@@SwanyPlaysGamesFire resistance works much the same way, heavier armor with the fire passive makes you take less tick damage from fire than lighter armor. Should also mention as i watched some more of the video, the stim pistol works with the experimental infusion booster. It also works with the medic armor passive aswell!
@@Sharsala Thats not how the fire armor works tho, the heavy armor ticks less because you have more "health" at least according to the game's armor system, it does seem like taking 0 damage is a bug but I believe it should be kept that way since you have an armor dedicated to something gaseous anyway
@@mtd_epic7759 that's specifically what i am trying to convey when i was saying it. If i had to guess the equation for damage dealt breaks in combination with higher "health" values (aka the % DR interacting in a odd way) and the low tick damage of gas with the changes. It's already lowered with heavy armor but Vitality booster pushes it over some kind of limit and breaks it. In reality though helldivers have 125 hp and armor just changes the equation for how much damage is dealt to you, hence my original comment.
All you need to know about the stim pistol: As far as I can tell it fixes percentage based amount of health. It is affected by medic armor you (the pistol wielder) are wearing (not the target as far as we could test). 30% hp per shot for no medic armor, 50% hp with medic armor, or around that. 3-4 and 6-7 second duration, hard to say, without and with medic armor respectfully. Since it's % based, vitality booster increases the amount of health restored. Viper commando booster IS affecting the stim pistol, you do get its buffs when someone brings this booster. Personal shield prevents you from being stim pistoled. It does restore limbs and bleedings. Successive shots stack. If you shoot someone at full health and they take damage a few seconds after, it will heal them. It restores stamina to full from 1 shot. Enemies are unaffected. 24 reserve shots, 6 in magazine, single action only revolver basically. Does have speedloader on empty reloads. Darts drop heavily and are hard to aim at large distances, "sights" are pretty lacking if you can even call them sights. It restores 18 rounds on resupply crate/backpack. 9 rounds per ammo crate.
@@SupremeDouchebaggery except anna's shots travel at like 5x the speed lol... stim gun is cool they just need to reduce it's arc and radically increase the projectile velocity for it to be relevant
It’s clear that this warbond is meant to be a support war bond, rather than an aggressive run and gun warbond. If one person goes all gas in a group of four, this build can be very effective.
Did that, the way my squad used it was that I basically ran in first while they provided suppression fire and filled the entire screen green, I then retreated and we lit 'em up, the second thing I did was providing breathing room. If I saw another patrol or something charging in while we were still dealing with the current one I'd use my grandes or gas strike to delay and thin the enemies. Ngl, your kill count while doing it won't be extremely high, but it does give that awesome feeling of "the battle is mine to command" if you like that. Which, I do XD
Note that the stim pistol DOES get effected by the stim booster (that gives the yellow screen effect) much like normal stims do. I don't know if it's also affected by the Medic armor trait.
Buddies had a blast with the stim pistol. And we usually play on difficulty 8. They were keeping us powered while we were drawing agro and clearing patrols. They were also beating eachother up and injecting one another with that sweet health juice, screaming "THAT GUY LOOKS LIKE HE NEEDS A STIM". Was a swell time. 10/10 would recommend.
I havent had a tonne of time to try out everything, but while the Sterilizer feels weak on its own, it is amazing in tandem with fire. "On my own" I'd give the bugs a quick hose with the Sterilizer, then run back as using the Crisper sidearm to either put a trail of fire on the ground, or target them directly. Being able to confuse them *then* burn them is useful. On the other hand, one of my buddies was running the Flamethrower, and we just went shoulder-to-shoulder hosing everything: I'd be lobbing gas grenades further away and then hosing whatever was getting too close, while he was setting up firewalls or burning down the larger enemies directly. It was magical 😂
@@shemsuhor8763 There were definitely instances of that 😅 but the funny thing I found was if I tagged them with gas first, it incentivised my team mate to quickly burn it because the DoTs combined killed them even faster than if he only burned them. But also I tried to prioritise targets that had outflanked us or got past his firewall; being able to blind/confuse them for a moment meant buying him a second to turn and burn them while not getting stabbed in return... mmmost of the time... Didn't always work out 💀 But it was noticeable! It is definitely a support weapon in its literal name; it supports others. It's not really aimed at killing directly, which I can see/feel/echo how everyone else feels that it is very weak compared to just killing them outright with a normal weapon, because it is counter intuitive to every other weapon except for the stun grenade. But being able to stop the enemy from attacking (or in rare cases where they attack each other 😮) is always a welcome boon.
@@devinmcqueen358 I've had a little more time to play with it, and if we are talking purely in damage / time to kill terms, then yeah you're right. But the way I'm trying to look at it /play it is I'm adding an extra effect for my team mates who are also fighting in close quarters / helping minimise how many bugs are focusing on them. That said, yeah steriliser really is the weak link in the gas weapons. Leaning more towards gas grenade and the dog breath to do the job. Main issue I am finding is the steriliser really needs more range and a bit more direct damage from the stream itself. The gas effect itself would be nice if it lasted about 1-2 seconds longer so you don't have to tag the enemies so frequently. Less of an issue with the gas grenade / strike / dog breath because how they can reapply the effect easily, but the steriliser you have to really focus on tagging enemies frequently which becomes a lot of work.
I’m glad that they weren’t afraid to change gas from straight damage to give a confusion effect, even if I’d say they should do a flinch/fear effect for enemies set on fire. Now I’m still waiting for those Cryo weapons.
I think because high voltage lightning and napalm are far harder to design a suit that can functionally resist against it. Gas might be corrosive but it’s mean to not be a dps weapon, the others are designed to kill.
@@mangasaint I don't know of you mean in real life or gameplay wise, but an armor that make you immune to high voltage is very easy to design, it's called a Faraday's cage. Napalm sure, even though we have some form of fire retardant suits for firefighters or fire proximity suits. I just like the idea the video brought up where you can just "make one with your element" so to speak and become an area denial monster.
@@SessesSniper I’m guessing if you they could design armor that completely negates electricity in the field, the bots would also have the same tech, it’s the variety of arsenal that prevents them from lining their units with armor that resist it. As for the cage, it’s impractical compared to the already decent armor, the stims, the energy and shield generators that exist.
I wouldn't mind a change like that. Nevermind numbers or design, it certainly sounds like a lot of fun when you can shoot your friends. If knockdown and stagger is still present, maybe not great with griefers.
Funny thing is these corrosive stratagems work better against bots than they do bugs imo so it does feel more a bot warbond that is still very mid at what it offers
@@charizardx7201 Negative, I think it's better not being a damage weapon. The only 2 changes that should be made are lingering gas and maybe the gas could stand to take effect a little sooner. On bugs, warriors take a bit to get confused. They seem to just get really pissed until then. Pair it with the medium flamethrower. It demolishes when it works.
I find adding more play Stylez that aren't simply damage focused is a much welcome addition to the battlefield for us Helldivers! I feel like two new play styles have emerged: Confusion gas Commando Booster gamma Medic
Sorry for the double post but as I played I realized a shotgun with corrosive, low damage, high spread, would be an awesome support weapon. Like the fire breaker, but with gas.
Stim Pistol must have these buffs: - Healing 50% of your Max HP, not 25%. - Needs a faster mechanic reload like Senator revolver. - Can shoot Energy Shielded Allies.
