measurement to make it measure from the target to the player. That would make the first-person measurement the inaccurate one, where they forgot to remove that offset. I can't imagine how to actually test that hypothesis, though.
4:20 cool tip for you, you can exit interacting with the computer when you've completed the mini-game. You don't have to wait until it says you succeeded.
Great video! One clarification regarding 16:39 - technically you CAN have multiple sentries of the same type deployed at the same time. The issue is that it is not so easy to achieve on the field. Sentries seems to have a set life-span after which they will automatically disappear, even if not shooting at all. This life-span is only few seconds longer than the stratagem cooldown (w/ ship upgrades), so two sentries will exists only for a brief period of time. This can be more easily observed on a Tesla tower, as it has a shorter stratagem cooldown.
Thank you! Aye, I was caught out by only testing it before getting the cooldown upgrade. After checking, the old sentries should all last about 12 seconds (depends on how fast you can mash the command in) after a new one deploys.
Something I’d like to see would be a target select mode on the back when sentries land. You can choose what type of enemy it will prioritise so it doesn’t just choose its own target wasting ammo. Something like ‘small/medium/large’ and you can attack your own priority targets whilst the sentries deal with your secondaries automatically safely. What do you think?
I feel like the rocket sentry should operate more like a Spear rocket sentry, locking onto enemies it can see and firing a heat seeker. It's basically a SAM turret at that point, but it works. We also need a flamethrower turret. Shit would be insanely fun and 110% prone to incidents involving friendly fire.
EMS mortar is definitely my favorite of the bunch. It does the area denial role autoturrets are intended to fill exceptionally well without denying that area to you and your teammates OR denying you the enjoyment of delivering liberty to your enemies personally. Pretty much everything is easier when you have an EMS sentry plunking away.
Some things not mentioned: Machine Gun Sentry has less spread, making it more accurate at range, and it can also be taken alongside the Gatling Sentry as a secondary gun turret if desired and unlike the Gatling Sentry, the Machine Gun Sentry will stop firing to rotate to the next target, saving some ammunition and making it less likely to friendly fire.
6:40 its important to note that explosives have direct damage and explosive damage. A better comparison would be to aim close to them on the ground. However that still makes this upgrade the most useless one...sadly
Yeah its really lame. Explosions never really happen near the sentries. Grenades will still take them out from quite a distance & only the bots have a grenade they rarely use anyway.
This type of videos are the best, given the devs track record of not telling us much of anything when it comes to stats, not even in patch notes. I'm not sure I like this "figure it out yourself" mentality applied to so many aspects of the game, but I'm thankful for the very informative and entertaining videos testing out all this stuff. Godspeed, comrade!
Yeah its a little frustrating. I have a feeling omitting exact details for things is a way to make it less obvious when something isn't working properly. Might be fully tin foil hate mode though. Thank you for the kind words & for watching!
I love the figure it out mentality.... it adds to the lore, and feel of the game that helldivers are just fodder. Plus, there's nothing like human ingenuity in figuring things out the best way then by getting killed over and over... we're here to have fun, if you want a tactical experience COD and battlefield are always there
Rocket sentry is actually fantastic - it just needs good placement. It's best placed on very high ground overlooking where it's shooting down at, because 'misses' become 'hits' of splash damage. It also does pretty decent damage vs heavy armor. It basically is an autocannon that trades projectile travel time and lack of stagger for much better responsiveness in sentry turning speed/lock-on.
For the MG Sentry i got a few ideas to make it unique compared to the Gatling so here are the options: 1)Make it safe: give it a blue laser so teammates can see its tracking and flip it to red when firing, make it stop firing when teammates walk in-front of it. 2) Make it Heavy: change it from an MMG to HMG, shoots slower but hits harder and pens harder 3) Make it stagger: keep it as an MMG but give it the high stagger of the concussive rifle. It would make it better for crowd control 4) Make it supportive: the MG sentry deploys a small bubble shield around it (think 1/4 or 1/2 of the regular bubble shield) and people could use it for cover 5) Make it wacky: 2-3 guard dogs deploy and float around the MG Sentry and they all can engage independently from each other
@@irishbrewgaming2296can't say I know the difference between SE and apes. Helldivers just love to kill and blow shit up and honestly, they're neither mature or bright (like every morons in the SEAF). Competent soldiers but that's it
They should eventually open up some turret customization. Give the mortar sentry access to multiple ammo types, choosing one pre-game like you do with your weapons and strategems (it would be a sub-menu in stratagems) They could then remove the EMP mortar and add it's shells to the ammo selection pool, along with AP, HE, Napalm, and Airburst. Different ammo types might change the targeting ai on the mortar? Also hoping that when the APC gets released there comes a variant with an autocannon (looks like the sentry version but is player controlled) on top. Love that thing.
I have the idea for a flamethrower turret it would have a shorter range but to compensate it has higher health and armor and if it’s destroyed early is explodes in a fiery explosion.
EMS and standard mortar is an insane combination. When i play with my friends, literally everyone brings a mortar sentry, but i bring mortar and ems mortar so its even more effective. Its crazy how good it is
@@TheWileSpice not yet, still grinding for rare samples. Most of my friends have slowly stopped playing so its a lot harder to find the motivation to play harder missions tbh
Yeah that's understandable. The game is definitely hitting a lul in comparison to its peaks. Hopefully some fun updates can bring a nice steady player count to come.
