It doesn’t work as of now. I was trying to laser a devastator head and i was forced to miss by its shots. I tested more and more and confirmed it didn’t work for me and other divers said the same thing
I think there's a misunderstanding for the armor passive, one I had too when I first tested them. It doesn't prevent screenshake or the flinch animation, all it does is keep your aim on target better. They really need to reduce the screenshake and the animation to emphasize this.
Until they do a patch and address armor passives, never expect armor passives to be meaningful. Lately they've sucked. For example, why does the gas armor reduce gas damage taken by 80%? Its armor made to combat gas, at minimum it should be 99% reduction. No armor passives to address rag dolling. The 50% explosive resistant armor rarely works and is usually irrelevant. For perspective, the extra armor padding passive is probably the best passive in the game because it's an additional 25% damage reduction. Pair it with the injury resistant booster and your taking significantly less damage.
The Doubt Killer armor isn't based on Darth Vader, it's based on the anime movie "Jin-Roh: The Wolf Brigade" and it's armor called "Protect Gear." They also use the MG-42 and the Stg-44, so for maximum drip, you should run the MG-43 and the new SMG to emulate the film.
@@julianhuerta9763Fun fact: the helghast armor is based exactly on the jin roh one. We can say it is the father that started the trend of that type of badass armor
With the new interest in programmable ammo, grenade launchers should now get the same treatment. We should be able to switch between HE, shrapnel/FLAK, incendiary, smoke, and EMS (all of these aren’t necessary).
Naw, just the standard and acid would be fine. Chemical ought to double as a kind of smoke... Could make noise at arrowhead... But effected enemies already get confused and get armour damage. Feel chem should do mostly armour degradation... But a little bit of lingering damage and half the effect of smoke would make it the best. I mean... We can't see through the gas clouds... So it'd make sense if it kinda acted like smoke.
there is, make the weapon wheel/setting to "press", go to bindings, combat, then make it another button other than R, and theres another setting that instantly switches the right setting, bind it to the same button as the weapon setting button, then boom, instant switch. You could just make one of the binds and keep the right click if you wanna use other weapons.
You can just make your own with a macro, but yeah they need one by default. Just let us have a keybind for everything, flashlight, firerate, firemode etc
Exactly. The long forgotten option literally half a scroll down the armor list. People want to sprint endlessly across the map and also tank Devastators and wonder why they’re draining their squad’s reinforcements.
I noticed a difference with the armor and flinching. especially when fighting a lot of automatons that are shooting at you, you can still hit them from afar even under heavy fire. however it's not a situation you should be in, and in that scenario you should dive for cover
Agreed, there are some solid vids out that show the difference. It truly is made for bots, but wouldn't mind it being buffed a bit to feel more relevant.
@@TheGundamswordit is good against bots, devastators get stunned for long enough for you to switch to flechette or to your support weapon, and just like the charger, if you hit the hulk in it's weak point it's gonna get stunned too
Its pretty much only made for basic laser shots from bots. The armor needs an extra passive imo to be really worth it, but it is very useful in that small niche area. If you play bots often you're very well aware of how easy it is to miss a vital rocket shot due to a random shot hitting you last second lol
In my testing Swany the armor passive does work, just not in the obvious way we thought. Your character is still flinches when he gets hit, but the crosshair of your weapon aiming doesn’t, and overall you aim exactly where it supposed to while you’re getting shot. I hope in the future they get rid of flinching entirely so I do agree with you on that.
The reticle sway from being hit is definitely reduced. But its just so situational that it doesn't make much sense to take it. If it actually helped you from being stunned out of reload or stim animations then it would be worth it. As it is now, it literally only does something when you are aiming and firing. Otherwise it doesn't help you all.
I like how takibo loved the flincing reduktion but could not care less about dead sprinting. While here you seem fairly positive about the sprinting but didnt even notice any difference in flincing.
We often find ourselves running a lot to collect samples and running at the last minute to extraction on Helldive 10. We like to complete everything there is on the map and on Helldive 10 that can often take up the entire match.
@@SwanyPlaysGamesSo does Takibo. Usually in your gameplays (not only in this video), you guys are running level 7 or under. I know it may be due to “testing” but I went back to a few videos that weren’t about testing to confirm.
@@CrazyRampage Yeah we play all the difficulties. Sometimes 6, sometimes 8, sometimes we'll do 3 10's in a row then get tired of being try hard and turn it back down. Me and my friends don't like to go balls to the wall every single match we play. Sometimes we want want a more relaxed experience. Like if we're just doing a news update video we'll load up a level 7 match or something just to record some quick background gameplay.