@@charizardx7201 huh? A Lot of people asked for a stim pistol for the medic helldivers, But they are a Lot of round so I think they only should change that it should pass the shield
Almost every single secondary is completely dog shit in this game, and people are complaining about a pistol with 20+ healing shots that can save you companions in many occasions. You guys should just stop bitching about everything lol
I actually like the sterilizer. Swampy seems to use the sterilizer as a flamethrower. The way i use it i use it a combo tool switching back and fort to my primary and the sterilizer to maximize damage and remain safe. But hey the warnond just came out so i dont blame swampy for the sterilizer people are still figuring out how to use it. But overall i still think the flamethrower is better because of the fact that killing enemies is better than confusing them
I really like the sterilizer. It might not instantly kill enemies, like the flamethrower, but it disorientates large groups of enemies and feels really strong and is fun to use because it’s different.
I think the theme of this warbond sounds cool, but yeah personally the only draw to this warbond for me would be the armor so I could use that with the gas strikes, but that doesn't seem like a worthwhile reason to spend money on it.
Gas thrower should get buffed like - The stream creates a lingering cloud, allowing you to create gas walls to ward off areas. - The stream itself does more damage faster. Ibstead of a cloud like the rest, it's literally forcing it down your throat with that pressure. Basically the lingering cloud allows you to use it to skulpt your own gas strike clouds without the orbital.
Honestly the 100% gas immunity with the armor is perfectly fine. Yeah it may be a little busted if you can really want to abuse it. But for one when you are wearing a gas mask you don’t tank 80% of the effects: as long as your skin is not exposed you are completely immune, and Two: let the people want to use the gas weapons have this
Giving the stim pistol the booster stims is the actual answer, then you could take those instead of the booster and free a slot up for a different booster . It’s perfect.
Imo they should have made the support weapon do more damage since the grenades and rover already spread gas nicely. It would compliment a full gas build so much better instead of just being another gas option
Support has always been my favorite thing in games. I'm here to melt bugs and pass out ammo and stims like candy. The war machine would lock up without us support players.
I always love to play the Support role in a Game (i main Moira and Lucio in OW, Hunting Horn in MH, and Doc in R6) to think that Helldivers also have an option to let us be full on support players is Nice.
Same here. I started supporting cause I got sick of shit support players in battlefield and overwatch. Turns out I'm REALLY good at it lmao. Now I run the ammo backpack with light medic armor as my default
It'd be nice if the sterilizer had a proper corrosive element to the gas, so it could at least eat through the armour of affected enemies. Sure, it wouldn't do damage, still, but as a support weapon, having the enemies being confused, as well we their armour being decayed, it'd make it a much more fun support stratagem to use. Sure, you might be a support character who isn't dishing out the hurt directly, but turning a Charger, or Hulk armour into soggy cardboard would be wonderful for your fellow divers to mangle it with your help, allowing for weapons that normally bounce off of Charger armour, to start penetrating. I love being support characters in games, so having a thrower that could lock down enemies while the damage players do their stuff, would be fun for me.
I need more servo assisted perk on armor! I finally got back into the game I'm having fun with the new update buff. But I haven't changed my armor since the first month of this game! Once you go throw range you don't go... Short.. throw.. range... It sounded better in my head! Throw range all the way! I need more armor customizations!
@@alphaxbox3728or here's a better idea they should have never made it in the first place is completely useless you're a teammates run around like chickens so how can you possibly aim the thing
I wish they'd add an auto-aum feature to the stim pistol similar to the one in Killing Floor 2. The field medic can fire darts, and as long as you are aiming in the rough direction of a teammate, the darts will lock onto them and fly directly to them.
I kind of hoped that the Sterilizer would do a bit more tick damage, given that it doesnt make a cloud and you have to spray the enemy directly. Other than that, im fine with this whole warbond... nice extras to have. Nothing gamebreaking, nothing totally useless
I'd prefer if the stim pistol had way less ammo but healed to full while also providing some sort of noteworthy buff, you're sacrificing a lot to have it, like the grenade pistol, or an alternative weapon to deal with a certain enemy in place of your primary, just for a tool that requires dividing a significant amount of attention for someone that might already be dead by the time you've noticed, or have already stimmed themselves
The grenade is really good. But the Sterilizer is not so good. I emptied a whole canister on alpha brood to kill it. If you are planning for delay those bugs and run, just use the grenades.
The sterilizer works well on bots together with the laser guard dog. It sets them on fire while you stun and poison them. Works well with thermite too.
I've found eagle napalm with the orbital gas to be pretty nice for throwing on a bug breach. The eagle has a bunch of uses and the gas has a short cooldown so it's easy to kill the entire breach save for titans/impalers and be ready again in time for the next breach. The armor is nice too, lets you call in a gas strike/grenade ahead of yourself and run through it to escape enemies.
Ahh the good ol' "shoot teammates to heal" problem... Dark Souls 3 did a pretty good (OP actually) job with the Projected Heal. Throws a ball of healing, and it explodes into a mid-sized AOE. I guess they can make the stim pistol either leave a lingering heal "bubble" or puddle that triggers healing once you touch it (no need to stay in), or just downright AOE heal explosion that can hit yourself as well? Would make it easier to hit buddies and also allow self healing.
The gas grenades are pretty good. They are extremely defensive grenades. Throw these into chokepoints, and suddenly that entire flank is defended since anything that walks into it is stunned. It's not like a normal grenade, where you're trying to kill things. It's more like a portable wall. As such, this grenade is absurdly good on any defense mission, bots or bugs. Though in general missions it does better against bots in my experience since bot compounds tend to restrict movement a lot with their thin pathways and entryways, as opposed to the bugs' more open pits of despair. The Dog Breath guard dog was really underwhelming in my experience. It focuses on a single enemy, which is really bad considering that its effect is all that matters. The additional damage is ultimately negligible. There are lots of potentially useful scenarios for it. _"What if a stalker sneaks up on you?" "What if a Charger is right on top of you?" "What if a Hulk is right on top of you?"_ But I personally feel that these use cases are too obscure to warrant using this strategem. I mean, with the jump pack buff, you can easily clear distance with some horrible threat while maintaining the versatility of being able to perch on buildings. The sterilizer is weird. It's obviously ineffective, but it has potential to be a good "get off me"_ type of tool. If you're running an explosive primary, you'll have issues if bugs get too close. The solution? Spray 'em with a bit of gas and dart away. At least, that's how I've been using it. The inherent problem though is that the sterilizer has a long startup time, meaning that by the time you swap to the weapon, start firing, and have the effect that place, you've likely gotten hit once or twice. Again, the jump pack is currently more effective at this unique role.
The gas grenades are actually goated. I've had a ton of fun today using them. I'm usually using an AT strategem anyway, so I don't usually go for thermite.
I honestly was under the impression that these new strategems would be like the flamethrowers where they used toxic gas to kill enemies. Like, maybe it has a slower time to kill than the flamethrower but spreads quicker since it's a gas. But no it's just... confuse enemies and rely on orbital gas strike to actually do some damage. Kind of a let down tbh
Totally agree they tried to fix something that wasn't broken they should have kept gas visually and functionally the way it was if they had many more people would be enjoying this warbond and hell the gas is corrosive so why wouldn't it do more damage as opposed to that stupid disorienting shit that it does now don't get me wrong Im still definitely enjoying the game but I don't agree with what they did to gas in the game
"I wish it was fire but green" is a wild type of opinion. I think they did good differentiating Gas from Fire. Both a DoT's and would've felt very samey. I think just adding an armor strip and it's perfect.
