Small PSA, the Airburst rocket launcher got it's damage doubled in the last patch, it now does 500 damage per bomb intead of 250, with 25 bombs a rocket. It's now much more consistent at killing hordes, mediums and heavies up. Only struggles with elites like BTs, factory striders and tanks. This was a stealth buff, they forgot to put it on the patch notes. It uses the same damage ID as frag grenades, so that's why it was also increased (for any one that's curious)
@@TheCowboyMartyr i know it has it, but i wish it had a minimum arming distance or was more consistent on what it triggered on. sometimes bushes, corpses and other objects just set it off.
I've been finding the strafing run to be pretty effective against bile titans. Not as effective as dedicated anti-tank rockets or a well placed 500kg, but between its 5 uses before rearming and super-fast call-in time, it's something you can just be throwing out constantly without thinking about it. Group of bile spewers? Delete them. Incoming patrol? Delete. Group of bugs loitering on a POI? Delete. And since it's attack path is so predictable (and always directed AWAY from you), you can safely drop it right in front of you to mow down an advancing pack, unlike the cluster bombs. The fact that it even CAN outright kill a titan or charger, and if not will usually leave it severely weakened, is just icing on the cake.
I’d argue the orbital rail-cannon strike should be higher. It has a long cool-down, sure, but when I’m using loadouts that have limited AT options (i.e only Thermites), I tend to take it just to kill Bile Titans in a pinch. It got much better now that it reliably one-shots Titans imo.
Nifty thing I would say is I think the Autocannon Exosuit is worthy of high A tier. The guns it has combined with its lack of drop off means it can very easily snipe shrieker nests and spore spewers from anywhere on the map as long as they’re visible. The increased ammo and durable damage, combined with the fact the bugs can’t easily damage the suit make it really good for soloing nests, blowing up bugholes. It’s great at dealing with swarms, as well as heavy targets. And yet I’d argue it’s ammo economy is better than the other exosuit due to the controlled fire both guns reward. As it’s very easy yet still practical to make sure every shot counts by slowing down your fire. I think every team in higher difficulties benefit from having at least one person bring the exosuit into a mission.
I definitely noticed that when they buffed the 500kg and made it more consistent with taking down tier 4 enemies, the railcannon strike lost its edge and isnt being used nearly at all anymore.
Strafing Run is pretty safe to use around teammates, great for shrieker nests, spore spewers, killing chaff and weakening or finishing off heavies. Spammable too, so if one strafe isn't enough, i'd just throw another and also combo with the rest of my weaponry and stratagems. By itself, it definitely feels underwhelming.
I've found out that the best anti bile titan strategem since first buffdivers patch is the q button. As long as you are near a main force of your team as long as you mark it it has about a 15s life expectancy.
Lmao it's so true. I ran a add clear build with ZERO anti tank capability and I was honestly worried it was a mistake but wanted to try something new but I just stuck near the group and marked everything anti tank... dead withing seconds lmao the predator mentality we as humans/helldivers have is lethal lmao
40:45 it is worth mentioning that you have 5 of them. Also, strafing run has a separate cooldown from other Eagle stratagems - you can bring it and 500kg, throw those 2 500s and still have strafing runs to back you up. Also in my experience, it's the other way around in terms of consistency - whenever impalers burrow into the ground, it fucks them up big time. I had a few survive it, but they're so weak afterwards you can finish them off with your primary. It's also quite consistent against chargers, but it's very tricky, and requires you lining it up that way, so the gun run goes right through chargers head AND back. This way you can basically guarantee that kill.
Really do agree with the laser cannon suggestions, considering it just burns out too quickly when you're killing enemies or burning things. For being such a big concentrated laser, it just seems underwhelming for what it can do.
I think any weapon that is a single Target weapon should be very effective for that said single Target considering you have to stay locked on to that single Target while not getting flinched. I think it would be cool if they gave it a armor penetration ramp up value along with increase in damage per tick the longer you have sustained fire on the same enemy. For example currently the laser cannon does 350 DPS at ap4. It would be amazing if the armor pen could ramp up one level per second and the Dot from the laser was multiplicative. So the first second is 350 DPS second second is 700 DPS 3rd second is 1400 DPS and so on and so forth. Orbital laser stratagem should also function in this manner.
The Gas Stratagems not only do DOT, but they reduce the enemies armor and stack really well on top of each other. Not to mention if you run them with the Shield relay you can effectively trap the bugs in a container and just spew gas all over them. Run it with the breaker and you can easily hose down upwards of 20+ bugs on a single bug breach for just 1 gas strike and one canister of the Sterilizer. True you rely on your teammates, but of you spray up a charger, or Alpha/Brood Commander group, you can make short work of them. Plus, gas is less likely to Team kill.