I always assumed the Machine Gun Sentry's main upside over the Gatling is that it had way better ammo economy so it's able to defend a area for much longer opposed to the Gatling in which it runs out of ammo quicker but kills things a lot quicker too
Just a minor note, the Vulcan turret is *light* armor penetrating. That's the big differentiator, as the MG turret is medium-penetrating. I'd drop the Rocket to the bottom tier; it just misses too much to be useful. The MG/Vulcan are a great gap-filler if you're running a heavy-oriented loadout that doesn't deal with hordes well, and especially if you want a decoy... they're *amazing* for diverting a patrol or pulling enemies away from a defended point so you can flank-rush an objective or clear an outpost to remove spawns from an area on higher difficulties.
Sentry guns are actually commonplace in modern warfare a lot of Navy ships have sentry guns like the Phalanxy, Isreal is protected by the iron dome which can be autonomous and even in Ukraine they are trying out using machineguns on a bipod The Autocannon sentry does more damage than the handheld version because it has heavy armor piercing like rockets do, allowing it to kill all enemies including the new heavily armored factory walkers
Turrets are a solo scout’s best friend. They can aggro while you rotate. I usually bring both mortars, since they can work together or apart behind a rock. The EMS kind of fixes the HE’s accuracy problem.
I'm killed the most by mortars by far, mainly due to poor usage by players who use it incorrectly in objectives or bugnests which require close quarter engagements. I would probably swap them around with the Gatling gun in the tier list for bug missions but keep your tier list the same for bot missions. One problem I have with the autocannon is when bugs swarm close to it it will stop firing, probably protecting itself from self damaging blasts, I just love the fact with the health upgraded Gatling gun you can sometimes throw it in the heart of a swarm and it can shoot itself out of trouble.
What an amazing video! I'm surprised to see the autocannon so high and the rockets so low. Everyone else on reddit, in comments and even in videos always places them the opposite way. Glad to see concrete evidence of their performance
Thank you! Glad you enjoyed. I think its worth noting this video is mildly out-dated, especially in the case of the Rocket Sentry. It had a rework and buffs since this video so I would probably put it in A or maybe S (at a push) if I did an update. Its RPM and damage has been boosted massively since this vid.
@@TheWileSpice Right! I hadn't noticed how old this video was. I've been loving the sentries so much I feel even the machine gun sentry is amazing for its low downtime
Fantastic video. Loved this. I’d love a breakdown of backpack items at some point, if you’ve got the time. Mainly I just want to know how good/bad the guard dogs are and if I’m wasting my slot of them. Keep it up!
Thank you for the kind words & thank you for watching! The Backpacks will be covered in a similar way in due time. I'm on a mission to cover all of them eventually.
A couple of folks have pointed out a flaw in my swivel speed results that I would like to clarify.
It is a 120 degree turn for the idle animation which makes the results even better than I drew up as I mistook them for 90 degree turns.
Correct figures are as follows:
Pre Upgrade
MG/Gatling: 120 Degree time is 1.25s / 360 Degree time is 3.75s
Auto/Rocket: 120 Degree time is 3.75s / 360 Degree time is 11.25s
Post Upgrade:
MG/Gatling: 120 Degree time is 0.75s / 360 Degree time is 2.25s
Auto/Rocket: 120 Degree time is 2.5s / 360 Degree time is 7.5s
Thanks for the feedback Divers!
It's also important to know the time it'll take to turn 180 degrees as that's the most it'll have to turn to shoot an enemy flanking it. 180 is just half of 360 so the figures are as follows:
Pre Upgrade
MG/Gatling: 180 Degree time is 1.875s
Auto/Rocket: 180 Degree time is 5.625s
Post Upgrade:
MG/Gatling: 180 Degree time is 1.125s
Auto/Rocket: 180 Degree time is 3.75s
There's lot's of low quality garbage thrown everywhere in the rush to leech off of the success of Helldivers 2 making it hard to find content so well made, engaging, and comprehensive, keep up the great work!
@justinvea1998 Thanks for sharing the extra numbers! Definitely one of the better upgrades for the Sentries, especially in the case of the Autocannon.
Everyone disses on the rocket sentry, but in defense missions against bots, it is invaluable. It can take down hulks, tanks and even dropships. I pair it with the autocannon and my recoilless rifle to take down hordes of enemies with ease.
@@Kitkat-986 What difficulty do you play on because it gets spammed with rockets and gunfire on anything past difficulty 7
@@787310 Usually I play at 7 since that's where my friends prefer to play at. If we're having a real tough time, we'll drop down to 6, but I've dragged us into 8s and 9s before.
This game is weird with difficulty, sometimes you can get a dif 7 game that is harder than a dif 9 game if you let the spawns get out of control. But if you're a well coordinated team who is careful about agro, even dif 9 games can be pretty manageable.
PETITION FOR A LASER CANON SENTRY
Now that would be awesome
This would be craaazy 🔥, a quasar cannon and sickle versions too 🤩
Flamethrower Sentry
@@Alsborg I can already see all those burning buu... Helldivers
@@HolyNatanil Joel, give us fireproof armours
Worth noting for the auto cannon sentry, the projectile has armor penetration 5, which means that it can pierce things the normal auto cannon doesn’t such as tank armor, bile titan and charger armor, and hulk armor.
which makes sense because its like 3 times the size as the portable autocannon
Its my favourite turret placement is the key and from there it eats face
@@viysnjor4811 yeah, same with the pelican mounted autocannon, iirc theres 20mm(handheld), 30mm(sentry i think?) and 40mm(pelican i think?) variants which might be distributed among vehicles in the future.
I noticed that as well, at my pip-squeak level nothing I got touches some things except the sentries. nade launcher laz-5 and AC-8 just bounce off some things.
With how good the Pelican's shot is, I think it would be funky to have a Stratagem where you can call it in for air to ground support for X amount of time.