@@alphaxbox3728 that isn't what I'm saying. I'm saying I thought the poison gas Warbond would work with poison gas. Instead it just confuses enemies and doesn't kill them in any capacity other than the little guys. It's a support Warbond, but y'know what would be even better support than confusing enemies? Help to kill them even faster
They should buff the gas effects in this game by giving gas the same effect of acid rain. It should reduce enemy armor rating. Also the gas should probably do a bit more damage. Idk why they would reduce the damage when it wasn’t even that strong
I think the only reason people are saying this warbond is bad is that it's not as directly offensive as the others. I've really been enjoying the gas effects, they're also super useful if you're just on the move and you want to lose a patrol.
The sterilizer should just let you fumigate an area and create temporary gas clouds. Similar to the flame trails the flame weapons can leave on the ground.
Really tempted to combine the last 2 warbonds into a loadout. Primary Flamethrower, flamethrower pistol, gas thrower strategem, gas guard dog, gas grenades, orbital gas and napalm strike. No bullets. No bombs. Just chemistry and suffering.
For what it's worth, I think the Sterilizer ought to have a more DPS focused gas, while the grenades stick to the CC role and the orbital does both. (it's the orbital, of course it should.) Or, and I realize this would be a radical departure, give it a slightly different color (brighter neon green maybe?) and have it dissolve armor. Give it something that stands out in the gas catagory.
I think it would be neat (albeit a bit unoriginal) if the stim pistol was some sort of medi-beam gun instead. That would fix the aiming problem during hectic scenarios and also make it feel more worthwhile to bring as a secondary as it would deal more consistent heals for players that like to stick together. Maybe give it an ammo count or an overheat system to keep it balanced? You could alternatively make the medi-beam its own weapon and make the stim pistol temporarily buff players movement speed / reload speed significantly and keep its lower amount of healing to balance it out.
If the P-11 healed like a full stim with one shot and had less rounds, and the Sterilizer spray could leave some lingering gas clouds, I think the both would be much better
I am loving the new weapons, it's different. For some bugs it's an instakill but my favorite is seeing them in agony, beating themselves and then falling over. Makes me wonder why the orbital gas didn't have these effects.
arcthrower doesnt need gas guard dog at all though- the guard dog's range is short and only really pairs well with the flamethrower otherwise it's not doing much unless you're overrun/misplaying. you'd be better off with an additional orbital or airstrike with the arc, which is far superior damage, range, and cc to the sterilizer
@@gabusdeux ya I get that, just saying it should rarely ever happen- I've got probably 300-400 hours on arcthrower and i know i'd get very, very little use out of a close range rover
I'm using the Breath Guard Dog and the Torcher for my primary, it's a super powerful combo. The enemies just run around mindlessly in circles whilst you burn them alive.
The sterilizer was super underwhelming. Tbh, I didn’t even realize the gas was making enemies confused. Like you said, you’re so close, the enemies just end up attacking you. With gas mechanics like this, I wonder, why not a gas grenade launcher instead?
The Sterilizer should leave behind temporary clouds of toxin, like how the flamethrower leaves behind fire on the ground. Or needs to pass through and around foes you shoot at with good range, like it's predecessor the TOX-13 "Avenger", could sweep that through a entire group of enemies.
The sterilizer really does feel like a weapon that was conceived and created before they decided to rework gas, but then didn't have time to do anything to it so they just released it as is. I wouldn't have minded a gas-centric primary kind of like the spray and pray but did gas instead.
I'd like to see the gas guard dog fly out and deploy 2-3 gas grenades before returning to reload. Makes it more unique from the other two dogs and enhances the gas AOE.
I think if they want to keep the gas as a support role they should give it the same effect as acid, rain and lower armor level as well as the blinding effect.
Just from seeing how the stim pistol operates, it seems to me they should have gone a different direction if they wanted to add a healing support device. Helldivers 1 had a backpack stratagem that healed in an area around the player, which to me would have been a better choice. Not to diminish the stim pistol or anyone who likes to use it, but having to give up your secondary weapon for a niche item that stims less effective than using one yourself is certainly a choice. Bravo to AH for doing something that players have been asking for, but in practice I don't know how much it will be taken over the grenade pistol or any other secondary.
Imo. The Stim should also do HIGH amount of damage to enemies that way you can at least contribute some offensive as well. (Tho i guess they could explain it as "the chemicals inside reacts differently to Bots and Bugs)
There was also a support "weapon" in helldivers 1 that fired a beam that could heal teammates, in addition to turrets, vehicles, and mechs. The beam sort of auto aimed onto the nearest thing it could heal. I think basically remaking that for helldivers 2 would've been the better way to add a healing option.
Stim pistol should have some enhanced homing/aim assist. Get your reticle in their vicinity, and it'll hit. You're already giving up a weapon slot's worth of damage potential, and the stim pistol takes 2-3 hits to even be worth using. The least it could do is pretty well *guarantee* that healing.
The dogbreath rover is the only item worth a damn in the warbond, currently. It does the same thing that the Sterilizer does while allowing you to use something superior, like the Flamethrower, which actually kills enemies. The Sterilizer damage is beyond abysmal- the stream barely does any damage and dotting a flea takes upwards of 8 seconds for it to die. You have to infect/DOT a hunter twice and let it fully tick on both occasions for it to die. Also, the jetstream coming out of the Sterilizer is difficult to see. I also think the Sterilizer should leave more persistent residual effects on the ground/air where it's shot, as it currently doesn't seem to do that.
It should be as powerful as gas was before, in my opinion. I loved the gas orbital before. The only thing I like bout the warbond is the cool helmet.....not really worth 1000 credits
@@urbanapache2 the damage over time i think needs a tweak, but more importantly for the sterilizer, the stream itself needs a significant damage boost. right now, theres barely any difference between holding down the stream on an enemy vs just tapping it to infect and waiting
Agree, I used it on one of the 12 minute bug maps, nothing would die, they'd just wave their arms about and just keep coming at me. That was the only time all day I've seen anyone use it :(
Just a tip, it’s not meant to deal damage directly, it increases all damage taken from other weapons, so what you want to do is give the effect to the enemy, then switch to your primary. If you use the primary flamer you can kill a bile titan in one mag of it (the flamer) and you only want to spray the sterilizer every so often. (Ps aim at the back belly part)
Stim pistol dosent need buffs to its numbers, if they can just improve the hit-rate of the weapon, or make it track allies better, that alone will make it viable. Its all down to how reliably can we heal allies, currently its unreliable and weak - make it reliable, and weakness wont matter as much. If they release a Primary healing gun, then that thing should be beefed up in terms of healing - it should be borderline flame-thrower of healing, a heal-thrower. Look how Killing floor did their medic.
They should have made a Needler rifle instead of the Stim pistol. It would only work against organic targets, but it would fire syringes that would cause the target to burst open, after 5-6 doses had been administered.