The EMS Mortar is S-tier. It effectively marks enemies you can't see that spawn behind cover, it prevents enemies advancing on your position which is an certified death sentence on bot missions because being forced to move is how you often die to getting ragdolled or headshot, and it has a nigh-impossible chance to teamkill. The difficulty of D10 bots when I take this thing versus when I don't is night and day.
Personally, when I feel like bringing the Flamethrower, I do still bring the Stratagem weap because I bring the Cookout as my Primary. I like the IDEA of the airburst, but not the truth... the weakness... the teamkill potential
Looking forward to your other tierlists. Have been watching some others and despite some good opinions, yours are always the ones that make the most sense. At least according to how I play the game...
One shot in the head of the thing for sure, two shot everywhere else on their body. And like maple said, have it be able to target the heads of heavies it can’t one shot or just give it that damage to be able to one shot anywhere
57:55 I feel that this point specifically really needs to be hammered down. On both fronts, pairing both bullet turrets with the recoilless rife and airburst/shield generator (one for bug, one for bot) trivializes most encounters. Although they aren’t the highest on the list, the turrets, airburst, and shield generator really complement the slow reload of the rifle by clearing chaff and taking aggro.
Supply backpack, gas grenades, breaker incindiary, and GL. Ultimate horde clearing setup right there I’ve been bringing EAT’s lately because I’ve got the call down upgrades, but gl is just so good
I'm not gonna hate on your take of strafing run and I don't think its the best stratagem ever but it deserves more credit than you gave it imo. It very reliably kills impalers when they have their tentacles out, and only a little incosistent when they're not since every shot has to land. It also comes out super quick and you can throw it at your feet since it starts where it's thrown. it also kills spore trees and I'm pretty sure shrieker nests as well. Basically i think its more of a jack of all trades stratagem when your loadout is missing multiple things. Essentially ad clear, impaler clear, objective clear.
I feel arc thrower is still way too underrated, top of A+/S- is more than deserving IMO. It handles chaff incredibly well, absolutely muders broot commanders and give guards, stunning chargers to save teammates and securely tick down termite and even spewer can often be interrupted or just killed with a few shots more. Just one arc thrower can be enough to clear a patrol without letting them call a breach as it bounces to all the small bugs no matter how spread out they are. It's also one of the few support weapons that handles stalkers very well, had 4 at the same time multiple times already and you just need to hit once and all the others get perma stunned as well. It's ammo economy makes it a great pair with any RR player, they can have all the ammo packs they need and not worry about chaff too much. Eruptor/crossbow is kinda a must for bugholes and more efficient spewer killing, and the occasional impaler, it's not that big of a problem as your primary isn't needed for add clear. TK is only a problem with stupid teammates in my experience, if they just SLIGHTLY walked towards you instead of running away you could clear whatever is following them without killing them, but they usually just run away from you (even just slightly such that there is a >90° angle between you, the enemies and them), making any shot trying to help them becomes risky. If it was slightly more consistent with dead bodies or would at least continue arcing from them and giving slightly better aim control (it can 2 hit broot commanders to the head, no very consistent with even a little terrain), it would be easy S+ right next to the RR. Although laser rover isn't as good as in its glory days, it's still too good for bugs, especially on planets that are permanently covered with smoke in any form, rover will still see and fire at enemies before they are even viable to you, giving you and your team time to prefire and thin them out before getting overwhelmed in close range fights. Especially with the arc thrower you don't need to perfectly aim at weak spots and just general direction is good enough for it to find a target and bounce. One problem airstrikes have against bugs IMO is the shared cooldown when you bring multiple, unless you always empty both at the same time you have to manage rearming manually all the time such that your 500kg is available when needed, none of the other stratagems do what the 500kg does well enough for them to be preferable pick in single slot cases and bringing a second airstrike is just worse compared to bringing barrages instead. Hope we get a ship/lore upgrade for eagle-2, making the cooldowns/rearming independent. Everything else I pretty much agree with though some stratagems are primarily good in defense/eradicate missions and not 40min ones. (Walkers and 380mm are easy S+ for eradicate, mortars are S+ in defense when whole team brings them, AT mines (AH pls lower cd...)+ Tesla + any AT for bile titans is same level of afk for defense missions. It all depends on mission type, teammate loadouts and enemy spawn bias. Bringing a 4th RR isn't gonna be as good as any chaff focused support weapon.)
I beleive about 95% off everything in the game can be S tier if placed in the right hands. A lot if it is about skill and knowledge of maps, environment, weak spots, etc.