The fact he ship upgrades don't affect the HMG emplacement is a crime
Yeeaah. It would become a monster of a stratagem if it benefited from them all
@@TheWileSpice Fast turn, double the ammo, resist. haha
Or the Tesla tower
Ye :(
@@thelegendaryklobb2879 tesla tower does get benefits from the upgrades
1:53 everyday my respect for the amount of trolling arrowhead does grows ten fold they used the scientific name for super glue to make it seem as if it was some amazing synthetic compound
The flame upgrade adds hot sauce to your napalm
@@Kitkat-986 along withsome other more literal burny compounds like white phosphorous. capsaicin is just one of the compounds.
Not disagreeing, but superglue IS an amazing synthetic compound.
Best part about the autocannon for the COOL factor is absolutely, undeniably the firing mechanism borrowed from a Luger
Did Jonathan Furguson help you here? =)
Comically large luger
We ran a whole squad of fully upgraded turrets last night, with everyone taking a spear for bile titans. The combination of quick cooldowns, 4 autocannon sentries, 4 Gatling sentries, 2 rocket sentries, and an EMS mortar and a machine gun sentry was a sight to behold. We left the gates open on a helms deep level 7 so everything just funneled into the kill zones and it was amazing
Sounds like democracy at its best.
Im gonna have to try that out tonight
"So it begins."
And how did yall get the spear to actually work?
I wonder if it was you guys who legitimately killed me 10 times with mortar turrets. Because they shooting for the bugs who chase us and after a wave i cleared you run forward and get the mortars
One thing to add: Gatling sentries will continuously fire as they acquire new targets, while machine gun sentries will stop firing until it's locked on to a new target.
This results in better ammo economy (which is completely made irrelevant by having about 1/3 the ammo) and slightly lower risk of friendly fire (which is completely made irrelevant by the turrets' lack of empathy, just as Democracy intended)
Standard MG turret and Liberator really need buffs or they will never be used when straight upgrades exist in the game.
@@cattysplat some things are supplements for the main weapons. mg, rockets, tesla towers, they are not the best on their own but better in groups. if every turret was made to be amazing on its own every player would be overpowered. thats the point.
simular to things you never see people use in game like airbursts ect. with 1 person they are decent but not that big of a deal but in groups they can completely shred hordes of enemies for long periods of time.
even the EMS strikes ect can have a 60 sec cd and also last for like 20 seconds. x4 people you have 60-80 seconds of infinite area denial that can then combo with 4x the mortar EMS sentries. but people refuse to run the skill.
For instance i have something i call the blue build. which is the arc thrower, ems mortar. ems strike, and tesla tower. you then can bottleneck enemies and freeze them with the ems strike and then the ems mortar keeps them frozen while you and the telsa tower kill everything with no risk. if you 4x that build your team can effectively hold most waves of enemies back but you will rarely ever see people use them.
helldivers 2 is a great game. but if you dont have a group of friends willing to try out ideas with you. you are effectively forced to play with a very narrow selection of builds to win a match on your own.
I actually haven't observed it pausing its shots between targets, just that its less noticeable due to the slower fire rate.
@@Marlax-101 That's all great, but that doesn't mean that there should be strict upgrades in the game. "Lower tier" weapons should have their own reason for taking them, even if its something as banal as having a significantly faster reload speed. The MG turret in particular shouldn't be just strictly less effective than the Gatling. IMO it should get a slight damage nerf coupled with a bit more ammo (maybe like 20-30%?) and have much faster deploy/cooldown. Hell, I'd even say it should be the only one allowed to take multiple of. Let it be the disposable throwaway that you can chuck into a group just for the impact.
Buffing things doesn't necessarily mean every weapon has to be perfectly balanced, but there should be a reason for them all to exist, a reason that someone would prefer it over other options even when its not optimal.
Another tidbit about the rocket sentry, it has back-blast that can knock you down and hurt you a little bit. Idk if it can affect enemies too, but it’s definitely hit me a few times.
Ah yes it does! I'm also not sure if it affects enemies or not. Would be funny if it did though.
I don't have any evidence that it does, but I assume it must, as all dmg and physics in game affects divers and enemies the same.
@@Jhunta I would probably go on a limb and say there's some things that don't affect enemies like how the effect us. For example I've seen one of those rocket launcher guy on the automaton side shoot a wall point blank and wasn't effected by it at all where we get damaged and ragged dolled from the splash. But that's just from one experience. But there's quite a bit I've seen in my time playing where enemies just get away with being impacted by stuff, especially when it comes to physics.
I remember finding this out while holding a air burst strategem ball
I confirm I have seen smaller enemies get hurt via the backblast. Medium to large do not appear affected.
Super earth. Super citizen. Super jelly. Super credits. Of course the turrets are reinforced with Super glue 🗿
This man out here properly using "penultimately". I'd subscribe again just for that.
Bruh, I feel you. Clip/mag, decimate/obliteration, penultimate/ultimate, flammable/inflammable, casualty/fatality and so many more.
Not smart enough to be upset about affect and effect, no clue on that one so I try to avoid them.
@@codyblea3638 affect is a verb, effect is a noun. You 'affect' something with an 'effect'
I was thinking the exact same thing when I heard him say it 😂
Is penultimate a big word for you lol
@@GooseGonnaGoose He said that the creator was using it properly.
On the bug front? Go crazy.
Bots? They only wanna hit the ships.
Yeah I wish that they would only target them if there's nothing else. Except maybe the rocket turret. I hope they add an AA turret that has like quad air burst Auto cannons that only targets air first then ground units.
Yeah the target priority on the drop ships is pretty annoying, as it means they ignore everything that is going to destroy them.
Could be made better if you could program the sentry to prioritize certain targets.