As much as I hate this warbond and think it’s “trash” that’s being charged for money The gas’s Grenades are BIG THEY ARE 15m compared to the orbital gas 20m They also last longer than stuns and stay around longer than stuns If you get this warbond Atleast pick up the gas grenade
The sterilizer needs to be reworked where the range is increased and where it can temporarily create an area where the gas stays and could affect enemies inside said area. Stun pistol just needs to be hit scan would make it easier to use and don’t think there’s a need to increase heal rate or amount just tweak fire rate making it stackable. Would make for a much more consistent and pleasant experience. I think gas grenades need to be impact the wait time doesn’t feel good when gas takes a bit to take effect makes using it very meh because you either have to hope your enemy stays where the grenade was tossed and still wait for the gas to take effect which isn’t helpful at all when 90% of the time you’re getting chased by enemies.
100% gas resistance + the gas from the sterilizer and the guard dog hound stays on the ground for a few seconds plus 10% more damage and it's very good
They should make the gas acidic to where it severely degrades armor so you could pair it with weapons making targets easier to kill and also make the gas weapons worth using
I don’t mind something that doesn’t kill as fast as long as it has something else going for it. I wish the gas produce more of a cloud instead of like a spray. Also acid rain type debuff could be cool.
Maybe a little silly for the game but I’d be cool if you could draw agro with the stim pistol like if you shot and enemy similar to the diver it stims them sending them into a rage you could use it to draw attention off other divers
The gas does synergize with the enemies doing more damage now though haha. Seriously, the sterilizer maybe needs a bit more range and like more damage than the other gas stuff since it does take a support weapon slot and have less range than any of the other gas options. Maybe it could have a compounding effect where the longer you gas them the more the damage ramps up.
It would be cool to see a support weapon backpack with how strong they’ve made the quasar cannon. What if I wanna have a quasar cannon and an arc thrower
I think they need to remove the Gasthrower, and give us a secondary that is a gas claymore. I would definitely enjoy setting Gas traps around the map. With cap of 2, it should be fairly good. It would allow solo and party play to be far more strategic.
The game does feel great, and challenge still presents itself. I guess I was just proficient at killing stuff before, because honestly if you knew what you were doing,it really wasn't that bad before. Now everything dies easy, I guess that's what people wanted, and I still really enjoy the game. I think they need to make a separate mode. The problem before was people thought they should be able to play on hifher difficulty than their abilities allowed. Now they can do 10s so they're happy. A completely separate mode with brutal difficulty could keep everyone happy
The stim pistol is not supposed to shoot through the shield. That wouldn't make sense. If anything, if you're in dire need of stim your shield is probably down. Otherwise, drop your backpack real quick and then let him stim you. They designed this game with small little details, like wasting ammo with mag change or not being able to reload while looking down at your wrist unit. It's those little things that are incredible which set this game apart from. I believe the STIM pistol was for all the gas that you may accidentally drop on your buddies. Or perhaps they want to join you but don't want to throw on that gas armor etc. As for stem pistol boosting shield hell nah lmao
Agree. I like when these small details exist in game. I love the moment where it just "made sense" if things go as it does. Also most likely you won't need stims if you have a shield on anyway.
I think this war bond brings something better than just more powerful weapons. We have plenty of powerful weapons, this war bond offers new play styles
Personally, I think the warbond is a bit underwhelming. If the sterilizer left gas clouds as well as the guard dog, it would be a lot better as a support, otherwise you're better off using the gas strike to apply gas from a distance and the nades for important targets nearby. Also, it should stop reinforcement calls too!
The heavy armor gives 100% gas resistance, atleast with vitality booster. Medium and Light armor doesn't however
That's really weird. I feel like that's a bug.
@@SwanyPlaysGamesFire resistance works much the same way, heavier armor with the fire passive makes you take less tick damage from fire than lighter armor. Should also mention as i watched some more of the video, the stim pistol works with the experimental infusion booster. It also works with the medic armor passive aswell!
@@Sharsala Thats not how the fire armor works tho, the heavy armor ticks less because you have more "health" at least according to the game's armor system, it does seem like taking 0 damage is a bug but I believe it should be kept that way since you have an armor dedicated to something gaseous anyway
@@mtd_epic7759 that's specifically what i am trying to convey when i was saying it.
If i had to guess the equation for damage dealt breaks in combination with higher "health" values (aka the % DR interacting in a odd way) and the low tick damage of gas with the changes. It's already lowered with heavy armor but Vitality booster pushes it over some kind of limit and breaks it.
In reality though helldivers have 125 hp and armor just changes the equation for how much damage is dealt to you, hence my original comment.
@@Sharsala So I can just stand in the Gas?
All you need to know about the stim pistol:
As far as I can tell it fixes percentage based amount of health.
It is affected by medic armor you (the pistol wielder) are wearing (not the target as far as we could test). 30% hp per shot for no medic armor, 50% hp with medic armor, or around that. 3-4 and 6-7 second duration, hard to say, without and with medic armor respectfully.
Since it's % based, vitality booster increases the amount of health restored.
Viper commando booster IS affecting the stim pistol, you do get its buffs when someone brings this booster.
Personal shield prevents you from being stim pistoled.
It does restore limbs and bleedings.
Successive shots stack.
If you shoot someone at full health and they take damage a few seconds after, it will heal them.
It restores stamina to full from 1 shot.
Enemies are unaffected.
24 reserve shots, 6 in magazine, single action only revolver basically. Does have speedloader on empty reloads. Darts drop heavily and are hard to aim at large distances, "sights" are pretty lacking if you can even call them sights.
It restores 18 rounds on resupply crate/backpack. 9 rounds per ammo crate.
It is actually amazing that it works with the medic armor and I hope they don't remove that synergy.
You can play ana from overwatch in HD2 that's nuts
@@SupremeDouchebaggery except anna's shots travel at like 5x the speed lol... stim gun is cool they just need to reduce it's arc and radically increase the projectile velocity for it to be relevant
@@Slythey Walmart ana then hell yeah
You answered every single question I had about it. Thank you.
It’s clear that this warbond is meant to be a support war bond, rather than an aggressive run and gun warbond. If one person goes all gas in a group of four, this build can be very effective.
Did that, the way my squad used it was that I basically ran in first while they provided suppression fire and filled the entire screen green, I then retreated and we lit 'em up, the second thing I did was providing breathing room. If I saw another patrol or something charging in while we were still dealing with the current one I'd use my grandes or gas strike to delay and thin the enemies. Ngl, your kill count while doing it won't be extremely high, but it does give that awesome feeling of "the battle is mine to command" if you like that. Which, I do XD
Note that the stim pistol DOES get effected by the stim booster (that gives the yellow screen effect) much like normal stims do. I don't know if it's also affected by the Medic armor trait.
It is affected by medic armor
Yeah but who? The person stimming or the person being stimmed?@@t-rex9809
apparently it doubles your stim healing
Buddies had a blast with the stim pistol.
And we usually play on difficulty 8.
They were keeping us powered while we were drawing agro and clearing patrols.
They were also beating eachother up and injecting one another with that sweet health juice, screaming "THAT GUY LOOKS LIKE HE NEEDS A STIM".
Was a swell time. 10/10 would recommend.
I havent had a tonne of time to try out everything, but while the Sterilizer feels weak on its own, it is amazing in tandem with fire.
