@@redrum_bd1036 This would be incredibly overpowered. The Suits are excellent as they are, the only thing I wish they would do is let us call in 3-4 a match instead of 2.
@@Nadacalypse i feel like being able to restock is much cooler and better for gameplay, we stay with the limit of two exosuits but being able to restock keeps balances as then u have to worry about not lossing the mech instead of how much ammo you spend (still the cooldown shouldnt be too short for resupply but would be a great addition)
@@falcon9086 I agree this would be a cool playstyle. I know in the first game they had a gun or a rover or something that repaired mechs and turrets, I think it replenished ammo too but I could be mistaken. It would be cool to see something like this brought in to give us an engineer feel to keep mechs, turrets and stuff alive and firing.
6:01 in the first war, we had the EXO-51 LUMBERER exosuit, with a flamethrower and 90mm cannon. There is one more suit still in the files, and since the PATRIOT and EMANCIPATOR are both modernized variants of the old WALKER and OBSIDIAN, I bet you that's coming next. A melee option that's better than the stomp would definitely be preferred, though. Maybe a kick. The stomp has too little range to work well.
we should be able to swap one of the arms for an arm we can swing for melee, and a shield for small arms. super earth can just rip the shields off the automatons! it'd be pretty balanced too since we sacrifice half our ammo capacity for the shield
^ just plan for an eventual complete overhaul of the mech system and let us customize it would be best. Let me get a mech with a sword if I can’t have one.
Yeah, Arrowhead ruined the Energy Shield Relay now that it can’t recharge. The point of the Relay is for a defendable position, but the relay doesn’t last nearly long enough in the higher tiers of Bot dives to actually be worth it, nor do you get the relay back fast enough to make up for the lack of strength. It needs to be rechargeable.
Top 3 ways to improve mechs: 1. Remove limited uses - If we keep the cool down at 10 minutes, you'd be able to call in a maximum of 4 per mission. I doubt this would feel OP. 2. Let us launch stratagems without having to leave the mech - Staying in the mech is what makes it fun. 3. Let guard dogs work with the mech - I kinda get why they don't right now because they have to return to your back to reload, but it's just weird that the shield backpack has synergy with the mech while no other backpack does.
Devs said they've got problems with the code for too many vehicles being spawned into the same map. That's why uses are limited. I bet if they fixed the technical issues, they'd give us more uses.
@@GameGod77 imo, the short periods where you have to leave the mech to do an objective or throw a reinforce are fun, it's like a qte where you try to minimize your time outside by inputting codes fast i recognize this is not how most people view it tho :/
@@nikitab.6600 SO glad you read the book. Starship troopers literally invented power armor, mechs, orbital drop pods. The modern movies and games are heretical.
To improve the mech the single best thing they can add is a stratagem launcher. Stratagems are such a huge part of the game but being in the mech completely removes them from your gameplay, let us use them in the mech, we could in HD1
I think they are planning to add it in both mech types have the empty socket for a strat launcher on the roof and I think there was even some concept art dug up so I’m praying
Letting the top spot be modular would be great. Stratagem launcher (lob stratagems with 60m range) Enhanced radar (double your range) Energy shield relay (either personal-shield strength on your mech which is weaker than it sounds OR a stationary team-oriented shield that plants your mech in place for 5-10 seconds with the strength and range of the big bubble shield) Gas launcher (maybe a 10-15m range to confuse melee attackers) Thermal target tracker (put a box around invisible targets aka stalkers) Even a healing gas could be interesting. There are so many different options that make mechs stronger, individually or in a team capacity, which can be balanced with cooldown.
Always be careful calling in a stratagem near where you called in your Mech. I have had instances where they were 15 feet apart but Pelican decided to drop the mech right in the strat beam, destroying it instantly!
I don't even care about ammo replenishing if the devs would just bring back the stratagem launcher tube from the first game. You could save your ammo if you could use strats while piloting the mech without having to get out first.
They should also remove the limit on how many mech stratagems you can take during a mission. Take both types of mech = you spend most of the map inside of a mech suit because you almost always have a fresh suit ready to go.
If the devs figure out how to have 16 mechs on the map without the game crashing, I'd love to try a mech-max build where you just call in a new one every time your current one runs out of ammo... Or blows up.