Doesn’t Takibo most play solo? It’s not a great ONLY booster. I think it’s wonderful for missions where you do a lot of running (not very good on eradicate for example). Vitality and stamina are both critical. There’s room to rotate other stuff in based on the mission and the skill of the party. On some planets the muscle enhancement is really strong. On bug missions the motivational shocks one (I think that’s the name) is really impactful to reduce the slows. The booster that improves the impact of your stims is powerful, and it further increases the value of stim armor. Hellpod is all right. If you don’t really die much it pretty much does nothing. It’s definitely less useful as you get better. There are a LOT of lame boosters. Dead sprint is VERY useful. I want to finish my runs faster. Speed is king (even more so on bug).
As always, thanks so much for taking the time to test and the making of this video. Love hearing both of your opinions, of what certain weapons/ armors can be used best against the certain types of enemies. Thanks as always and get well Swany. 🤒🤢🤧👍👍
You can see the unflinching ability if you use the laser cannon and get hit, I could never stay on hulks but this actually helps... You still get staggered and knocked back, and the animation looks normal, but the laser beam stays steady
The Halt is not really appealing to me, because both ammo types it has are combined into one gun we already had; the Blitzer. Medium armor pen + stun effect. Only downside to the Blitzer is that it'll kill your squad mates if you're not careful
I love the blitzer, however the halt is better for picking out single targets and being more accurate against the bots. Blitzer can't one-shot devestators to the head. Also halts stun rounds have crazy range (for the stun, damage is basically nothing)
The unflinching is good. Before you flinched to oblivion and your shots go 100% missing. Now it's more or less just a third of the flinching. Stay crunchy.
Dead sprint - Combine with the vitality booster. It dramatically decreases the rate of damage from dead sprint. The stim pistol is a really solid way to counter the damage from dead sprint when you also have the vitality booster. You still can’t use it on yourself. But, you can keep the other three players from taking damage. So, wear light med armor. Bring stim pistol. Stim pistol others and you have the extra stims to drop on yourself. Or two people can each have stim pistol and each get each other. Then you have limitless sprint.
for this strategy the person with the stim pistol could also wear the light med armor. To improve your stim pistol shot's. One of the other 3 slaps the stim booster on... OH yeah Edit: Play as you will tho, just adding to your great idea
I like the halt on bots since it can easily lock down an entire group of devastators, then you can mop them up with flechette meatshots or another weapon. It pairs great with the HMG and supply pack!
Egg mission - Try the dagger. The 300 DPS is high enough that you can rake it over the eggs and end them quickly. Not splash damage. Also no one second charge up time. Dagger and the new pistol are both outstanding at eggs.
@@themarlboromandalorian the topic is about secondaries to do eggs with though. Any explosive weapon melts eggs. With purifier, crossbow, punisher plasma or eruptor you can take out tons from a really long distance away. I don’t bring scorcher for bugs, but I imagine that would do well, too. Depending on map layout you can sometimes take out almost half the eggs before getting near the thing. That would work with Autocannon or grenade launcher, too. But, for secondaries? The new pistol and dagger are two of the best options. Grenade pistol works … but with so little ammo it doesn’t really have a lot of staying power (grenade launcher runs into the same issue, but to much less extent).
I really like the Halt shotgun. If my teammate is being charged by a charger, I can stop it to give them some space or give them a window to kill it. My only issue with it is the controller layout for switching ammo. Because it’s the right D-pad on PS5, it means i accidentally take out my grenade a lot when in a chaotic situation trying to go from stun to kill with the Halt. It has gotten me killed a few time because I accidentally toss a grenade point blank at a bug. If there’s any fix needed, it should be changing the ammo swap to the up or down D-pad buttons
Did a little testing. I don’t think kill count is accurate for guard dog and rover packs. I think the stats screen at the end may be double (or more) counting the kills. I think this has been going on for months. Run difficulty 10 bugs. Bring the guard dog (and keep it stocked with ammo). Do the same mission on the same difficulty again but don’t bring the pack and your kill count will be roughly half. The pack itself seems to be worth roughly 200-300 kills per map. Running both a machine gun sentry on cooldown AND the guard dog on 10 bugs will get you 600+ on EVERY long mission type. You end up being double to triple the other players (good players). Sentry placement matters (most people …. Even at level 150 … place sentries in bad locations). It seems excessive.
Clarification: The Halt doesn't share ammo between types. 1 tube of 8 flechettes, 1 tube of 8 stuns. I thought I was needing to reload more than I do with the punisher, only 8 rounds of lethal ammo means more reloads.
If only the flinch reduction would apply to trying to stim yourself...but as other comments have pointed out, the armor passive does work; it keeps your target reticle on point whereas without it, it'd be flailing all over just like your diver does for a second or so.
as someone who used the defender because it’s 100% better then current in game machine guns this war bond worth it simply for the SMG As a sickle main using 4 seconds of fire time instead of the 12 seconds of endless firing and increase cold down of 50% on hot planets. Having a sub machine gun that not complete crap is nice.