"On my own" I'd give the bugs a quick hose with the Sterilizer, then run back as using the Crisper sidearm to either put a trail of fire on the ground, or target them directly. Being able to confuse them *then* burn them is useful.
On the other hand, one of my buddies was running the Flamethrower, and we just went shoulder-to-shoulder hosing everything: I'd be lobbing gas grenades further away and then hosing whatever was getting too close, while he was setting up firewalls or burning down the larger enemies directly. It was magical 😂
In reality what was happening was the flame weapons were killing everything and the gas was doing nothing. 🤣
@@shemsuhor8763it keeps them in place to suffer further from DOT of the fire
@@shemsuhor8763 There were definitely instances of that 😅 but the funny thing I found was if I tagged them with gas first, it incentivised my team mate to quickly burn it because the DoTs combined killed them even faster than if he only burned them.
But also I tried to prioritise targets that had outflanked us or got past his firewall; being able to blind/confuse them for a moment meant buying him a second to turn and burn them while not getting stabbed in return... mmmost of the time... Didn't always work out 💀 But it was noticeable!
It is definitely a support weapon in its literal name; it supports others. It's not really aimed at killing directly, which I can see/feel/echo how everyone else feels that it is very weak compared to just killing them outright with a normal weapon, because it is counter intuitive to every other weapon except for the stun grenade.
But being able to stop the enemy from attacking (or in rare cases where they attack each other 😮) is always a welcome boon.
Isn’t that terrible though? That you have to compensate for its blatant flaws by carrying an absolutely OP weapon?
@@devinmcqueen358 I've had a little more time to play with it, and if we are talking purely in damage / time to kill terms, then yeah you're right.
But the way I'm trying to look at it /play it is I'm adding an extra effect for my team mates who are also fighting in close quarters / helping minimise how many bugs are focusing on them.
That said, yeah steriliser really is the weak link in the gas weapons. Leaning more towards gas grenade and the dog breath to do the job. Main issue I am finding is the steriliser really needs more range and a bit more direct damage from the stream itself.
The gas effect itself would be nice if it lasted about 1-2 seconds longer so you don't have to tag the enemies so frequently. Less of an issue with the gas grenade / strike / dog breath because how they can reapply the effect easily, but the steriliser you have to really focus on tagging enemies frequently which becomes a lot of work.
I’m glad that they weren’t afraid to change gas from straight damage to give a confusion effect, even if I’d say they should do a flinch/fear effect for enemies set on fire.
Now I’m still waiting for those Cryo weapons.
I feel like the gas should be flammable. So that way it works with fire That's just my opinion
@@charizardx7201 This is me standing in gas wearing 80 gas resistant armor, this is me standing in fire wearing 80 gas resistant armor.
@@DaaHelaexactly what I was gonna say lmao
@@omega-levelnightmares3763 😂
I think gas brings a lot of flavor, the concept is fun. Maybe a little tweaking here and there. Maybe the sterilizer can leave a little gas cloud.
The rover disorienting all mobs is really really strong. It’s like a constant stun whilst you deal the damage!
Combo it with flame and you are an invincible AND lethal wall
@@JulianLaresgonna try that combo
I think the only downside is that it mainly focuses on one enemy at a time, I might be wrong about that
If only it did that
except it's not like that because it only targets one enemy at a time
Honestly they should make any armor that gives resistance 100% immunity.
I think because high voltage lightning and napalm are far harder to design a suit that can functionally resist against it. Gas might be corrosive but it’s mean to not be a dps weapon, the others are designed to kill.
@@mangasaint I don't know of you mean in real life or gameplay wise, but an armor that make you immune to high voltage is very easy to design, it's called a Faraday's cage.
Napalm sure, even though we have some form of fire retardant suits for firefighters or fire proximity suits.
I just like the idea the video brought up where you can just "make one with your element" so to speak and become an area denial monster.
@@SessesSniper I’m guessing if you they could design armor that completely negates electricity in the field, the bots would also have the same tech, it’s the variety of arsenal that prevents them from lining their units with armor that resist it.
As for the cage, it’s impractical compared to the already decent armor, the stims, the energy and shield generators that exist.
I wouldn't mind a change like that. Nevermind numbers or design, it certainly sounds like a lot of fun when you can shoot your friends.
If knockdown and stagger is still present, maybe not great with griefers.
@@SessesSniperFlame retardant suits aren’t going to do much to napalm
I love this warbond. I really hope they focus on like a bot warbond next time
Funny thing is these corrosive stratagems work better against bots than they do bugs imo so it does feel more a bot warbond that is still very mid at what it offers
Yea this works great on the bots
@@mikemo7632lol
So bots breathe?
@@jorgeencarnacion6291 The gas damage on this game is corrosive which isn't mentioned often, so yes, "gas" works on the bots.
@jorgeencarnacion6291 Yes, it disrupts their flux capacitor & they cannot reach run speed of 88mph
They just need to make the gas linger a bit. That way instead of spraying point-blank, you can blanket a choke point ahead of them.
I think they should either make it flammable,
Or have a longer range And do just a tiny bit more damage, just a little more
@@charizardx7201 Negative, I think it's better not being a damage weapon. The only 2 changes that should be made are lingering gas and maybe the gas could stand to take effect a little sooner. On bugs, warriors take a bit to get confused. They seem to just get really pissed until then.
Pair it with the medium flamethrower. It demolishes when it works.
The patch made the current orbital gas strike a lot of fun, but the Warbond itself is pretty lackluster overall.
I find adding more play Stylez that aren't simply damage focused is a much welcome addition to the battlefield for us Helldivers!
I feel like two new play styles have emerged:
Confusion gas Commando
Booster gamma Medic
Sorry for the double post but as I played I realized a shotgun with corrosive, low damage, high spread, would be an awesome support weapon. Like the fire breaker, but with gas.
something like the pepper ball riot gun
If that is the case, maybe they should do it with the Breaker S&P?
Kinda like the plasma punisher but instead of stunning them as you shoot it just keeps confusing them.
Gas grenade launcher. Imagine it. Just... Thump Thump Thump... Gas everywhere!
Stim Pistol must have these buffs:
- Healing 50% of your Max HP, not 25%.
- Needs a faster mechanic reload like Senator revolver.
- Can shoot Energy Shielded Allies.
It does have the Senators speed loader doesn't it? The Medic armor also probably effects the stims as well.
Or or here's a better option, get rid of it. No one asked for it
@@charizardx7201 huh? A Lot of people asked for a stim pistol for the medic helldivers, But they are a Lot of round so I think they only should change that it should pass the shield
@@charizardx7201 I did.
Almost every single secondary is completely dog shit in this game, and people are complaining about a pistol with 20+ healing shots that can save you companions in many occasions. You guys should just stop bitching about everything lol
I actually like the sterilizer. Swampy seems to use the sterilizer as a flamethrower. The way i use it i use it a combo tool switching back and fort to my primary and the sterilizer to maximize damage and remain safe. But hey the warnond just came out so i dont blame swampy for the sterilizer people are still figuring out how to use it. But overall i still think the flamethrower is better because of the fact that killing enemies is better than confusing them
It’s for a support play style, people don’t understand that
I really like the sterilizer. It might not instantly kill enemies, like the flamethrower, but it disorientates large groups of enemies and feels really strong and is fun to use because it’s different.