@@robouteguilliman6662same idea with the guard dogs. Set priorities and on/off button (like activate similar to supply pack)
I've found that mortars are much better since by the time the ship leaves, all those rounds will land where they once were.
I think the Machine Gun Sentry could use more ammo to differentiate it from the Gatling. The Gatling can remain the faster and harder hitting option, while the Machine Gun Sentry could hold a point for longer due to the larger ammo count.
And/or shorter cooldown
That would be a good change yeah, more sustained fire. However many extra shots 2x Uptime would equal I think would be a good place.
MG turret should fire incendiary rounds.
less cooldown
The ammo idea is the best solution
The devs definitely should give the rocket sentry some love sometime soon. Damage, aoe, range, something really
Yep, this and the MG Sentry need any love they can get.
I think they should change the rocket sentry to a MLRS style - 6 rapid fire rockets per salvo, with faster travel time.
i like the rocket sentry a lot. but the limited ammo it has even after upgrading its supply leaves a lot to be desired when you see rockets whiff. sometimes i think the mg and rocket are the downgraded versions so you can have two of the same turrets (bullets/autocanon) but the second one is weaker while on cooldown for the better one
Travel time and aoe
For real. I think if they maybe upped its fire rate and damage this thing would absolutely shred on the field. Another addition I want to see is getting rid of those dull boring sounds it has and replacing them with the roars of warzone’s sam sites. Those things sound sick!
[this video is currently being investigated for treason]
[380mm nightmares]
No no, let him cook. He’s unconventional, but still spreading democracy
pm sleeper cell activated
Investigation nulled
Reason:
Helldiver has provided valuable intelligence on efficient destruction by use of heavy equipment
No BS tier lists with time stamps with a practical and astectical list. Count me in. Subbed and watching the other tier lists now.
Hope ya enjoyed the others!
Wish we had a flamethrower turret. It’s like the only flammable weapon we are missing
That would be so good. With twice the range of the Support Stratagem flamethrower maybe. Please Arrowhead!!!
We need a flame secondary as well!
Hopefully after they fix fire damage lol. Can you imagine?
An arc pistol would be icing on the cake ⚡🍰
flamer guard dog pls
The blast absorption helps because usually the autocannon Turret would blow itself up when shooting targets up close. With the upgrade, it doesn't. So yes, it actually does work.
It still does after a few shots if the target is close enough. I haven't observed a noticeable difference after upgrading. Especially no difference worth the price of it
@@TheWileSpice2 shots extra. Worth it
@TheWileSpice before it would blow up in one shot up close. Now it doesn't. That's a difference enough. I believe it can handle up to 3 hits up close.
But I'm talking about the autocannon Sentry. If it shoots anything too close, its own explosive damage would usually destroy itself in one volley. Now it doesn't. I saw mine yesterday shoot at small bugs up close and it didn't blow up.
still an underwhelming upgrade. im glad i found this video cause I was saving up for explosion defense next thinking it could live some rocket devistators/hulks and then proceed to dominate the rest of the group. im just going to take a few liters of copium that its just bugged like some other final upgrades and they'll patch it later to be actually useful. it is good for bugs but i wanted this upgrade to give it some use for bots which the sentries(besides mortars) are not so good
@@petercottantail7850 Eventually bot rockets will be nerfed because they are just way too busted and the amount of complaints the developer must get will be enormous.
I would like to add to the gatling sentry coolness factor. When used against shriekers it absolutely shreds them and looks like an AA gun firing up into the sky.
That is very true to be fair, it does look amazing shooting up at them haha. Might have pushed it up an extra 0.5 for me to an 8!
PETITION FOR SENTRY SHIELD UPGRADE
I was gonna get the Blast Absorption to protect from Automation rockets, which always seem to take out my sentries. Now that I realize it doesn't do that, I'll spend my credits elsewhere. That really needs a rebuff or rework!
Yep, its 100% not worth it as it stands. There is no noticeable difference before or after getting it.
I just want to point out if you didn't know but blast absorption upgrade is currently bugged right now and doesn't anything at the moment. The devs have said a few of the ship upgrades are ether bugged or not working properly right now and i know the support weapons full ammo resupply and the 50% explosion damage reduction are confirmed bugged from the devs so when they fix it it should be better but until than, better buy another ship upgrade that works@TheWileSpice
Glad to see a sapling doing his part to uphold democracy. ♡( ◡‿◡ )
Nothing quite like doing the new defense mission with everyone deploying with both mortar sentries. The constant explosive rain takes care if everything that isn't a heavy unit real quick.
Truly a glorious sight! Until they start piling through hahaha. I've found the bugs defence to be a bit more intense!
@@TheWileSpice bot defence is way more fun. Bug def is too easy.
@@BlackPawGaming Really? Bots are more easy imo
@@frosty848agree, bot defense is wayyyy easier. The bug defense just runs you over way faster with the chargers and then the mortars starts to become your worst enemy.
@@Eis_Cold hmm That is why we dont use mortar only EMS ones and run flame thrower. Easy mode.
The mortar sentrys are amazing for the new defence missions, just as long as you stay away from that first square that becomes a meat grinder
100%, 4 of both type and only Bile Titans are coming through!
helldivers for the love of democracy reconsider what missions require explosive mortars and where you are placing them. you are only helping the enemy placing them on the extraction point when hostiles are likely to overrun the extraction point.
@@clippy-v4q absolutely. I found it really good for helping clear large bases against bots tho
Omg. No nonsense, straight to the point, very informative and extremely structured video, yet still managed to sprinkle in some good quality humour.
I am new to the game and this video was extremely helpful.
Please keep up the good work,this just made my morning :)
Happy to have made your morning! Thanks for watching, always more to come!