Idea: what if there was a support mech specifically designed to repair mechs, apply stims and ressuply. it could repair and give new ammo to mechs to buff them while still keeping them balanced since it requires a strategem slot and somebody in it it could have a stim gun on one side and a small gun on the other for minimal self defense it could have a third arm for grabbing supply packs off it and giving it to allies and to repair mechs this would compliment this playstyle by encouraging multiple people bringing mechs
I agree. It's one thing if all 4 players have a mech each, another issue entirely when 8 mechs are on the field at once. Call a new mech in? Old one pops. No limits to how many you can call per mission, just a long-ass cooldown. Same with the orbital death laser, IMO. Give it a longer time after it lands for it to activate so it's more premeditated and can be escaped if dropped accidentally and then double the time required to call it in. Not a fan of limited-use-per-mission call-ins... It just feels bad, man.
I understand the sentiment, but I think the use limit on the orbital laser makes sense. The only way I can see AH justify removing it is if it has a low pick rate in strategem loadouts, which right now it really doesn't. People still think the orbital laser is worth taking even with limited uses, which is a sign of good balance.
I had a charger charge me in an emancipator. Friend thought for sure I was dead, and so did I, but I managed to time the stomp just right to stop it dead in its tracks. Best melee kill I've gotten.
(thinking of what could be done with current systems) It'd be cool for re-arming to be able to jump out of the exosuit with an ammo container/cansiter similar to the carried artiliary shells (the carrying animation and slowness) You have to then get a resupply while holding this container to get your refill Then you load the exo from outside, again being a slow and vulnerable process you need to create space for and invest the resupply into Maybe 1 resup packet also only fills half your ammo for an arm, and you fill either the left or right, not both Meaning 2 resups could only fill 50% of each side and with quite the time investment After all the drawback of the exo is its ammo effectively being a time limit on its usefulness, maybe also pairing well with the unlimited summon (max 2 ON THE FIELD per diver) for a longer cooldown. This would also push the rest of the team into ammo scrounging to make up for the limitations on resups All you'd need is a seperate keybind for jumping out with the canister (5 could be resued since backpacks arent usable in the exo) and some tweaking to make an exception for interacting with the resup packet with a held object (things like placing arty shells means you can already press E to interact while holding objects for some things) Could also slow these things down further with animations similar to static reload anims Maybe you could even request a resupply canister from outside to basically team-reload the mech or be less punishing for multiple reloads in 1 sitting Oh also add the stratagem launcher, not having it gives you a reason to jump out more often but this reload mechanics would replace that need and still have you jumping out
When you jump out of the mech to do something like kill a heavy or collect things you get a feeling of relief and safety when you get back into the mech haha.
Top suggestions for Mecs 1. Programable ammo like we have for recoiless and Canon 2. The Rockets should have the same stats as the Recoiless. Right now the missile has half the speed of a recoiless shot and the projectile damage is just 1250 (compared to 3200 for recoiless). The AoE damage right now is 400 but only within 2 meters which makes no sense to me. So better give it programable rockets
Honestly, the only thing I'd want changed about the mechs is to increase their survivability, make the body heavy, and make the legs and arms medium. The smallest enemies in the game shouldn't be able to injure you. It's just ridiculous that scavengers or those dinky little bots can destroy you with small arms/claws. cooldown decreased/increased uses would be nice, but allowing repairs/resupplies or increasing the armor protection (but not the health) would be the best imo
The stomp should be improved. Either: A) make the end-lag on the stomp shorter so you can avoid being being unable to retaliate after. or B) Let us follow up the first stop with another stomp using the other leg, allowing us to stomp through groups of smaller enemies and conserve ammo.
Mechs are amazing vs bugs and are so fun to use strategically(except when you have shrieker modifier which can kill your eman easily). Then you also have rocket striders spammed everywhere one shotting mechs in the bot front
There actually is a flamethrower mech, it's called the lumberer and one arm is a flamethrower while the other is an autocannon it was in HD1 and they already confirmed it
ways to improve it 1. remove the limited uses 2. stratagem launcher 3. let all guard dogs work with it 4. let people more properly ride on it's back 5. AND FOR HTE HELL OF IT, why add two available stratagems when you pick an exo; Self Destruct, and Mech Bay. mech bay allowing you to re-load/repair the mech on a cool down. think of it like the Eagle Re-arm we get.
Best Loudout in my opinion for bugs primary: any fire shotgun Secondary: explosive revolver (idk what the real name is) Support weapon: grenade launcher Grenades: gas grenades
It would be cool if they added a mech resupply option that refills ammo and can repair the limbs or half the mech health. Then they could balance it by giving it a cool down that matched the mechs.