I dont really have an issue with flinching much so the perk is kinda useless especially since it doesn't seem to be working anyway. I really hate dead sprint because it forces you to manage your stamina, or else you will lose health because it replaces your jog with extra sprint. The only use i can see for dead sprint is grinding lower difficulties.
The unflinching works sometimes, like sometimes the diver wont move at all, and stay dead on target, and sometimes still flinch, like i was reloading my recoliss rifle, and a slaker hit me and they didn't even go flying
8:26 I knew it would be even before it came out just because it says "helps prevent" not "prevents". Also because thats all it does A big problem i see nobody talking about is how they keep making passives that only have one effect that sucks and doesn't work on launch STILL! Its no wonder why everybody uses the movilize passives and peak physique way more than everything else. We need a passives rework next
Man I wished they made the smg a single hand, I love running around with the shield and an smg, I wouldn’t mind if they decreased the damage a little bit if it meant I could use it single handed
Not transmog, just the ability to choose what passives you get. I'll be invincible again though using the stim armor. Only reason I havent used it in months is because it's ugly af lol. Honestly they just need to rework the armor/passive system, it's just boring right now. I'd like to see some armors that actually have a big change in how you play the game with some armors having big buffs but drawbacks as well.
Vitality Enhancement paired with Dead Sprint greatly reduces the speed your health gets depleted! Throw in Muscle Enhancement or Experimental Infusion and you'll be able to get around the entire map with ease.
New shotgun is nice, but constantly changing ammo type in the heat of battle could be very annoying. Imma stay with the Cookout, it stuns, ignites and does decent damage to one target, or few little ones.
It's heavy because it uses higher caliber rounds, which means bigger bullets, which means lower magazine capacity. It's how all the other guns work in the game and in real life lol
Also, didn't they gut the Pummeler because someone could stun a charger, but had to stand and mag dump into it? Now, they release a shotgun that can just blast it every couple seconds and lock it down?
Well very few people actually work together in this game so I don't think it's THAT strong... but if you have a teamwork focused premade, you should DEFINITELY have at least 1 person with this thing.
No. It's inaccurate and has too much recoil. Not to mention the significant damage drop off forcing you to engage at shorter range which is the only reason it belongs in the smg class instead of the ar. The damage is not worth the handicaps and change to effective playstyle. B tier bot wep compared to the meta weapons like the plasma scorcher. Edit: B+ low A, but def not S.
The new armors should stop the character from being interupted when taking stims or fireing a weapon, obviously you should still take the damage as normal but right now they're just good for looks
I love the new warbond. There is a problem if you don't know that the SG-20 Halt said it has capacities of 16, but when you take it out to the battlefield, it has 8 capacity*mind-blowing*.
I disagree with the armor not working, i can see in the footage that the crosshair doesn’t move an inch from where it was aiming. I can’t tell you how many times i was lining up a shot with the rocoiless only to get hit and have it veer off way in the distance. I think it’s just not reflected in the animation since you still visually stumble
I think the armor is just bugged or not patched yet...but other than this, i think this is the first time a warbond is good across the board. Usually, it's either a primary that just absolutely sucks or just pointless. Even as far back as Steeled veterans the concussive wasn't that good and was just niche. And even in democratic detonation the adjudicatior was a marksman rifle and a shitty one at that.
I think you downplayed the power of the loyalist vs bugs. It's the only secondary I believe that can kill a charger without reloading (3-4 shots). Kills almost everything in 2 direct hits or more indirect hits, staggering the enemies while it does it. The biggest downside is you are totally reliant on grenades for closing bug holes, as if you are using a GL or crossbow you probably won't want this weapon as a secondary. But this isn't the worst thing as the frags and HEs were recently buffed. Taking Loyalist+HEs gives you a lot more offensive power than say grenade pistol+thermite, though it reduces the number of bug holes you can close. This combo is also really good for spewers due to the explosive and high durable damage
the "unflinching" should be in part of "peak physique" armor perk back in VIPER COMMANDOS warbond. i hope they added "camo" sort of armor perks in this newest warbond OR something like making the enemies hesitant advancing towards helldivers who use it.
I loved the white armour sooooo much that I farmed 1000 super credit in 4 hours continuous half solo half with duo +++ I got the 100 super credit for the first time the perks ruined it for me tho I may end up not using it 😅
I don't want new weapons, I just wanna upgrade the existing ones like the Arc thrower. Faster Charge up, more chain targets, more damage, longer range etc... 😂
The dev team has a hard on against providing armors that give 100% against anything. Its the same with any of the resistant armor (fire, gas, electric, etc). It's super disappointing. The electric armor is so useless that if you attempt to use it near a tesla tower... The tower will stunlock you endlessly until you die. Wow so fun...