The fact that gas makes bots shoot each other almost makes me wish they didn't nerf the rocket bots.
I think the theme of this warbond sounds cool, but yeah personally the only draw to this warbond for me would be the armor so I could use that with the gas strikes, but that doesn't seem like a worthwhile reason to spend money on it.
There's armour in the other menu that does same thing. 250 super credits
Gas thrower should get buffed like
- The stream creates a lingering cloud, allowing you to create gas walls to ward off areas.
- The stream itself does more damage faster. Ibstead of a cloud like the rest, it's literally forcing it down your throat with that pressure.
Basically the lingering cloud allows you to use it to skulpt your own gas strike clouds without the orbital.
Honestly the 100% gas immunity with the armor is perfectly fine. Yeah it may be a little busted if you can really want to abuse it. But for one when you are wearing a gas mask you don’t tank 80% of the effects: as long as your skin is not exposed you are completely immune, and Two: let the people want to use the gas weapons have this
I am loving the gas grenades. I see them as stun grenades that also do a little damage, and I'm using them as such.
Giving the stim pistol the booster stims is the actual answer, then you could take those instead of the booster and free a slot up for a different booster . It’s perfect.
I believe it should have booster effect if you have a booster
@@jacklarsen4578 no
Imo they should have made the support weapon do more damage since the grenades and rover already spread gas nicely. It would compliment a full gas build so much better instead of just being another gas option
Support has always been my favorite thing in games. I'm here to melt bugs and pass out ammo and stims like candy. The war machine would lock up without us support players.
I always love to play the Support role in a Game (i main Moira and Lucio in OW, Hunting Horn in MH, and Doc in R6) to think that Helldivers also have an option to let us be full on support players is Nice.
I salute you. 🫡
Signed,
A tank (Exo) player.
Same here. I started supporting cause I got sick of shit support players in battlefield and overwatch. Turns out I'm REALLY good at it lmao. Now I run the ammo backpack with light medic armor as my default
I also really enjoy the support role but I very much disagree with them fundamentally changing the gas in the game
Gas + Flamethrower works really well
It'd be nice if the sterilizer had a proper corrosive element to the gas, so it could at least eat through the armour of affected enemies. Sure, it wouldn't do damage, still, but as a support weapon, having the enemies being confused, as well we their armour being decayed, it'd make it a much more fun support stratagem to use. Sure, you might be a support character who isn't dishing out the hurt directly, but turning a Charger, or Hulk armour into soggy cardboard would be wonderful for your fellow divers to mangle it with your help, allowing for weapons that normally bounce off of Charger armour, to start penetrating. I love being support characters in games, so having a thrower that could lock down enemies while the damage players do their stuff, would be fun for me.
I need more servo assisted perk on armor! I finally got back into the game I'm having fun with the new update buff. But I haven't changed my armor since the first month of this game! Once you go throw range you don't go... Short.. throw.. range... It sounded better in my head! Throw range all the way! I need more armor customizations!
The dog breath sounds perfect for me because I like bringing the commando on bot missions, which leaves a backpack option open.
i feel like the old balance team worked on the stim pistol. completely useless imo
They may have!!
Kinda hard to balance 24 Stims lmao. Either you make your team immortal with a really good stim pistol or you do your best to make it just good.
@@alphaxbox3728 could literally just reduce the number of shots you can carry
@@alphaxbox3728or here's a better idea they should have never made it in the first place is completely useless you're a teammates run around like chickens so how can you possibly aim the thing
They should have made the darts helldiver seeking. That way you only need to shoot in the general direction of the teammate you want to heal.
I wish they'd add an auto-aum feature to the stim pistol similar to the one in Killing Floor 2. The field medic can fire darts, and as long as you are aiming in the rough direction of a teammate, the darts will lock onto them and fly directly to them.
I kind of hoped that the Sterilizer would do a bit more tick damage, given that it doesnt make a cloud and you have to spray the enemy directly.
Other than that, im fine with this whole warbond... nice extras to have. Nothing gamebreaking, nothing totally useless
I'd prefer if the stim pistol had way less ammo but healed to full while also providing some sort of noteworthy buff, you're sacrificing a lot to have it, like the grenade pistol, or an alternative weapon to deal with a certain enemy in place of your primary, just for a tool that requires dividing a significant amount of attention for someone that might already be dead by the time you've noticed, or have already stimmed themselves
Take a deeeeep breath. So many willing test subjects.
"I don’t concern myself with the ambitions of insects…”
The grenade is really good. But the Sterilizer is not so good. I emptied a whole canister on alpha brood to kill it. If you are planning for delay those bugs and run, just use the grenades.
The sterilizer works well on bots together with the laser guard dog. It sets them on fire while you stun and poison them. Works well with thermite too.
I've found eagle napalm with the orbital gas to be pretty nice for throwing on a bug breach. The eagle has a bunch of uses and the gas has a short cooldown so it's easy to kill the entire breach save for titans/impalers and be ready again in time for the next breach. The armor is nice too, lets you call in a gas strike/grenade ahead of yourself and run through it to escape enemies.
I think this will be fun and fun as a supportive role.
Thanks for your time testing, editing, and your opinions. 😊👍
Thanks for sharing your video. 🙂👍👍
Ahh the good ol' "shoot teammates to heal" problem...
Dark Souls 3 did a pretty good (OP actually) job with the Projected Heal. Throws a ball of healing, and it explodes into a mid-sized AOE.
I guess they can make the stim pistol either leave a lingering heal "bubble" or puddle that triggers healing once you touch it (no need to stay in), or just downright AOE heal explosion that can hit yourself as well? Would make it easier to hit buddies and also allow self healing.
That or make it homing (and go through bubble shield) would help.
Gas might not do as much damage as fire, but the Crowd Control it provides is valuable. It really take a lot of aggression out of the enemies.
I feel like the stem pistol was made with the old balancing in mind
It seems so underpowered when utility like the grenade pistol exists
The gas grenades are pretty good. They are extremely defensive grenades. Throw these into chokepoints, and suddenly that entire flank is defended since anything that walks into it is stunned. It's not like a normal grenade, where you're trying to kill things. It's more like a portable wall.
As such, this grenade is absurdly good on any defense mission, bots or bugs. Though in general missions it does better against bots in my experience since bot compounds tend to restrict movement a lot with their thin pathways and entryways, as opposed to the bugs' more open pits of despair.
The Dog Breath guard dog was really underwhelming in my experience. It focuses on a single enemy, which is really bad considering that its effect is all that matters. The additional damage is ultimately negligible. There are lots of potentially useful scenarios for it. _"What if a stalker sneaks up on you?" "What if a Charger is right on top of you?" "What if a Hulk is right on top of you?"_
But I personally feel that these use cases are too obscure to warrant using this strategem. I mean, with the jump pack buff, you can easily clear distance with some horrible threat while maintaining the versatility of being able to perch on buildings.
The sterilizer is weird. It's obviously ineffective, but it has potential to be a good "get off me"_ type of tool. If you're running an explosive primary, you'll have issues if bugs get too close. The solution? Spray 'em with a bit of gas and dart away. At least, that's how I've been using it. The inherent problem though is that the sterilizer has a long startup time, meaning that by the time you swap to the weapon, start firing, and have the effect that place, you've likely gotten hit once or twice. Again, the jump pack is currently more effective at this unique role.