The mechs do take fire damage. And ALOT of it. However- once the fire is on the ground it doesn’t hurt to walk on. A flamethrower will kill a mech in under a second. I flicked (with the muscle armor) from one bug to the left of the mech to the right and bwam the mech died instantly- he had just called it in too. Brand new 😭😭😭
IMO I think they need to increase the armour, the limited ammo is fine but at least add a re supply stratagem, the cooldown can be increased but only a little. Increase blast damage on the Patriots Rockets, increase damage on the Emancipator but only a little. Increase stomp damage so it one-two shots smaller enemies give it an AOE as it’s hard to aim with the stomp and it’s very one way so an enemy can move behind you and not get effected Also because I’m a Battlefield guy, I think it would also be cool if there was a way to repair your mech
Hope they add a self destruct mech passive or some function once ammos been depleted and pilot is ejected from the mech, it will become a hellbomb explosion, instead of leaving it there as scrap
with a 10 minute cool down I'm not sure there would be any real value in removing the limit on them, the longest mission timer is something like 40 minutes, after which you can't call down your stratagems anyway, so at most with he same cool down timer and no limit you'd get around 4 drops. Increasing the cooldown effectively limits you to 3 or less. The best thing they could do to buff it would be to allow it to be reloaded, even if it took a specific backpack stratagem to do so.
i love the imancipator with all of my heart but just imagine a mech with a laser cannon. you only have light armor penetration but infinite amo if you don´t overheat it
It would be cool if you were still limited to 2 Mechs but got a Re-Arm type stratagem where you called in a Dropship to pick it back up for repair/re-arm. After like 10 minutes you get another use of the Mech stratagem. But Broken mechs can't be collected
I would want them to let you bring both mechs, but maybe give them a shared cooldown to balance it out. Something similar to the eagle system, except with longer cooldowns.
I do a mech technician loadout. I go either mech with recoilless, any time i see a heavy from a distance ill hop out and use the recoilless, reload, and hop back in.
Mech warbond with booster to allow stratagem use in mech, sidearm that is a mech repair tool, and backpack that serves as a mech re-arm. Hire me arrowhead. I just worry this could make mechs too good lol.
I think they stealth buffed that area, i tried it out a few times. A few months ago you would just die if the mech got destroyed, but now you always just jump out of the mech. Try dropping a OPS on yourself in a mech.
THE ONLY CHANGES NEEDED FOR MECHS are them both recieving more durability buffs, a stratagem luancher, the emancipator is a good mech already in its ammo and utility, the patriot exosuit recieving higher damage rockets because right now they cant even one shot a chargers face while having very limited ammo. It also needs to be an actual heavy machine gun with heavy armor penetration just like the one the helldivers have has a support weapon. With more ammo for the gatling on it Id say about 1500-1750 rounds. Funny thing is in the description it is called a heavy machine gun for the Mech when in reality they dont even seem to match the damage stats nor the penetration level. Once they make mechs good if they allow you to take them all it will end up being a mech shooter which obviously no one wants for long term game health. They should not be able to restock!!!!!!!! That is a ridiculous idea. Where i can unload 200 autocannon rounds then immediately restock after ive dumped extreme amounts fire power while being safe and accurate.
Mechs are great. I recommend, a non-explosive primary, quasar, and a dog if you are a mech pilot, though the new AP 3 guard dog is extra dangerous to mech legs now. Honorable mention to orbital railcannon, orbital gatling barrage, and careful implementation of sentries. Quasar passive reloads and the dog engages nearby targets whenever you get out to use quasar, stratagem, or close a bug hole. Bug breaches are best to use an orbital gatling or some other barrage, though the absolute best combination is to have an infantry and mech attached together for maximum liberation efficiency. I prefer the Patriot, with its two very specialized arms (the rocket arm is fantastic for heavies and gatling is great for medium or lower) but my friend prefers the Emancipator (Fantastic against mediums, tight groups, and bug holes allows the pilot to stay inside the mech). Either way I love that all the smaller bugs I can pretty much just walk or stomp on them without a care in the world, while at the same time ignoring environmental effects and being super resistant to damage. Bringing a mech and a tesla tower to bug eradicate is *chef's kiss*
I think the mechs need a secondary strategem thats called a reloading pylon and it reloads all allies in the range for 45 seconds, mechs included. The idea of making a gun that magnificent fire and forget is silly
2:49 Did you just shoulder checked a shreker?😂 I think they could add Rearming station as optional objective, like arming SAM sites or activating radar scanner
" OH NO!!!!!! you guys better be careful you're going to crash the servers with those vehicles" /I hate that I have to say this but I was joking/ it's so stupid they're response to us being able to equip two at one time is cuss "of performance issues"
it would be so nice if we could call in the transport to take the empty exo back to the destroyer and gain + 1:30 min less waiting time for the next exo to call in or so like we can send back th eagle to rearm.