Same! If I wasn't I'd just be using that OP stim armor still. I wish they'd buff/rework armor passives though... The only armor passives that have a noticable impact really are the stim armor and explosive resist armor for bots. I also play with the starship troopers mod though so I'm pretty much always wearing the default starting armor, as thats the starship trooper armor. (big reccomend, it makes the terminids the arachnids from the movie as well as other stuff)
I use the shotgun stun function and then switch over to the flamethrower. That actually hasn't been a bad combination. Cosmetics are amazing weapons are just not really
I wouldn’t be surprised if the new armor passive was just bugged and not working, the same thing happened with Peak Physique
They have a habit of releasing broken warbond armor
@@lordbeerus462 somebody said broken, kinda remind me of French game company called Bugisoft.
It doesn’t work as of now. I was trying to laser a devastator head and i was forced to miss by its shots. I tested more and more and confirmed it didn’t work for me and other divers said the same thing
i’m willing to bet 10 supercreds that this is the case
im pretty sure that's exactly what's going on here
I think there's a misunderstanding for the armor passive, one I had too when I first tested them. It doesn't prevent screenshake or the flinch animation, all it does is keep your aim on target better. They really need to reduce the screenshake and the animation to emphasize this.
yea I can tell the reticle dot stays more towards the center rather than jumping all around when hit
I really hope they buff it so you can stim whilst flinching because that is by far my main issue with flinching.
@@justyourusualDoktah yea if they dont then the passives useless because i dont care if i flinch when im hit because im going to die if i cant stim
i mean there is a setting to turn off screen shake which is prob why they didnt bother tweaking it with the armor
Until they do a patch and address armor passives, never expect armor passives to be meaningful. Lately they've sucked. For example, why does the gas armor reduce gas damage taken by 80%? Its armor made to combat gas, at minimum it should be 99% reduction. No armor passives to address rag dolling. The 50% explosive resistant armor rarely works and is usually irrelevant. For perspective, the extra armor padding passive is probably the best passive in the game because it's an additional 25% damage reduction. Pair it with the injury resistant booster and your taking significantly less damage.
The Doubt Killer armor isn't based on Darth Vader, it's based on the anime movie "Jin-Roh: The Wolf Brigade" and it's armor called "Protect Gear." They also use the MG-42 and the Stg-44, so for maximum drip, you should run the MG-43 and the new SMG to emulate the film.
Thank the anime gods, I was beginning to think my fellow helldivers were uncultured fools.
Killzone armor
Wolfenstien
@@julianhuerta9763Fun fact: the helghast armor is based exactly on the jin roh one. We can say it is the father that started the trend of that type of badass armor
Just looks like a certain army led by a terrible Austrian painter :(
With the new interest in programmable ammo, grenade launchers should now get the same treatment. We should be able to switch between HE, shrapnel/FLAK, incendiary, smoke, and EMS (all of these aren’t necessary).
No need to have shrap since the regular grenades in the launcher already got that. Maybe incendiary and smoke?
Naw, just the standard and acid would be fine.
Chemical ought to double as a kind of smoke... Could make noise at arrowhead... But effected enemies already get confused and get armour damage.
Feel chem should do mostly armour degradation... But a little bit of lingering damage and half the effect of smoke would make it the best.
I mean... We can't see through the gas clouds... So it'd make sense if it kinda acted like smoke.
It is leaked to have seperate versions of grenade launcher like stun and incendiary and I think an acid one to
We need a keybind to change firing modes
Yeah, it's a waste of time to try to switch over to another ammo type mid combat
agreed
yes please. it would make the new shotgun allot more usable ! Other guns too
there is, make the weapon wheel/setting to "press", go to bindings, combat, then make it another button other than R, and theres another setting that instantly switches the right setting, bind it to the same button as the weapon setting button, then boom, instant switch. You could just make one of the binds and keep the right click if you wanna use other weapons.
You can just make your own with a macro, but yeah they need one by default. Just let us have a keybind for everything, flashlight, firerate, firemode etc
Flinch resistance would've been good if you didn't die in 2 pinky shots.
You need to run heavy armor
Exactly. The long forgotten option literally half a scroll down the armor list. People want to sprint endlessly across the map and also tank Devastators and wonder why they’re draining their squad’s reinforcements.