Thanks for the shout out! Summoning the Mortars on such shelf above you is something I never thought about before (though accidentally summoning my Quasar and Supply Pack on one definite wasn't helping me thinking about it in any useful way)! Definitely learned something new myself from this video! Also your aesthetics rating match mine too xD
I prefer summoning them behind a wall though, sometimes the balls will bounce off the shelf, and walls are way more common than shelves.
No problem man! Yeah, its mega useful summoning them on top if you can, was failed Support Stratagem call-ins that prompted me to do it hahaha. Glad there was something new to learn as well & glad some share my ratings!
I'll comment here too since you were the source material referencing the fire rate. @8:00 in this video, the machine gun sentry clearly shoots 10 rounds per second, not 11 rounds per second. When the 11th shot happens right at or right after the 1:00 mark, that counts towards the next second, not the first second of firing. All shots fired need to be well within 0:00-0:99 to be considered. Maybe run a longer test where it continuously fires for several seconds as long as there are bugs to shoot and then divide by the number of seconds.
Its been my experience that mortars produce the most team kills. However the gatling takes the cake for funniest
I think most people share that experience it seems!
People really need to learn how to lay down when the gatling is working its magic.
If you dont want to get killed by mortars, then dont let the bugs get close to you... pff duh
@@mnandeazy34 bots
@@mnandeazy34 I never bring mortars to bugs
I always bring an EMS sentry when joining randoms. Defending and extractions always a end up being a breeze
Its so good for giving the team free time to do whatever. Amazing for those high intensity situations.
The Rocket Sentry needs a higher range and maybe slight homing, just say they managed to slap a SPEAR's targeting system on it. (so 1/10 rocket will actuality home)
Agreed. If they tracked it would eliminate most of the totally missed shots which would help a lot. Would be amazing with the SPEAR targeting.
Oh hell. Im liking and subscribing just for giving proper citation of others' work, performing a peer review, and explaining your experimental method.
I thank you for your like & subscription, welcome! Nice to be able to reference others to hopefully learn & grow together.
One of the funniest upgrade descriptions is that among the accelerants used to make incendiary weapons more powerful, they list capsaicin, which is what makes chilli hot, and almost definitely does nothing to robots or insects.
They definitely originally developed it to put down rebellions
Thank you for all the work to get the numbers! Also, dropping the mortar up on the canyon edge like that blew my mind!
My pleasure! & yeah it's a great spot to land a mortar hahaha. I believe it can get bug breaches to spawn up there which is funny because they can't get down to you.
@TheWileSpice I have seen hunters climb up and down the cliff walls be warned. Chargers and commanders sometimes can get up but very rare, most of the time they only get 1/3 up. (Me and my friends spent a whole mission on top of the cliffs)
They could make the machine gun sentry utilize the new HMG instead of the standard MG, idk if it'd be better necessarily but it'd definitely make it more unique.
I think it could be pretty good if it remained as accurate as it is right now.
it just need less cooldown
I never got the point of mg sentry compared to gatling
If we made the machine gun sentry a heavy machine gun sentry then it would go from bad to trash
So, through some testing of my own, I've found the best use of each turret. What I've experienced is as follows:
•MG Turret: Fodder Control. It tends to target the closest, fastest moving threat.
•Gatling Turret: Air & Ground Suppression. This turret is exceptional against the highly mobile Shriekers, and pulls A LOT of aggro from gunships and other high mobility threats
•Autocannon Sentry: Spotting & Anti-Armor. This turret Deals reasonable damage to all targets, and has a longer engagement range. Great for supplemental sniper support; you target the smaller, more mobile targets, while this deals with larger & more armored threats. Also reasonable for catching unaware gunships and drawing aggro for a quick escape.
•Rocket Sentry: Disposable SAM. The rockets fired have mild tracking as of the DD Update, which is more noticeable on targets at the edge of its range. Its high damage and explosive trait deals with heavies and clustered fodder easily, and is fantastic for stopping Dropships, Hulks, & Chargers alike, especially if more than one is out at once.
•Mortar Sentry: Advancing fire support & aggressive decoy. Its ability for consistent damage output without needing line-of-sight allows for natural defense from terrain, making approach on enemy assets easier, as long as you watch for enemy proximity. Additionally, its wide area damage output from unusual positions can draw in enemy units while your squad can go another direction, allowing you to easily disengage if used in tandem with smoke utilities or other means to break line-of-sight.
•EM Sentry: Tactical Fire Support. Similar to the Mortar Sentry, but used to halt an enemy advance instead of creating an opening for allied advance. Best used in tandem with other sentries or as an opener for a coordinated assault.
Thank you for all the time you put into this video!
It's my pleasure, 'Diver! Glad you enjoyed.
Big respect on this video man. Thanks for breaking down and testing everything. 😊
My pleasure! No problem at all, glad you enjoyed the video.
Sentry guns DO have a place in modern warefare. Just one example, the Phalanx CIWS. I definitely think that counts.
They have a very niche place, its not commonplace though I'd say. Many of them still have some form of human operation at some stage or another.
CIWS are primarily meant for dealing with incoming munitions and the like, not enemy troops or vehicles
@@blak4831 would be a neat idea if they could target missiles in game. so the gattling and mg turrets can kill enemies on the ground but redirect to kill missiles before they hit you. i could see a lot more of them being used against bots.
@@Marlax-101 that sorta mechanic was in the first game afaik. Not specifically sentries but some Illuminate enemies had projectiles you could shoot and neutralize. With the downside that they also pretty much protected the enemy behind it. Who knows, maybe they'll carry that mechanic over in some fashion.