Man barely anyone has made a video on the mg sentry. Its cooldown time is 90 seconds now which imo makes it better than the gatling sentry. I think you should show it off brother😭
The 10 minute cooldown is just silly tbh it should be 3 at max, its not like calling them down close to each other would make much of a difference it just means the long cooldown incentives you to throw it down as early into the mission as possible and potentially waste it
Not being able to recharge their ammo sucks so much and they're so damn fragile. They don't really satisfy the mecha itch like they should. The HMG Emplacement feels more like a mech than the Exosuits.
The mechs can be a really strong over all strat to use if used in tandem with other options in a smart way. If you just hop in and use it to destroy everything you end up wasting ammo unnecessarily. Having a recoilless rifle, stinger, or even quasar to take heavies out is still more advantageous over using the mech to do so in most cases. If you can get the soft back of a charger or weak spot on a impaler it might be better to just do so with the mech in a swarm situation. Overall I am enjoying the buff they gave to mechs over all as they are more useful now for sure, but I still tend to use them situationally opposed to readily. Biggest draw back of a mech now is just how slow it moves over the map.
Arrowhead!!!! Let us restock their ammo my life is yours!!!!!!!!
The fact that you need 4 suits to do this is sad, they need to be effective and require infantry support, only one should be enough to do all this. 😢
@@redrum_bd1036 This would be incredibly overpowered. The Suits are excellent as they are, the only thing I wish they would do is let us call in 3-4 a match instead of 2.
and reduce their cooldown since they are quite fragile and I hate 10min
@@Nadacalypse i feel like being able to restock is much cooler and better for gameplay, we stay with the limit of two exosuits but being able to restock keeps balances as then u have to worry about not lossing the mech instead of how much ammo you spend (still the cooldown shouldnt be too short for resupply but would be a great addition)
@@falcon9086 I agree this would be a cool playstyle. I know in the first game they had a gun or a rover or something that repaired mechs and turrets, I think it replenished ammo too but I could be mistaken. It would be cool to see something like this brought in to give us an engineer feel to keep mechs, turrets and stuff alive and firing.
6:01 in the first war, we had the EXO-51 LUMBERER exosuit, with a flamethrower and 90mm cannon. There is one more suit still in the files, and since the PATRIOT and EMANCIPATOR are both modernized variants of the old WALKER and OBSIDIAN, I bet you that's coming next.
A melee option that's better than the stomp would definitely be preferred, though. Maybe a kick. The stomp has too little range to work well.
i LOVEDD the lumberer. it's the only mech i actually use, and yeah, a better melee would be worth losing a whole arm on a new mech imo.
we should be able to swap one of the arms for an arm we can swing for melee, and a shield for small arms. super earth can just rip the shields off the automatons! it'd be pretty balanced too since we sacrifice half our ammo capacity for the shield
^ just plan for an eventual complete overhaul of the mech system and let us customize it would be best. Let me get a mech with a sword if I can’t have one.
Man, those were the good mech times... the 90mm was so much fun
I wish for a system that keeps the exo hull and then allows to swap arms (hell, adding top-mounted components would be nice!)
If you use the energy shield pack, it will protect the exo-suit as well. Just not the limbs
Lol deploying your shield generator relay onto the mech should work that would be funny
@@Yargenshmoler it would be funnier to have a ladder and railing so another player may sit on top
@@Yargenshmoler relay update idea, you can pick it up like an explosive barrel and drop it to redeploy it
@h2o848 what if it became a backpack on the mech if you pick it up in the mech
Yeah, Arrowhead ruined the Energy Shield Relay now that it can’t recharge. The point of the Relay is for a defendable position, but the relay doesn’t last nearly long enough in the higher tiers of Bot dives to actually be worth it, nor do you get the relay back fast enough to make up for the lack of strength. It needs to be rechargeable.
Top 3 ways to improve mechs:
1. Remove limited uses - If we keep the cool down at 10 minutes, you'd be able to call in a maximum of 4 per mission. I doubt this would feel OP.
2. Let us launch stratagems without having to leave the mech - Staying in the mech is what makes it fun.
3. Let guard dogs work with the mech - I kinda get why they don't right now because they have to return to your back to reload, but it's just weird that the shield backpack has synergy with the mech while no other backpack does.
Devs said they've got problems with the code for too many vehicles being spawned into the same map. That's why uses are limited. I bet if they fixed the technical issues, they'd give us more uses.
@@GameGod77 imo, the short periods where you have to leave the mech to do an objective or throw a reinforce are fun, it's like a qte where you try to minimize your time outside by inputting codes fast
i recognize this is not how most people view it tho :/
Wait shield backpack works with the mech??
@@chrissnider9555 The little bubble shield pokes out from the cockpit, yeah.
@@chrissnider9555 Yes.