The gas grenades are actually goated. I've had a ton of fun today using them. I'm usually using an AT strategem anyway, so I don't usually go for thermite.
I honestly was under the impression that these new strategems would be like the flamethrowers where they used toxic gas to kill enemies. Like, maybe it has a slower time to kill than the flamethrower but spreads quicker since it's a gas. But no it's just... confuse enemies and rely on orbital gas strike to actually do some damage. Kind of a let down tbh
Totally agree they tried to fix something that wasn't broken they should have kept gas visually and functionally the way it was if they had many more people would be enjoying this warbond and hell the gas is corrosive so why wouldn't it do more damage as opposed to that stupid disorienting shit that it does now don't get me wrong Im still definitely enjoying the game but I don't agree with what they did to gas in the game
"I wish it was fire but green" is a wild type of opinion. I think they did good differentiating Gas from Fire. Both a DoT's and would've felt very samey. I think just adding an armor strip and it's perfect.
@@alphaxbox3728 that isn't what I'm saying. I'm saying I thought the poison gas Warbond would work with poison gas. Instead it just confuses enemies and doesn't kill them in any capacity other than the little guys. It's a support Warbond, but y'know what would be even better support than confusing enemies? Help to kill them even faster
@@masy9595You are helping them die faster it’s called the other teammates can kill them easier without missing.
I've found the gas and fire in tandem feels reeeeealy good. A gas nade controls enemies while you cook them safely.
I love the look of the armour but think the fire passives make for a more effective synergy when using fire as an area denial tool
They should buff the gas effects in this game by giving gas the same effect of acid rain. It should reduce enemy armor rating. Also the gas should probably do a bit more damage. Idk why they would reduce the damage when it wasn’t even that strong
I think the only reason people are saying this warbond is bad is that it's not as directly offensive as the others. I've really been enjoying the gas effects, they're also super useful if you're just on the move and you want to lose a patrol.
The resistance armor should have always been 100% resistance. It's stupid to give up stims, grenades, accuracy, for "a bit of resistance."
100% fire resist is dumb, 75% works perfectly fine and you can lead a hoard through a while fire barrage with only one stim
Plus, all that needs to complete with 50/50 cheat death. It's really hard to compete with that for a lot of people.
I think a cool concept for the "gas thrower" would be to uave a lingering cloud of the gas that slowly drifts in yhe direction you shot it at
Maybe you can ricochet your stim-shot off armored targets to self heal? (Although I don't know how that would be worth it)
The sterilizer should just let you fumigate an area and create temporary gas clouds. Similar to the flame trails the flame weapons can leave on the ground.
Really tempted to combine the last 2 warbonds into a loadout. Primary Flamethrower, flamethrower pistol, gas thrower strategem, gas guard dog, gas grenades, orbital gas and napalm strike. No bullets. No bombs. Just chemistry and suffering.
For what it's worth, I think the Sterilizer ought to have a more DPS focused gas, while the grenades stick to the CC role and the orbital does both. (it's the orbital, of course it should.) Or, and I realize this would be a radical departure, give it a slightly different color (brighter neon green maybe?) and have it dissolve armor. Give it something that stands out in the gas catagory.
I think it would be neat (albeit a bit unoriginal) if the stim pistol was some sort of medi-beam gun instead. That would fix the aiming problem during hectic scenarios and also make it feel more worthwhile to bring as a secondary as it would deal more consistent heals for players that like to stick together. Maybe give it an ammo count or an overheat system to keep it balanced?
You could alternatively make the medi-beam its own weapon and make the stim pistol temporarily buff players movement speed / reload speed significantly and keep its lower amount of healing to balance it out.
If the P-11 healed like a full stim with one shot and had less rounds, and the Sterilizer spray could leave some lingering gas clouds, I think the both would be much better
After playing around with the gas grenades last night, the Sterilizer would have made so much more sense as a grenade launcher type weapon.
My team and I have a War Crime loadout now. One player has all gas, everyone else is running napalm strikes and barrages with Torcher/Flamethrowers.
I am loving the new weapons, it's different. For some bugs it's an instakill but my favorite is seeing them in agony, beating themselves and then falling over. Makes me wonder why the orbital gas didn't have these effects.
The gas grenade is my favorite thing about the new warbond. I take that over the stun solo/coop.
Gas Guard Dog + Blitzer/Arc Thrower seems like a really strong cc build, just kinda dangerous to be near you.
I'm gonna do that, but instead, use the flamethrower to have all the elements at my disposal.
arcthrower doesnt need gas guard dog at all though- the guard dog's range is short and only really pairs well with the flamethrower otherwise it's not doing much unless you're overrun/misplaying. you'd be better off with an additional orbital or airstrike with the arc, which is far superior damage, range, and cc to the sterilizer
@@Slythey yeah I assume they mean for when they're surrounded
@@gabusdeux ya I get that, just saying it should rarely ever happen- I've got probably 300-400 hours on arcthrower and i know i'd get very, very little use out of a close range rover
I'm using the Breath Guard Dog and the Torcher for my primary, it's a super powerful combo. The enemies just run around mindlessly in circles whilst you burn them alive.
The sterilizer was super underwhelming. Tbh, I didn’t even realize the gas was making enemies confused. Like you said, you’re so close, the enemies just end up attacking you. With gas mechanics like this, I wonder, why not a gas grenade launcher instead?
The Sterilizer should leave behind temporary clouds of toxin, like how the flamethrower leaves behind fire on the ground.
Or needs to pass through and around foes you shoot at with good range, like it's predecessor the TOX-13 "Avenger", could sweep that through a entire group of enemies.
It’ll be cool if the stun pistol takes drums from your own supply making people with the armor that gives you more stims would be used more
The Sterilizer user alongside a Flamethrower user would be sick.
The sterilizer really does feel like a weapon that was conceived and created before they decided to rework gas, but then didn't have time to do anything to it so they just released it as is.
I wouldn't have minded a gas-centric primary kind of like the spray and pray but did gas instead.
I'd like to see the gas guard dog fly out and deploy 2-3 gas grenades before returning to reload. Makes it more unique from the other two dogs and enhances the gas AOE.
8:45 taking damage from the gas
I think if they want to keep the gas as a support role they should give it the same effect as acid, rain and lower armor level as well as the blinding effect.
Just from seeing how the stim pistol operates, it seems to me they should have gone a different direction if they wanted to add a healing support device.
Helldivers 1 had a backpack stratagem that healed in an area around the player, which to me would have been a better choice. Not to diminish the stim pistol or anyone who likes to use it, but having to give up your secondary weapon for a niche item that stims less effective than using one yourself is certainly a choice.
Bravo to AH for doing something that players have been asking for, but in practice I don't know how much it will be taken over the grenade pistol or any other secondary.
Imo. The Stim should also do HIGH amount of damage to enemies that way you can at least contribute some offensive as well. (Tho i guess they could explain it as "the chemicals inside reacts differently to Bots and Bugs)
There was also a support "weapon" in helldivers 1 that fired a beam that could heal teammates, in addition to turrets, vehicles, and mechs. The beam sort of auto aimed onto the nearest thing it could heal. I think basically remaking that for helldivers 2 would've been the better way to add a healing option.