@blak4831 i wouldnt 100% say its not good for vehicles.... I watched one lock on to a civilian airliner once 😂😂
The gatling sentry takes the aesthetics for me. It just fires soooo much and seeing it shred through bugs is one of the best things ever
Right? And the sound of it SHREDDING through medium targets is just addicting to hear.
I always take gatling either pre-initiating, or, when you have a horde chasing you dropping it ahead as long as there are no heavies chasing you will save you or allow you to disengage...
After this video though I think I might swap to autocannon.
@@ramonh188 I love gatling but I always use autocannon, no matter how much I like using the gatling sentry, autocannon is just soo good that I can't justify not using it
It does look really good to be fair, I guess I'm more of a heavy munitions type of person!
It's hard not to stop and stare at the gatling muzzle flash during a night mission.
only thing its missing for the coolness factor in my books would be if the firerate depended on how long it fires at a single target, like the ones in Red Alert 2. Could even be used as a balancing factor vs the MG sentry. Sure the whole "rotary weapon spinup time" is pretty nonsensical and only exists for video game balancing, but its also just pretty cool.
Rocket sentry is so underwhelming.... We need a change for the rockets. They can be transformed into Anti-air missles with lock on feature.
It really is. The damage is very low for how fast it shoots and it constantly misses its shots as well. More damage and a better targeting system is needed for sure.
That would be fantastic to have an aa sentry
I came to the same conclusions & completely agree with your assessment, Diver.
Thanks for your hard in-depth work for the cause!
Thank you for your review fellow Helldiver.
Its my pleasure, for Super Earth!
I know it’s an old video, but man am I glad the MG sentry got a shorter cooldown. It’s incredible as a distraction in bug missions. If I’m ever overwhelmed, I’ll throw an mg sentry to the side of me while I run away, and the mg not only gets me kills but also distracts a lot of the big targets like the chargers and titans, meaning it gives a bit of time to reload or recharge the quasar.
Rocket sentries are good in one type of situation at least: when you are in a high level close quarters fight involving a lot of bile titans. Put it up high so it doesn’t shoot smaller stuff, and it can quickly swivel around to new targets which is helpful
Tesla Tower only has a 150 second based cooldown. If you drop it next to a wall it can last quite a long time as it ambushes enemies that come into its range and sightline.
Definitely have to think a bit more crafty with the tesla to get the worth from it.
Wall technique is a good one.
Tesla tower is very good to clean horde ... Sadly Chargers exist in number in high difficulties and it is close to useless against bots as well as suffering from arc inconstency.
@@TheChaos791 just put it on a rock......where you dont need to walk
and teammates
@@TheChaos791 they deal damage to heavies and if you get 2-4 of them in an area they can shred pretty much anything coming at you.
The discrepancy between first person and third person is due solely to the camera's postion. So when the camera is in third person it is sitting behind the helldiver approximately 2 m. Once you go into first person is zooms in on to the weapon itself which is 2m ahead of the neutral third person camera. So it was indeed 73 meters, not 75 only because distance is measured by the position of the camera and not the helldiver itself. That's my take on it at least and it may need more testing but it's the only logical conclusion I can come to. Hope that helped!
Yep thats about the conclusion I would come to as well. Which would make the Autocannons range 83m rather than 85 as well. I suppose most players will perceive the distance from the 3rd person values over the 1st person ones, as I'm guessing 3rd person view is wildly more popular. So no damage done!
@@TheWileSpice Absolutely true, but still interesting how much attention to detail the devs put into this game even if unintended lol
@@TheWileSpiceAlso, making the first Gatling turret either have A.) A shorter cool tim ex. 100 seconds or B.) Give it two charges. That would make it very interesting, but not too destructive.
It is strange that the range would be 73 instead of 75. It would be weird for the devs to pick such an arbitrary number so close to a multiple of 5. Because of that, I wonder if it really is 75, but there's there's an offset subtracted from the third-person camera measurement to make it measure from the target to the player. That would make the first-person measurement the inaccurate one, where they forgot to remove that offset. I can't imagine how to actually test that hypothesis, though.
4:20 cool tip for you, you can exit interacting with the computer when you've completed the mini-game. You don't have to wait until it says you succeeded.
That transition at 10:18 caught me off guard. Very nice
Haha, you're the only person to notice!
@@TheWileSpice I had to re-watch it like 3 times
i was thinking about this friday just for you to come out with a video 😂 that’s what i like to see
Hahaha, I came through! Hope you enjoy the video.
Great info! thanks for such a detailed video!
My pleasure, I'm glad you enjoyed!
Great video! One clarification regarding 16:39 - technically you CAN have multiple sentries of the same type deployed at the same time.
The issue is that it is not so easy to achieve on the field. Sentries seems to have a set life-span after which they will automatically disappear, even if not shooting at all. This life-span is only few seconds longer than the stratagem cooldown (w/ ship upgrades), so two sentries will exists only for a brief period of time.
This can be more easily observed on a Tesla tower, as it has a shorter stratagem cooldown.
Thank you! Aye, I was caught out by only testing it before getting the cooldown upgrade.
After checking, the old sentries should all last about 12 seconds (depends on how fast you can mash the command in) after a new one deploys.
Was going to say this, too. Had a team of four of us with autocannon turrets, and definitely had eight of them on the map
fully agree with this list, if you hunker down on an elim mission and just keep your EMS/standard mortars safe they'll do half the work for you
0:01 it's autocannon, cl;icking off the video
Holy moly dude
The amount of effort that you put into this is extraordinary
Great job man
Thank you kindly!
Cyanoacrylite is just super glue 😂 1:38
Something I’d like to see would be a target select mode on the back when sentries land. You can choose what type of enemy it will prioritise so it doesn’t just choose its own target wasting ammo.