Oh look, lore accurate starship troopers.
Lore accurate starship troopers would have large jumppacks strapped to these bad boys, and the capability of launching mininukes.
@CountKibblesNBits yes, that too. But it's way closer to what we had in the movies and games previously.
@@nikitab.6600 SO glad you read the book. Starship troopers literally invented power armor, mechs, orbital drop pods. The modern movies and games are heretical.
To improve the mech the single best thing they can add is a stratagem launcher. Stratagems are such a huge part of the game but being in the mech completely removes them from your gameplay, let us use them in the mech, we could in HD1
I think they are planning to add it in both mech types have the empty socket for a strat launcher on the roof and I think there was even some concept art dug up so I’m praying
Letting the top spot be modular would be great.
Stratagem launcher (lob stratagems with 60m range)
Enhanced radar (double your range)
Energy shield relay (either personal-shield strength on your mech which is weaker than it sounds OR a stationary team-oriented shield that plants your mech in place for 5-10 seconds with the strength and range of the big bubble shield)
Gas launcher (maybe a 10-15m range to confuse melee attackers)
Thermal target tracker (put a box around invisible targets aka stalkers)
Even a healing gas could be interesting.
There are so many different options that make mechs stronger, individually or in a team capacity, which can be balanced with cooldown.
File leaks show that Mechs will be getting the stratagem launcher on them just like the Mechs from the first game.
4 mechs tossing 500kg bombs simultaneously sounds like a dream
They definitely already showed that coming 😅
Always be careful calling in a stratagem near where you called in your Mech. I have had instances where they were 15 feet apart but Pelican decided to drop the mech right in the strat beam, destroying it instantly!
2:48 Are we just not gonna talk about the shrieker running into the mech and getting stuck?? 😭
Imagine just hearing a soft bump sound from the cockpit.
"We're friends now. We're getting soft tacos later!"
That's the redbull support weapon, it gives your mech wings.
They should add a ship upgrade that increases the ammo count for the mechs
Superior Packing Methodology should’ve had an effect on the mechs :/
I love using the exosuits, i just wish you could refill the ammo, they add that in and they will be amazing
I don't even care about ammo replenishing if the devs would just bring back the stratagem launcher tube from the first game. You could save your ammo if you could use strats while piloting the mech without having to get out first.
@TheReapersSon id be fine with that
YES! I was just looking for a video like this the other day and was disappointed no one made a full mech squad video.
Bring back the stratagem launcher on the mechs like Helldivers 1
They should also remove the limit on how many mech stratagems you can take during a mission. Take both types of mech = you spend most of the map inside of a mech suit because you almost always have a fresh suit ready to go.
If the devs figure out how to have 16 mechs on the map without the game crashing, I'd love to try a mech-max build where you just call in a new one every time your current one runs out of ammo... Or blows up.
Idea: what if there was a support mech specifically designed to repair mechs, apply stims and ressuply.
it could repair and give new ammo to mechs to buff them while still keeping them balanced since it requires a strategem slot and somebody in it
it could have a stim gun on one side and a small gun on the other for minimal self defense
it could have a third arm for grabbing supply packs off it and giving it to allies and to repair mechs
this would compliment this playstyle by encouraging multiple people bringing mechs
I agree.
It's one thing if all 4 players have a mech each, another issue entirely when 8 mechs are on the field at once.
Call a new mech in? Old one pops. No limits to how many you can call per mission, just a long-ass cooldown.
Same with the orbital death laser, IMO. Give it a longer time after it lands for it to activate so it's more premeditated and can be escaped if dropped accidentally and then double the time required to call it in. Not a fan of limited-use-per-mission call-ins... It just feels bad, man.
I understand the sentiment, but I think the use limit on the orbital laser makes sense. The only way I can see AH justify removing it is if it has a low pick rate in strategem loadouts, which right now it really doesn't.
People still think the orbital laser is worth taking even with limited uses, which is a sign of good balance.
The orbital feels better with it being limited imo. It feels like a limited use trump card that when deployed just solves a problem.
I don't understand why an energy weapon has ammo limitation.
@youretheChrist Because the battery dies
@youretheChrist iirc it goes through a giant ass heatsink when done (similar to the hand held varient) and has to be replaced after every shot
15:45 I love how the shrieker dies in contact with the suit. lol
And the *Tink* noise it made
2:47 as well
Take 4 of these into a blitz mission and annihilate the map in 7 minutes on lvl 10! Its so much fun with a squad and very effective!
Yes, you can melee a charger and kill it. However, Behemoths are much harder to kill. A regular Charger will die to 3 stomps if I recall correctly.
Pretty sure I've killed several chargers in just two stomps.