I swear they changed dmg values on Liberty day. I’m dying to so much more than I was even a week ago and I run heavy armor
@@JoeHuesos They don't have any heavy armor with this passive lmao
Flinch doesnt even work
I noticed a difference with the armor and flinching. especially when fighting a lot of automatons that are shooting at you, you can still hit them from afar even under heavy fire. however it's not a situation you should be in, and in that scenario you should dive for cover
Agreed, there are some solid vids out that show the difference. It truly is made for bots, but wouldn't mind it being buffed a bit to feel more relevant.
You can see a good example of this on 8:57
The Halt is easily my favorite shotgun as of now, for bugs anyway.
It's insanely useful especially against Stalkers. I haven't used it on bots yet but I bet it'll be good there as well
@arizonaanalog389 its not. I tried it. The new machine gun is though.
the shotgun is good on bots but pair it with a primary support weapon like a laser cannon.
@@TheGundamswordit is good against bots, devastators get stunned for long enough for you to switch to flechette or to your support weapon, and just like the charger, if you hit the hulk in it's weak point it's gonna get stunned too
@choo-choo4269 I disagree
Yea so the unflinching in concept is cool… that is when everything doesn’t completely knock you off your feet or kill you in one to two hits.
Its pretty much only made for basic laser shots from bots. The armor needs an extra passive imo to be really worth it, but it is very useful in that small niche area. If you play bots often you're very well aware of how easy it is to miss a vital rocket shot due to a random shot hitting you last second lol
In my testing Swany the armor passive does work, just not in the obvious way we thought. Your character is still flinches when he gets hit, but the crosshair of your weapon aiming doesn’t, and overall you aim exactly where it supposed to while you’re getting shot. I hope in the future they get rid of flinching entirely so I do agree with you on that.
The reticle sway from being hit is definitely reduced. But its just so situational that it doesn't make much sense to take it.
If it actually helped you from being stunned out of reload or stim animations then it would be worth it. As it is now, it literally only does something when you are aiming and firing. Otherwise it doesn't help you all.
I like how takibo loved the flincing reduktion but could not care less about dead sprinting.
While here you seem fairly positive about the sprinting but didnt even notice any difference in flincing.
We often find ourselves running a lot to collect samples and running at the last minute to extraction on Helldive 10. We like to complete everything there is on the map and on Helldive 10 that can often take up the entire match.
@@SwanyPlaysGamesSo does Takibo. Usually in your gameplays (not only in this video), you guys are running level 7 or under. I know it may be due to “testing” but I went back to a few videos that weren’t about testing to confirm.
@@CrazyRampage Yeah we play all the difficulties. Sometimes 6, sometimes 8, sometimes we'll do 3 10's in a row then get tired of being try hard and turn it back down.
Me and my friends don't like to go balls to the wall every single match we play. Sometimes we want want a more relaxed experience.
Like if we're just doing a news update video we'll load up a level 7 match or something just to record some quick background gameplay.
Doesn’t Takibo most play solo?
It’s not a great ONLY booster. I think it’s wonderful for missions where you do a lot of running (not very good on eradicate for example).
Vitality and stamina are both critical. There’s room to rotate other stuff in based on the mission and the skill of the party.
On some planets the muscle enhancement is really strong.
On bug missions the motivational shocks one (I think that’s the name) is really impactful to reduce the slows.
The booster that improves the impact of your stims is powerful, and it further increases the value of stim armor.
Hellpod is all right. If you don’t really die much it pretty much does nothing. It’s definitely less useful as you get better.
There are a LOT of lame boosters. Dead sprint is VERY useful.
I want to finish my runs faster. Speed is king (even more so on bug).
Solid review, thank you! The only warbond I've been entirely satisfied with has been Freedom's Flame, but this is becoming a close second!
Love that we got the conference call this warbond
As always, thanks so much for taking the time to test and the making of this video. Love hearing both of your opinions, of what certain weapons/ armors can be used best against the certain types of enemies.
Thanks as always and get well Swany. 🤒🤢🤧👍👍
You can see the unflinching ability if you use the laser cannon and get hit, I could never stay on hulks but this actually helps... You still get staggered and knocked back, and the animation looks normal, but the laser beam stays steady
Doubt killer armor + any support MG = Death trooper. Just need AH to add a voice scrambler as a voice option.
Terminids cause "Stagger" that ministuns you
"Flinch" is when your AIM is knocked around, Unflinchable lets you shoot while shot
The Halt is not really appealing to me, because both ammo types it has are combined into one gun we already had; the Blitzer. Medium armor pen + stun effect. Only downside to the Blitzer is that it'll kill your squad mates if you're not careful
Loser
I love the blitzer, however the halt is better for picking out single targets and being more accurate against the bots. Blitzer can't one-shot devestators to the head. Also halts stun rounds have crazy range (for the stun, damage is basically nothing)
The halt is complete trash against bots, why would you even suggest bringing it to a bot mission?