I think the jetpack should have an enhanced dodge, like jetpack troopers in Star Wars battlefront 2. Having a rapid dodge rather than the dive that lets you stay oriented at what you’re firing at and keep stable while covering distance would be a great gameplay dynamic.
At 23:27 you said u were reloading the Recoilless and the Guard Dog shred an impaler. I was wondering is this some tech you use, where drop the RR backpack once you reload, and pick it up again? New player, would really love to know, the biggest downside of the RR is the backpack, so if I can circumvent it, that'd be great. In fact, it's such a big downside for me, because of just how much chaff spawns all the time, I'd rather go with a less killy, but backpack allowing options of EATs or Quasar. But not to get sidetracked, did you have a dedicated team mate to reload the RR or were you juggling backpacks?
The gloom might just add those extra difficulties since it’s on a portion of the bug side. I can see them tweaking some enemy numbers for those specific monsters that come out of that.
Ive been thinking about ballistic shield and how they can make it good. What if they made it shoot a arc blitzer like shot on a short cooldown once something gets into range. It wouldn't help against rockets that much but would be a perfect way to solve it's weakness to melee . You would be able to point towords the enemy and have the shield stall the closer ones would combi great with crossbow, and MSG's, as well as maybe a nade louncher if they allow it to be one handed(unless it already is and I didn't notice)
HMG emplacement is ammo efficient, has the most range out of all the other sentries because of its manual aim, and lasts forever except when its ammo runs out, you can spam them everywhere like an EAT and with the latest patch you can see it on the minimap, it's strong on missions with good visibility. But as you've said to make full use of your kit, you'd have to stick close to it, manning and unmanning it to throw your stratagems and use your support weapon, etc. You'll be entrenched more, and won't be as mobile but you can do some serious damage with it.
What the spear needs is enough damage to one tap all heavy enemies no matter where it hits a target, and the air burst launcher needs a manual detonator think letting go of the trigger to detonate the rocket than the radius needs to be more predictable rather than unpredictable so you can know exactly how it's going to spread when you detonate the rocket to further reduce team killing
I’ve said it before. They should make the EMS strike a barrage! Either like the 120mm or the orbital gatling. On top of letting it stun the bigger foes.
Hate the change to orbital airburst. AH made it better against bug breaches and made is equally worse against bots. Bug front didn't need more quick breach/mass clear offensive stratagems while now bot front doesn't have anything equivalent. Pretty much bots that survive the first or second blast will recover and it is entirely possible for them to walk out of the impact zone before the next attack happens, especially rocket striders. Hate waiting for this thing to finish its attack, since if I wanted that I would bring gatling barrage.
you gotta stop sleeping on the Stalwart, should be in A tier. using it along with the xbow, bushwacker, thermites, and supply pack works amazingly and leaves you 2 free slots for dealing with heavies
Agreed that Stalwart is super good against bugs now (ever since it got interrupt ability against hunters really). Pairs well with Torcher and Purifier. I like the AR Guard Dog with Purifier and Gas Dog for Torcher (assuming anything dangerous enough to get close is then blinded and flamed), but realistically it can stand on its own without a backpack if a sentry or extra offensive stratagem is desired.
Yeah the comment that it is like a primary indicates that he isn't really it giving it a fair shake. The high RPM plus massive mag size gives it great DPS and staying power that can't be beat. The improved ergonomics score in the last patch lets you whip from target to target with great precision. You do want a medium pen primary, but every support weapon works better with a pairing that covers its weak spots.
I would argue that the incindiary mines are also C tier since when it works; it is really effective. Especially consistent if you're used to kiting in COD Zombies.
Looking at how this panned out, most stratagems are very well balanced and usable. Of course those on lower tiers will just be better uses against the bots so not quite bad just different use case.
With the programmable ammo addition for AC and RR, I hope we get something similar for the other support weapons. Especially the Stalwart, would love to see it get incendiary or stun rounds (similar to Pummeler).
Shield gen for me is 90% just to prevent chip damage from hunter leaps so that I have the room to go something other than medic armor while running close combat weapons like the blitzer
They want backpack having weapons to simply be stronger. Doesn't really make sense anymore because the Shield Backpack isn't anything special these days.