@@Althemor Might be
I had a charger charge me in an emancipator. Friend thought for sure I was dead, and so did I, but I managed to time the stomp just right to stop it dead in its tracks. Best melee kill I've gotten.
Dude the rate at which you pump out videos is nuts.
(thinking of what could be done with current systems)
It'd be cool for re-arming to be able to jump out of the exosuit with an ammo container/cansiter similar to the carried artiliary shells (the carrying animation and slowness)
You have to then get a resupply while holding this container to get your refill
Then you load the exo from outside, again being a slow and vulnerable process you need to create space for and invest the resupply into
Maybe 1 resup packet also only fills half your ammo for an arm, and you fill either the left or right, not both
Meaning 2 resups could only fill 50% of each side and with quite the time investment
After all the drawback of the exo is its ammo effectively being a time limit on its usefulness, maybe also pairing well with the unlimited summon (max 2 ON THE FIELD per diver) for a longer cooldown. This would also push the rest of the team into ammo scrounging to make up for the limitations on resups
All you'd need is a seperate keybind for jumping out with the canister (5 could be resued since backpacks arent usable in the exo) and some tweaking to make an exception for interacting with the resup packet with a held object (things like placing arty shells means you can already press E to interact while holding objects for some things)
Could also slow these things down further with animations similar to static reload anims
Maybe you could even request a resupply canister from outside to basically team-reload the mech or be less punishing for multiple reloads in 1 sitting
Oh also add the stratagem launcher, not having it gives you a reason to jump out more often but this reload mechanics would replace that need and still have you jumping out
Mechs + Teamwork = Awesome results ♡❤
Sweet liberty my squad is going for this next operation!
When the clan update drops, these are making the "Panzer battion"
Death in the shape of a handsome Italian.
I still think both of the mech need some buff in their overall health and use time, it already have a 9 min cool down
the 22nd is impressed by your work, we could do with more divers like you
"It's the teamwork!"
Gets stepped on.
When you jump out of the mech to do something like kill a heavy or collect things you get a feeling of relief and safety when you get back into the mech haha.
The SEAF Titan Brigade approves this video
Top suggestions for Mecs
1. Programable ammo like we have for recoiless and Canon
2. The Rockets should have the same stats as the Recoiless. Right now the missile has half the speed of a recoiless shot and the projectile damage is just 1250 (compared to 3200 for recoiless). The AoE damage right now is 400 but only within 2 meters which makes no sense to me. So better give it programable rockets
Honestly, the only thing I'd want changed about the mechs is to increase their survivability, make the body heavy, and make the legs and arms medium. The smallest enemies in the game shouldn't be able to injure you. It's just ridiculous that scavengers or those dinky little bots can destroy you with small arms/claws.
cooldown decreased/increased uses would be nice, but allowing repairs/resupplies or increasing the armor protection (but not the health) would be the best imo
That was the best gas grenade i've ever seen at that charger at 7:40
The stomp should be improved. Either:
A) make the end-lag on the stomp shorter so you can avoid being being unable to retaliate after.
or
B) Let us follow up the first stop with another stomp using the other leg, allowing us to stomp through groups of smaller enemies and conserve ammo.
lol destroying that impaler at like 3:30 was hilarious
In the first game, you could take repeats of a single stratagem. Being able to bring a total of eight mechs per player would be pretty good.
The true Mech Warrior experience.
Only bad thing about this strategy is that everyone is ignoring the samples. you walked past at least 5 rare samples
I mean, if you, when you're in an exo, you DON'T charge the biggest enemy you find, you're doing Lady Liberty a disservice xD
Mechs are amazing vs bugs and are so fun to use strategically(except when you have shrieker modifier which can kill your eman easily). Then you also have rocket striders spammed everywhere one shotting mechs in the bot front
There actually is a flamethrower mech, it's called the lumberer and one arm is a flamethrower while the other is an autocannon it was in HD1 and they already confirmed it
Oh, you're doing it against bugs.
ways to improve it
1. remove the limited uses
2. stratagem launcher
3. let all guard dogs work with it
4. let people more properly ride on it's back
5. AND FOR HTE HELL OF IT, why add two available stratagems when you pick an exo; Self Destruct, and Mech Bay. mech bay allowing you to re-load/repair the mech on a cool down. think of it like the Eagle Re-arm we get.
Welcome to the 1st Armored Division Iron Knights
Emancipator is my absolute favorite right now
Best Loudout in my opinion for bugs
primary: any fire shotgun
Secondary: explosive revolver (idk what the real name is)
Support weapon: grenade launcher
Grenades: gas grenades
We need a mech focused warbond that has a sidearm that is actually a repair tool, and a boost that allows stratagems to be called in while in a mech
It would be cool if they added a mech resupply option that refills ammo and can repair the limbs or half the mech health. Then they could balance it by giving it a cool down that matched the mechs.