@MisterZimbabwe wanna give an actual reason for that?
@@collectiveleakit doesn't shoot mini-nukes = trash
The unflinching is good. Before you flinched to oblivion and your shots go 100% missing. Now it's more or less just a third of the flinching.
Stay crunchy.
Flinch resistance should allow you to stim while you are getting attacked/shot at
I personally love both guns except the low ammo on the smg, haven't stopped using them since the warbond dropped
Dead sprint -
Combine with the vitality booster. It dramatically decreases the rate of damage from dead sprint.
The stim pistol is a really solid way to counter the damage from dead sprint when you also have the vitality booster. You still can’t use it on yourself. But, you can keep the other three players from taking damage.
So, wear light med armor. Bring stim pistol. Stim pistol others and you have the extra stims to drop on yourself.
Or two people can each have stim pistol and each get each other. Then you have limitless sprint.
for this strategy the person with the stim pistol could also wear the light med armor. To improve your stim pistol shot's. One of the other 3 slaps the stim booster on... OH yeah
Edit: Play as you will tho, just adding to your great idea
I like the halt on bots since it can easily lock down an entire group of devastators, then you can mop them up with flechette meatshots or another weapon. It pairs great with the HMG and supply pack!
Maybe, but just opens the question. Why not just bring a gun that kills the devastator rather than juggle around with the stun rounds.
Hey, you played in my squad the other day. Definitely an asset as well, 10/10 teammate.
Played with the SMG today against Terminids. Stalwart/SMG combo was pretty FUN and decent enough
On the reprimand recoil becomes extremely manageable when aiming down sights in first person, like its night and day.
the ammo is actually not shared between the two modes on the SG-20 Halt.
Each type has it's own ammo count
I'm pretty comfortable with the negative aspects of the SMG to keep it balanced with the other SMGs and even ARs.
0:36
"The two new armors are sexy as hell"
So is Cookie's voice ;)
I actually love the new shotgun. It may not be the best against bots, but it sure is fun to use.
I love that shotgun, it has amazing range and damage .
Love the 2 new primary weapons
Egg mission -
Try the dagger. The 300 DPS is high enough that you can rake it over the eggs and end them quickly. Not splash damage. Also no one second charge up time.
Dagger and the new pistol are both outstanding at eggs.
Love my punisher plasma... Great at bug abortions.
But I gotta bring the incendiary breaker.
@@themarlboromandalorian the topic is about secondaries to do eggs with though.
Any explosive weapon melts eggs. With purifier, crossbow, punisher plasma or eruptor you can take out tons from a really long distance away. I don’t bring scorcher for bugs, but I imagine that would do well, too. Depending on map layout you can sometimes take out almost half the eggs before getting near the thing.
That would work with Autocannon or grenade launcher, too.
But, for secondaries? The new pistol and dagger are two of the best options. Grenade pistol works … but with so little ammo it doesn’t really have a lot of staying power (grenade launcher runs into the same issue, but to much less extent).
I really like the Halt shotgun. If my teammate is being charged by a charger, I can stop it to give them some space or give them a window to kill it. My only issue with it is the controller layout for switching ammo. Because it’s the right D-pad on PS5, it means i accidentally take out my grenade a lot when in a chaotic situation trying to go from stun to kill with the Halt. It has gotten me killed a few time because I accidentally toss a grenade point blank at a bug. If there’s any fix needed, it should be changing the ammo swap to the up or down D-pad buttons
Bro I want to thank you for your time testing all of this
Did a little testing. I don’t think kill count is accurate for guard dog and rover packs. I think the stats screen at the end may be double (or more) counting the kills.
I think this has been going on for months.
Run difficulty 10 bugs. Bring the guard dog (and keep it stocked with ammo). Do the same mission on the same difficulty again but don’t bring the pack and your kill count will be roughly half. The pack itself seems to be worth roughly 200-300 kills per map.
Running both a machine gun sentry on cooldown AND the guard dog on 10 bugs will get you 600+ on EVERY long mission type. You end up being double to triple the other players (good players). Sentry placement matters (most people …. Even at level 150 … place sentries in bad locations).
It seems excessive.
I want more ammo and a smaller explosion for the plasma pistol. It shouldn't feel like the Purifier, it should feel like the Scorcher..
Pay your attention to your reticle. You will stay on target. It would be silly looking if they reduced the animation of getting hit
ty for helping swany out.
Yes he is much appreciated. Thanks for watching.
The devs already said BEFORE the warbond came out that the armor passive was currently not working
where did they say that? I tried to find it but had no luck.
This is not true. The passive works.