Something like ‘small/medium/large’ and you can attack your own priority targets whilst the sentries deal with your secondaries automatically safely.
What do you think?
Thank you for the dinner theatre (I spelled it your way), sir.
My pleasure, Cash!
The mortar sentry is my go to for fighting bots where it’s a lot easier to stay at a distance
100%, can stick it behind cover and let it rip.
Great video and a fellow arc thrower enthusiast, subscribed
Welcome to the club! I think I take the Arc Thrower on 95% of missions, just love it too much.
@3:46
*spots super sample rock*
*breathing intensifies*
Also, the amount of math and everything else you did for this video, thank you sir.
Hahaha.
Why thank you 'Diver, its my pleasure.
I feel like the rocket sentry should operate more like a Spear rocket sentry, locking onto enemies it can see and firing a heat seeker. It's basically a SAM turret at that point, but it works.
We also need a flamethrower turret. Shit would be insanely fun and 110% prone to incidents involving friendly fire.
That would work quite nicely and look really cool as well.
We do need more Sentries like a flamer one though!!
EMS mortar is definitely my favorite of the bunch. It does the area denial role autoturrets are intended to fill exceptionally well without denying that area to you and your teammates OR denying you the enjoyment of delivering liberty to your enemies personally.
Pretty much everything is easier when you have an EMS sentry plunking away.
Some things not mentioned: Machine Gun Sentry has less spread, making it more accurate at range, and it can also be taken alongside the Gatling Sentry as a secondary gun turret if desired and unlike the Gatling Sentry, the Machine Gun Sentry will stop firing to rotate to the next target, saving some ammunition and making it less likely to friendly fire.
Good information. I could see servo assisted armor having some use with a mortar class.
Thank you! It 100% helps you get them out of the danger zone for sure.
servo assist and jetpack lets you throw things across the map.
You won a new sub.👍🏻
Welcome to the club, 'Diver!
6:40 its important to note that explosives have direct damage and explosive damage. A better comparison would be to aim close to them on the ground. However that still makes this upgrade the most useless one...sadly
Yeah its really lame. Explosions never really happen near the sentries. Grenades will still take them out from quite a distance & only the bots have a grenade they rarely use anyway.
Giving combat chems to your ship crew to work more efficiently is so Mechanicus. I love it.
well they couldn't say meth exactly
This type of videos are the best, given the devs track record of not telling us much of anything when it comes to stats, not even in patch notes. I'm not sure I like this "figure it out yourself" mentality applied to so many aspects of the game, but I'm thankful for the very informative and entertaining videos testing out all this stuff. Godspeed, comrade!
Yeah its a little frustrating. I have a feeling omitting exact details for things is a way to make it less obvious when something isn't working properly. Might be fully tin foil hate mode though.
Thank you for the kind words & for watching!
I love the figure it out mentality.... it adds to the lore, and feel of the game that helldivers are just fodder. Plus, there's nothing like human ingenuity in figuring things out the best way then by getting killed over and over... we're here to have fun, if you want a tactical experience COD and battlefield are always there
Thank u for this
My pleasure
for ur samples ill subscribe plus im a sentry nut lol
Hahaha, welcome to the club. Your contribution has soothed some pain!
After doing this video I'm currently a bit of a Sentry nut as well.
machine gun sentry should get heavy armor pen or stun and rocket sentry should move faster and do HIGH and heavy damage making it useful
Yeah that would be a surefire way of giving it more punch. It doesnt have that many shots so I don't think it would be overpowered that way.
Nah the Machine Gun sentry just need 2 charges, more ammo per turret and maybe a little bit reduced cooldown. That would make it a balanced stratagem.
@@Mestari1Gaming still it would be a worse gatling it needs something to make it worth using besides just a bit more ammo
@@TheWileSpice yea the the hmg emplacement should be relodable or better turning speed cuz rn the thing is useless
Rocket sentry is actually fantastic - it just needs good placement. It's best placed on very high ground overlooking where it's shooting down at, because 'misses' become 'hits' of splash damage. It also does pretty decent damage vs heavy armor. It basically is an autocannon that trades projectile travel time and lack of stagger for much better responsiveness in sentry turning speed/lock-on.
For the MG Sentry i got a few ideas to make it unique compared to the Gatling so here are the options:
1)Make it safe: give it a blue laser so teammates can see its tracking and flip it to red when firing, make it stop firing when teammates walk in-front of it.
2) Make it Heavy: change it from an MMG to HMG, shoots slower but hits harder and pens harder
3) Make it stagger: keep it as an MMG but give it the high stagger of the concussive rifle. It would make it better for crowd control
4) Make it supportive: the MG sentry deploys a small bubble shield around it (think 1/4 or 1/2 of the regular bubble shield) and people could use it for cover
5) Make it wacky: 2-3 guard dogs deploy and float around the MG Sentry and they all can engage independently from each other
super glue for super earth
more like gorilla glue but don't let super earth know that or they'll start to think that apes are gonna invade the galaxy...
@@irishbrewgaming2296can't say I know the difference between SE and apes.
Helldivers just love to kill and blow shit up and honestly, they're neither mature or bright (like every morons in the SEAF). Competent soldiers but that's it
I agree with this man wholly, EMS won’t team kill me, too. Much better
"Blast Absorption" from the description alone made it seem like garbage. I'm glad to you that your testing validated my suspicions.
Auto Canon and EMS Mortar reign supreme in my book due to their damage and support capabilities.
Channel name: REDACTED
This video is being examined for treason
They should eventually open up some turret customization. Give the mortar sentry access to multiple ammo types, choosing one pre-game like you do with your weapons and strategems (it would be a sub-menu in stratagems)
They could then remove the EMP mortar and add it's shells to the ammo selection pool, along with AP, HE, Napalm, and Airburst. Different ammo types might change the targeting ai on the mortar?