Its no UrbanMech, but it'll do.
No guts, no galaxy!
The mechs do take fire damage. And ALOT of it. However- once the fire is on the ground it doesn’t hurt to walk on. A flamethrower will kill a mech in under a second. I flicked (with the muscle armor) from one bug to the left of the mech to the right and bwam the mech died instantly- he had just called it in too. Brand new 😭😭😭
Main issue for me is how every patrol on the map becomes omnisciently aware of the mech.
They can sense the aura it gives me when I get in it
The mechs are absolute units, I rack up the highest killstreaks with the Patriot Exosuit
Just one emancipator, full clear, the majority of bug missions by itself😂
This is super interesting for me as i need a mech to fill a slot on base defend missions on bots superhd
I use the mech like a armored personal carrier traveling to mission site then hopping out and doing the dirty work with boots on the ground.
IMO I think they need to increase the armour, the limited ammo is fine but at least add a re supply stratagem, the cooldown can be increased but only a little. Increase blast damage on the Patriots Rockets, increase damage on the Emancipator but only a little. Increase stomp damage so it one-two shots smaller enemies give it an AOE as it’s hard to aim with the stomp and it’s very one way so an enemy can move behind you and not get effected
Also because I’m a Battlefield guy, I think it would also be cool if there was a way to repair your mech
I wish they would add a stratagem to reload the walkers just like the eagle. Keep the uses and cooldown the same. Would definitely expand its use.
Out of all things things in this video, the most super thing was the FOV
Save your ammo and just hulk-smash-step your way through mobs. I usually save my rounds for the largest of enemies!
CC Mech with sword attachment for melee and a flamethrower and grenade launcher would be so tough. Fire mode swap to make the nades EMP too.
Suddenly you bring them to the bots:
I love scaring the absolute crap out of people by placing a strafing run right on top of us haha…
I’m a menace
Can’t wait to get lvl 25 and 1v1 a hulk in an exosuit
Hope they add a self destruct mech passive or some function once ammos been depleted and pilot is ejected from the mech, it will become a hellbomb explosion, instead of leaving it there as scrap
@20:28 What's the blue streaks flashing through the sky?? 🤔
I've seen this a few times on my playthrough especially in the past couple weeks
Artillery. Except on automaton worlds, the artillery comes for you.
@@Chezeborger isn't Automaton Artilly red colored though?
@@jasonwcox thays what I was thinking plus when I seen it it was towards the end of the mission no artillery active
@@jasonwcox I always remember it being bright blue? And showing a bright blue light under me and then blowing up
with a 10 minute cool down I'm not sure there would be any real value in removing the limit on them, the longest mission timer is something like 40 minutes, after which you can't call down your stratagems anyway, so at most with he same cool down timer and no limit you'd get around 4 drops. Increasing the cooldown effectively limits you to 3 or less.
The best thing they could do to buff it would be to allow it to be reloaded, even if it took a specific backpack stratagem to do so.
i love the imancipator with all of my heart but just imagine a mech with a laser cannon. you only have light armor penetration but infinite amo if you don´t overheat it
It would be cool if you were still limited to 2 Mechs but got a Re-Arm type stratagem where you called in a Dropship to pick it back up for repair/re-arm. After like 10 minutes you get another use of the Mech stratagem. But Broken mechs can't be collected
1 guy with a jump pak and an arc thrower (stalker nest are a cake walk)
We need a free mech stratagem period like we've had with other stratagems. Feel like its one that would go down very well.
I would want them to let you bring both mechs, but maybe give them a shared cooldown to balance it out. Something similar to the eagle system, except with longer cooldowns.
Add on every planet somekind of facility were you can refill your mech. Somekind of hagar bay.
I don’t know if it’s 4 stratagems or it’s just team work, then dies getting stepped on by team mate hahaha I was dying 😂😂😂😂
I do a mech technician loadout. I go either mech with recoilless, any time i see a heavy from a distance ill hop out and use the recoilless, reload, and hop back in.
Mech warbond with booster to allow stratagem use in mech, sidearm that is a mech repair tool, and backpack that serves as a mech re-arm. Hire me arrowhead.
I just worry this could make mechs too good lol.
It would be cool if the mechs had a ejection seat. so if you about to blow up you get out safely
I think they stealth buffed that area, i tried it out a few times. A few months ago you would just die if the mech got destroyed, but now you always just jump out of the mech. Try dropping a OPS on yourself in a mech.