Clarification: The Halt doesn't share ammo between types. 1 tube of 8 flechettes, 1 tube of 8 stuns. I thought I was needing to reload more than I do with the punisher, only 8 rounds of lethal ammo means more reloads.
The passive works, it helps keep your aim on target when you get by a laser or a germanic
Since I solo a ton I am often in engineer armor. The Rep is SICK if you have time to take a knee. SICK.
If only the flinch reduction would apply to trying to stim yourself...but as other comments have pointed out, the armor passive does work; it keeps your target reticle on point whereas without it, it'd be flailing all over just like your diver does for a second or so.
as someone who used the defender because it’s 100% better then current in game machine guns
this war bond worth it simply for the SMG
As a sickle main using 4 seconds of fire time instead of the 12 seconds of endless firing and increase cold down of 50% on hot planets.
Having a sub machine gun that not complete crap is nice.
I dont really have an issue with flinching much so the perk is kinda useless especially since it doesn't seem to be working anyway. I really hate dead sprint because it forces you to manage your stamina, or else you will lose health because it replaces your jog with extra sprint. The only use i can see for dead sprint is grinding lower difficulties.
Unflinching is to armor what Motivational Shocks is to boosters, useful on paper but not really doing a lot
The unflinching works sometimes, like sometimes the diver wont move at all, and stay dead on target, and sometimes still flinch, like i was reloading my recoliss rifle, and a slaker hit me and they didn't even go flying
Holding R to switch the ammo type is so clunky ... it ruins the shotgun completly for me.
It does feel clunky. I wish you could do it with just the push of 1 button.
I dont think its too bad, I also switch fire modes with the auto cannon a lot. but I also use keyboard do you use controller?
@@SwanyPlaysGames macros my guy. Shouldn't need macros, but better than rage quitting this shotgun just from annoyance lol
The Reprimand is remind me of UMP 45 back in CS era, hit quite hard but with limited ammo and low rate of fire.
For me the flinch resistance works but it needs to paired with a heavy armor
8:26
I knew it would be even before it came out just because it says "helps prevent" not "prevents". Also because thats all it does
A big problem i see nobody talking about is how they keep making passives that only have one effect that sucks and doesn't work on launch STILL! Its no wonder why everybody uses the movilize passives and peak physique way more than everything else. We need a passives rework next
Man I wished they made the smg a single hand, I love running around with the shield and an smg, I wouldn’t mind if they decreased the damage a little bit if it meant I could use it single handed
Best warbond/SuperStore to date
thats hard man... I thought the arctic one was really good too.
I think the flinch resist has to do with the lack of crosshair movement rather than visual, though it should be both
I believe it was Eravin said that the new passive is bugged and currently doesn’t work at all. Kinda like the ergonomics on peak physiques release
I would quite like transmog in H2. New armour is very cool. But I don’t care for the perks at all
Not transmog, just the ability to choose what passives you get. I'll be invincible again though using the stim armor. Only reason I havent used it in months is because it's ugly af lol.
Honestly they just need to rework the armor/passive system, it's just boring right now. I'd like to see some armors that actually have a big change in how you play the game with some armors having big buffs but drawbacks as well.
@@whatNtarnation90yeah, it would certainly add a bit more depth if they messed around with the passives more. Hopefully something for the future
The Plas-15 is basically a watered down purifier
Vitality Enhancement paired with Dead Sprint greatly reduces the speed your health gets depleted! Throw in Muscle Enhancement or Experimental Infusion and you'll be able to get around the entire map with ease.
All that + light armor and jetpack. Super credit speed running lol
XCOM armor always looks good
Dead sprint + infusion + light armor with medic perk and you will make Forrest Gump blush.
devs knew it would be a bad idea if we had a ballistic shield and the new smg
New shotgun is nice, but constantly changing ammo type in the heat of battle could be very annoying. Imma stay with the Cookout, it stuns, ignites and does decent damage to one target, or few little ones.
If it’s heavy duty smg it should be able to hold more ammo at least 30 to 35 to give it a good reason for it to be heavy.
It's heavy because it uses higher caliber rounds, which means bigger bullets, which means lower magazine capacity. It's how all the other guns work in the game and in real life lol
How about having an alt fire button that would make this weapon smooth like butter to play
Reprimand is basically a baby Adjudicator
Also, didn't they gut the Pummeler because someone could stun a charger, but had to stand and mag dump into it? Now, they release a shotgun that can just blast it every couple seconds and lock it down?
Well very few people actually work together in this game so I don't think it's THAT strong... but if you have a teamwork focused premade, you should DEFINITELY have at least 1 person with this thing.