Also hoping that when the APC gets released there comes a variant with an autocannon (looks like the sentry version but is player controlled) on top. Love that thing.
Wonderful breakdown, had the info i wanted with some humor thrown in
Glad you enjoyed the vid!
Love your videos mate, the data behind every upgrade really gives me a better overall view! Keep em coming and subscribed because of this! :)
Glad youre enjoying & that they have been useful! More always on the way!
I have the idea for a flamethrower turret it would have a shorter range but to compensate it has higher health and armor and if it’s destroyed early is explodes in a fiery explosion.
EMS and standard mortar is an insane combination. When i play with my friends, literally everyone brings a mortar sentry, but i bring mortar and ems mortar so its even more effective. Its crazy how good it is
Have you tried it with the new ship upgrade where you can mark a target for them?
@@TheWileSpice not yet, still grinding for rare samples. Most of my friends have slowly stopped playing so its a lot harder to find the motivation to play harder missions tbh
Yeah that's understandable. The game is definitely hitting a lul in comparison to its peaks. Hopefully some fun updates can bring a nice steady player count to come.
I subscribed to ease your pain of purchasing the Blast absorption. I'm sorry you had to do that. I hope this helps.
Thank you, the pain has been soothed!
I single-handedly wiped out a massive horde of Automatons on Difficulty 7 by placing an Autocannon atop a ridge and a Mortar about 2 metres behind it.
A beautiful duet of destruction.
Awesome breakdown mate. My only wish is Arrowhead will eventually make a flamethrower sentry - for MAXIMUM LIBERATION.
Thank you! I'm hoping so as well. As well as many other types of Sentry!
I always assumed the Machine Gun Sentry's main upside over the Gatling is that it had way better ammo economy
so it's able to defend a area for much longer
opposed to the Gatling in which it runs out of ammo quicker but kills things a lot quicker too
Proud of you for crediting your fellow creators
Just a minor note, the Vulcan turret is *light* armor penetrating. That's the big differentiator, as the MG turret is medium-penetrating.
I'd drop the Rocket to the bottom tier; it just misses too much to be useful. The MG/Vulcan are a great gap-filler if you're running a heavy-oriented loadout that doesn't deal with hordes well, and especially if you want a decoy... they're *amazing* for diverting a patrol or pulling enemies away from a defended point so you can flank-rush an objective or clear an outpost to remove spawns from an area on higher difficulties.
The Gatling sentry RIPS through non-heavy bugs. I can easily wipe out a swarm with just that.
Thank you for spreading the good word Brother Spice
My pleasure, brethren Spice.
This is very informational considering I have every single upgrade except the new ones
Spend your samples on the restoration the new ones!
Sentry guns are actually commonplace in modern warfare a lot of Navy ships have sentry guns like the Phalanxy, Isreal is protected by the iron dome which can be autonomous and even in Ukraine they are trying out using machineguns on a bipod
The Autocannon sentry does more damage than the handheld version because it has heavy armor piercing like rockets do, allowing it to kill all enemies including the new heavily armored factory walkers
Love your work! Thank you for these succinct and detailed videos
Glad you're enjoying the videos! Thank you for the kind words!
arrowhead keep improving the game so much, it will be interesting to revisit these videos in a years time to see what has changed
For sure, I can imagine most things will be totally different by then!
Doing the lords work!!! I thank you! 🙏🏻
My pleasure, glad you enjoy the video!
These data warm my cold heart.
Great content, very thorough and informative!
Thank you! Glad you found it useful! :)
Turrets are a solo scout’s best friend. They can aggro while you rotate. I usually bring both mortars, since they can work together or apart behind a rock. The EMS kind of fixes the HE’s accuracy problem.
They draw aggro quite aggressively so I can see that being great. Enemies seem to stop at nothing to try and take them out.
I'm killed the most by mortars by far, mainly due to poor usage by players who use it incorrectly in objectives or bugnests which require close quarter engagements. I would probably swap them around with the Gatling gun in the tier list for bug missions but keep your tier list the same for bot missions.
One problem I have with the autocannon is when bugs swarm close to it it will stop firing, probably protecting itself from self damaging blasts, I just love the fact with the health upgraded Gatling gun you can sometimes throw it in the heart of a swarm and it can shoot itself out of trouble.
I was NOT prepared for Ronnie Coleman to squat two sentries at the start of the video
Hahaha, yeah buddy... LIGHT WEIGHT!
What an amazing video! I'm surprised to see the autocannon so high and the rockets so low. Everyone else on reddit, in comments and even in videos always places them the opposite way. Glad to see concrete evidence of their performance
Thank you! Glad you enjoyed. I think its worth noting this video is mildly out-dated, especially in the case of the Rocket Sentry. It had a rework and buffs since this video so I would probably put it in A or maybe S (at a push) if I did an update.
Its RPM and damage has been boosted massively since this vid.
@@TheWileSpice Right! I hadn't noticed how old this video was. I've been loving the sentries so much I feel even the machine gun sentry is amazing for its low downtime
Fantastic video. Loved this. I’d love a breakdown of backpack items at some point, if you’ve got the time.
Mainly I just want to know how good/bad the guard dogs are and if I’m wasting my slot of them.
Keep it up!
Thank you for the kind words & thank you for watching! The Backpacks will be covered in a similar way in due time. I'm on a mission to cover all of them eventually.
@@TheWileSpice do it, to it. These videos are definitely a process.
One small TH-camr to another, well fricken done on 200,000 views. My gosh.
@FaThorNewman thank you! The performance of this video to far has left me speechless!