THE ONLY CHANGES NEEDED FOR MECHS are them both recieving more durability buffs, a stratagem luancher, the emancipator is a good mech already in its ammo and utility, the patriot exosuit recieving higher damage rockets because right now they cant even one shot a chargers face while having very limited ammo. It also needs to be an actual heavy machine gun with heavy armor penetration just like the one the helldivers have has a support weapon. With more ammo for the gatling on it Id say about 1500-1750 rounds. Funny thing is in the description it is called a heavy machine gun for the Mech when in reality they dont even seem to match the damage stats nor the penetration level. Once they make mechs good if they allow you to take them all it will end up being a mech shooter which obviously no one wants for long term game health. They should not be able to restock!!!!!!!! That is a ridiculous idea. Where i can unload 200 autocannon rounds then immediately restock after ive dumped extreme amounts fire power while being safe and accurate.
Mechs are great. I recommend, a non-explosive primary, quasar, and a dog if you are a mech pilot, though the new AP 3 guard dog is extra dangerous to mech legs now. Honorable mention to orbital railcannon, orbital gatling barrage, and careful implementation of sentries. Quasar passive reloads and the dog engages nearby targets whenever you get out to use quasar, stratagem, or close a bug hole. Bug breaches are best to use an orbital gatling or some other barrage, though the absolute best combination is to have an infantry and mech attached together for maximum liberation efficiency.
I prefer the Patriot, with its two very specialized arms (the rocket arm is fantastic for heavies and gatling is great for medium or lower) but my friend prefers the Emancipator (Fantastic against mediums, tight groups, and bug holes allows the pilot to stay inside the mech). Either way I love that all the smaller bugs I can pretty much just walk or stomp on them without a care in the world, while at the same time ignoring environmental effects and being super resistant to damage.
Bringing a mech and a tesla tower to bug eradicate is *chef's kiss*
I think the mechs need a secondary strategem thats called a reloading pylon and it reloads all allies in the range for 45 seconds, mechs included. The idea of making a gun that magnificent fire and forget is silly
a resupply for mechs would require a pelican stratagem slot for infantry AND mechs
0:47
Sorry but idk how no one picks up on this but the stalker nests always contain grey on the map. you can clearly see it north east
I thought there were two new kinds of mech from the thumbnail lol.
2:49 Did you just shoulder checked a shreker?😂
I think they could add Rearming station as optional objective, like arming SAM sites or activating radar scanner
" OH NO!!!!!! you guys better be careful you're going to crash the servers with those vehicles" /I hate that I have to say this but I was joking/ it's so stupid they're response to us being able to equip two at one time is cuss "of performance issues"
Try a sentry only mission next
it would be so nice if we could call in the transport to take the empty exo back to the destroyer and gain + 1:30 min less waiting time for the next exo to call in or so like we can send back th eagle to rearm.
Man barely anyone has made a video on the mg sentry. Its cooldown time is 90 seconds now which imo makes it better than the gatling sentry. I think you should show it off brother😭
The 10 minute cooldown is just silly tbh it should be 3 at max, its not like calling them down close to each other would make much of a difference it just means the long cooldown incentives you to throw it down as early into the mission as possible and potentially waste it
You can solo all super helldive bug missions except raise the flag.
Haven’t achieved the same for bots yet tho. Way harder.
Oh hey i didn't know there was a new mechwarrior game, wait...
2:50 that poor thing LOL
gipsy danger your up category 4 bile titan
Wish arrowheads can make a mech that use flamethrower or energy weapons
ok how to easily steamroll bots super helldive 10
Yeah, mechs have limb health/break points same as everything else does.
Are your teammates also part of the stream? If so, that’s cool.
How to improve mechs? Let you use strategems without dismount
Sooo...
When does it come out on xbox?
Not being able to recharge their ammo sucks so much and they're so damn fragile. They don't really satisfy the mecha itch like they should. The HMG Emplacement feels more like a mech than the Exosuits.
bring a gatling turret and a rocket turret to simulate another patriot exosuit
Increase the cooldown but let us run both mechs on separate cooldowns
The mechs can be a really strong over all strat to use if used in tandem with other options in a smart way. If you just hop in and use it to destroy everything you end up wasting ammo unnecessarily. Having a recoilless rifle, stinger, or even quasar to take heavies out is still more advantageous over using the mech to do so in most cases. If you can get the soft back of a charger or weak spot on a impaler it might be better to just do so with the mech in a swarm situation.
Overall I am enjoying the buff they gave to mechs over all as they are more useful now for sure, but I still tend to use them situationally opposed to readily. Biggest draw back of a mech now is just how slow it moves over the map.