I jus got it for the guns and the look of the armor 💯💯💯
My man forget that bots have air units so if you only ran the bomb pistol and shotgun you’ll completely gimp yourself
Fun fact, light, med and heavy armor depleat your life at different rate
The reprimand is s tier
It definitely needs more ammo tho
Too little in the mag
No. It's inaccurate and has too much recoil. Not to mention the significant damage drop off forcing you to engage at shorter range which is the only reason it belongs in the smg class instead of the ar.
The damage is not worth the handicaps and change to effective playstyle. B tier bot wep compared to the meta weapons like the plasma scorcher.
Edit: B+ low A, but def not S.
Swany owes you a beer when he gets back.
I am back. Just very sick from being around so many people at Disney World.
@@SwanyPlaysGames Oh right on. Hope you feel better soon!
Thanking for posting
The new armors should stop the character from being interupted when taking stims or fireing a weapon, obviously you should still take the damage as normal but right now they're just good for looks
the cookout is the best shotgun right now for me
The old ajudicator seemed to bounce around less than the first 2 rounds in this new smg.
I can't believe the Seahawks didn't run the ball
Man we need to get you a new channel that says cookie plays games
2:00 thats kind of the point of the gun: high damage low mag size
I hope they let us choose Armor Passives we like .... thats such a bummer -.-
I love the new warbond. There is a problem if you don't know that the SG-20 Halt said it has capacities of 16, but when you take it out to the battlefield, it has 8 capacity*mind-blowing*.
8 and 8?
Both ammunition types are loaded in the tubes
The SG-20 is the DP-12 irl. Works the same way. You have to hit a switch to change to the other tube. It has 16 rounds.
I disagree with the armor not working, i can see in the footage that the crosshair doesn’t move an inch from where it was aiming. I can’t tell you how many times i was lining up a shot with the rocoiless only to get hit and have it veer off way in the distance. I think it’s just not reflected in the animation since you still visually stumble
I think the armor is just bugged or not patched yet...but other than this, i think this is the first time a warbond is good across the board. Usually, it's either a primary that just absolutely sucks or just pointless. Even as far back as Steeled veterans the concussive wasn't that good and was just niche. And even in democratic detonation the adjudicatior was a marksman rifle and a shitty one at that.
The ammo is not shared on the halt. You can even see it in your own gameplay.
I really like the new smg feels strong
I thought the game was glitched when joining a match and someone had dead sprint on. That is gonna take some getting used to
I think you downplayed the power of the loyalist vs bugs. It's the only secondary I believe that can kill a charger without reloading (3-4 shots). Kills almost everything in 2 direct hits or more indirect hits, staggering the enemies while it does it. The biggest downside is you are totally reliant on grenades for closing bug holes, as if you are using a GL or crossbow you probably won't want this weapon as a secondary. But this isn't the worst thing as the frags and HEs were recently buffed. Taking Loyalist+HEs gives you a lot more offensive power than say grenade pistol+thermite, though it reduces the number of bug holes you can close. This combo is also really good for spewers due to the explosive and high durable damage
8:55 i noticed a difference. try using heavier weapons
the "unflinching" should be in part of "peak physique" armor perk back in VIPER COMMANDOS warbond.
i hope they added "camo" sort of armor perks in this newest warbond OR something like making the enemies hesitant advancing towards helldivers who use it.
I swear that new SMG has to be shooting 50 ae or something similar
I loved the white armour sooooo much that I farmed 1000 super credit in 4 hours continuous half solo half with duo +++ I got the 100 super credit for the first time the perks ruined it for me tho I may end up not using it 😅
Ah pity the loyalist doesn't close bug holes
I don't want new weapons, I just wanna upgrade the existing ones like the Arc thrower.
Faster Charge up, more chain targets, more damage, longer range etc... 😂
Am I the only one that thinks the new superstore armour looks like some helghast from killzone?
The dev team has a hard on against providing armors that give 100% against anything. Its the same with any of the resistant armor (fire, gas, electric, etc). It's super disappointing. The electric armor is so useless that if you attempt to use it near a tesla tower... The tower will stunlock you endlessly until you die. Wow so fun...
personally im a fashiondiver than a perkdiver ;)
Being fashionable is important when representing Super Earth.
@ fr
Same! If I wasn't I'd just be using that OP stim armor still. I wish they'd buff/rework armor passives though... The only armor passives that have a noticable impact really are the stim armor and explosive resist armor for bots.
I also play with the starship troopers mod though so I'm pretty much always wearing the default starting armor, as thats the starship trooper armor. (big reccomend, it makes the terminids the arachnids from the movie as well as other stuff)
I use the shotgun stun function and then switch over to the flamethrower. That actually hasn't been a bad combination. Cosmetics are amazing weapons are just not really
When are they gonna add a 5th stratagem for us to use in our load out
0:48 You said Darth Vader my brain said 1944 🇩🇪