I feel like if the stim pistol had a similar lock on mechanism to the spear it would be more viable. Overall though the warbond is a fun one!
High risk low reward
Posted 1s ago? Hot damn! Here's hoping the rover gets some ai adjustments.
to fully utilize its new gas and crowd control capabilities, it definitely should!
Heck, make the older rovers go out and kill something too. Less likely to shoot me in the head then.
Stim pistol should have some enhanced homing/aim assist. Get your reticle in their vicinity, and it'll hit. You're already giving up a weapon slot's worth of damage potential, and the stim pistol takes 2-3 hits to even be worth using. The least it could do is pretty well *guarantee* that healing.
The dogbreath rover is the only item worth a damn in the warbond, currently. It does the same thing that the Sterilizer does while allowing you to use something superior, like the Flamethrower, which actually kills enemies. The Sterilizer damage is beyond abysmal- the stream barely does any damage and dotting a flea takes upwards of 8 seconds for it to die. You have to infect/DOT a hunter twice and let it fully tick on both occasions for it to die. Also, the jetstream coming out of the Sterilizer is difficult to see. I also think the Sterilizer should leave more persistent residual effects on the ground/air where it's shot, as it currently doesn't seem to do that.
It should be as powerful as gas was before, in my opinion. I loved the gas orbital before. The only thing I like bout the warbond is the cool helmet.....not really worth 1000 credits
@@urbanapache2 the damage over time i think needs a tweak, but more importantly for the sterilizer, the stream itself needs a significant damage boost. right now, theres barely any difference between holding down the stream on an enemy vs just tapping it to infect and waiting
Agree, I used it on one of the 12 minute bug maps, nothing would die, they'd just wave their arms about and just keep coming at me. That was the only time all day I've seen anyone use it :(
Just a tip, it’s not meant to deal damage directly, it increases all damage taken from other weapons, so what you want to do is give the effect to the enemy, then switch to your primary. If you use the primary flamer you can kill a bile titan in one mag of it (the flamer) and you only want to spray the sterilizer every so often. (Ps aim at the back belly part)
@@thejesterbox4096 yeah but why waste the slot when you can just run the backpack and deal damage/kill quicker with the same cc protection
Stim pistol dosent need buffs to its numbers, if they can just improve the hit-rate of the weapon, or make it track allies better, that alone will make it viable. Its all down to how reliably can we heal allies, currently its unreliable and weak - make it reliable, and weakness wont matter as much.
If they release a Primary healing gun, then that thing should be beefed up in terms of healing - it should be borderline flame-thrower of healing, a heal-thrower.
Look how Killing floor did their medic.
If you can get your friends, or somehow randoms, to run a 4 man gas build (armor, thrower, guarddog and orbital) it has potential to be great
I love the idea of it, its such a creative idea that needs some tweaking, gotta give arrowhead credit for trying something new
They should have made a Needler rifle instead of the Stim pistol. It would only work against organic targets, but it would fire syringes that would cause the target to burst open, after 5-6 doses had been administered.
As much as I hate this warbond and think it’s “trash” that’s being charged for money
The gas’s Grenades are BIG
THEY ARE 15m compared to the orbital gas 20m
They also last longer than stuns and stay around longer than stuns
If you get this warbond Atleast pick up the gas grenade
Would be pretty cool to have gas interact with fire. So one team mate could lay down a giant gas cloud while another ignites it with a flamethrower 😅
The sterilizer needs to be reworked where the range is increased and where it can temporarily create an area where the gas stays and could affect enemies inside said area. Stun pistol just needs to be hit scan would make it easier to use and don’t think there’s a need to increase heal rate or amount just tweak fire rate making it stackable. Would make for a much more consistent and pleasant experience. I think gas grenades need to be impact the wait time doesn’t feel good when gas takes a bit to take effect makes using it very meh because you either have to hope your enemy stays where the grenade was tossed and still wait for the gas to take effect which isn’t helpful at all when 90% of the time you’re getting chased by enemies.
100% gas resistance + the gas from the sterilizer and the guard dog hound stays on the ground for a few seconds plus 10% more damage and it's very good
honestly I hope they keep the gas resistance armor at 100% resistance
I would love the idea that fire weapons can ignite Gas for extra damage and a big explosion
They should make the gas acidic to where it severely degrades armor so you could pair it with weapons making targets easier to kill and also make the gas weapons worth using
Maybe if the stim pistol had some lock on like the spear, it could be used, probably drop the ammo count to balance it.
I played yesterday well past midnight with randoms and had a fucking blast. Game is best it’s ever been ❤
I don’t mind something that doesn’t kill as fast as long as it has something else going for it. I wish the gas produce more of a cloud instead of like a spray. Also acid rain type debuff could be cool.
Sterilizer with any flamethrower weapon is an amazing combo
Maybe a little silly for the game but I’d be cool if you could draw agro with the stim pistol like if you shot and enemy similar to the diver it stims them sending them into a rage you could use it to draw attention off other divers
The gas does synergize with the enemies doing more damage now though haha. Seriously, the sterilizer maybe needs a bit more range and like more damage than the other gas stuff since it does take a support weapon slot and have less range than any of the other gas options. Maybe it could have a compounding effect where the longer you gas them the more the damage ramps up.
It would be cool to see a support weapon backpack with how strong they’ve made the quasar cannon. What if I wanna have a quasar cannon and an arc thrower
I think they need to remove the Gasthrower, and give us a secondary that is a gas claymore. I would definitely enjoy setting Gas traps around the map. With cap of 2, it should be fairly good. It would allow solo and party play to be far more strategic.
I think that the gas drone paired with the flame thrower is good. Disorient and ignite
The game does feel great, and challenge still presents itself. I guess I was just proficient at killing stuff before, because honestly if you knew what you were doing,it really wasn't that bad before. Now everything dies easy, I guess that's what people wanted, and I still really enjoy the game.
I think they need to make a separate mode. The problem before was people thought they should be able to play on hifher difficulty than their abilities allowed. Now they can do 10s so they're happy. A completely separate mode with brutal difficulty could keep everyone happy
Haven't unlocked Fart Dog yet (I want him really bad), but the grenades saved my bacon a few times. Treat it like a stun grenade.
The stim pistol is not supposed to shoot through the shield. That wouldn't make sense. If anything, if you're in dire need of stim your shield is probably down. Otherwise, drop your backpack real quick and then let him stim you. They designed this game with small little details, like wasting ammo with mag change or not being able to reload while looking down at your wrist unit. It's those little things that are incredible which set this game apart from. I believe the STIM pistol was for all the gas that you may accidentally drop on your buddies. Or perhaps they want to join you but don't want to throw on that gas armor etc. As for stem pistol boosting shield hell nah lmao
Agree. I like when these small details exist in game. I love the moment where it just "made sense" if things go as it does. Also most likely you won't need stims if you have a shield on anyway.
I think this war bond brings something better than just more powerful weapons. We have plenty of powerful weapons, this war bond offers new play styles
Personally, I think the warbond is a bit underwhelming. If the sterilizer left gas clouds as well as the guard dog, it would be a lot better as a support, otherwise you're better off using the gas strike to apply gas from a distance and the nades for important targets nearby. Also, it should stop reinforcement calls too!