Jetpack is S-tier for me but i respect it may not fit your playstyle but i honestly i find it so effective you can easily solo a bile titan with jetpack & quasar/EAT/Commando
I gotta say, Airburst should at least be in A tier. It’s personally my favorite support weapon. It deals with shrieker hives in one hit, spore towers in one hit, chargers and impalers in one hit, and clears hoards easily. Once you get used to the proximity range then you can really get good at hoard clearing. You can shoot slightly above them to have it detonate over their head to get a wider coverage, and if their is terrain above the group of enemies you can shoot that to have the bombs spread out over them. When facing groups on flat ground you can shoot above them OR you can get a side angle and look for a gap in their group and shoot there to have the bombs spread out among their group. And once you are good enough you won’t have a problem with accidentally killing your teammates. Another note is that the airburst is incredible at range. I will say it does take a lot of practice to get used to and I often see people pick up my airburst to try it out and immediately get themselves killed. Just trust me, put in the time and effort to learn the weapon and you will be greatly rewarded!
15:02 I agree, flame thrower required peak physique armor to target faster and now we have primary version of it with excellent handling. Stalwart suffers too for being middle of the road support weapond, you get extreme amount of ammo capacity and it has liberator dmg. It works, but you can’t bring what ever gear you want with it, there needs to be hard AT answears or you are going to drag your team down. It honestly could be a primary weapond at this point.
I think we need a primary-like support weapon to give flexibility to some builds. If you take the Eruptor or the Torcher, you might want something more flexible in your support slot and I think removing the Stalwart from the equation would be a loss to build diversity.
@@CitrusLime920 I have heard couple of good ideas how to preserve stalwart as support weapond and open up build diversity even more. Idea: Stalwart still takes stratagem slot and has to be called in. Once weapond pod has landed it switches your primary out of hand and replaces it with Stalwart.
I think they should make two stalwarts One primary that works just like it does now, and one stratagem one that comes with a backpack that auto reloads or just has a huge like 500 round bucket.
Bring thermites and a medium pen primary, bam you're set. Calling it a primary is ridiculous. Have you tried it in good faith recently? Up the RPM and learn how to control the recoil and it slaps.
@@longshot52 Bro, I mained Stalwart before ”buff divers” and it hasn’t changed significantly (small buffs were still appreciated). For a support weapond it’s still lacking compared to rest. That doesn’t mean I don’t like to use it. If you go to armory you can see Stalwart hanging on the wall next to other primary guns, devs clearly I had a vision to make it a primary ( just like HD1).
Would be great if the Firebomb Hellpod booster worked with the Rocket pods eagle. Would make 2 very mediocre things combine into something hillariously good
Interesting enough, AT mines are at their worst place right now. Before you could throw it right in the middle of a bug hole and annihilate a bunch of bugs immediately. Sure, there could still be a stray mine that would kill a team mate not paying attention..but at least it was effective at killing things. Now you are lucky if you get one or two kills. They spread of out so far away from each other that the chances of a heavy enemy stepping on one are minimal. It is trash tier right now. Shield needs another rework. It is absolutely awful. The fact that it got larger just means it takes even more damage, and because it doesn't regen anymore after breaking just makes it a waste of a slot. Anyway, AH has two options here. Either make mines not activate on Helldivers or remove mines completely and stop wasting time trying to figure out what to do with them. It is their choice.
Amr is really good. And a sup pack because you’re gonna be needing a lot of stims. I been running Lib Pen, grenade pis AMR, Sup Pack, 500KG and Orbital Napalm Barrage. Amr can take care of literally everything it’s just not the easiest thing to aim with
For bots try recoiless rifle, eagle airstrike, 500kg, 120 or 360 barrage, rail canon, quasar and AMR. Those are your top choices against them. Any backpack except for the dog breath rover is good against them as well.
Imo both the mg-43 and grenade launcher deserves to be in S tier, they basically negate any chaff problems you have in an incredibly short amount of time. Heavies aren't actually threatening without chaff to back them up, so the lack of heavy clear isn't a big problem. Now that you have AP4 from the secondary slot you don't need dedicated antitank to be successful. I would also rate the railgun above the autocannon just because it can easily onetap gunships or alpha commanders, even onetap a charger butt with a full charge. It is so good, definitely S tier.
@@jaysonburke6839 sure, but you aren't only relying on your secondary to kill. When your support weapon clears ALL chaff, you have primary secondary grenade AND strat slots all to deal with heavies.
They need to rework where bugs have gas resistance while bots have their usual fire resistance. And that way gas can become effective against bots and kill them really fast
Small PSA, the Airburst rocket launcher got it's damage doubled in the last patch, it now does 500 damage per bomb intead of 250, with 25 bombs a rocket. It's now much more consistent at killing hordes, mediums and heavies up. Only struggles with elites like BTs, factory striders and tanks.
This was a stealth buff, they forgot to put it on the patch notes. It uses the same damage ID as frag grenades, so that's why it was also increased (for any one that's curious)
W Mans
I feel like it really needed just better proxy detonation
@@terrantony2635it does have that, people are actually want programmable ammo so it can switch from proximity to on hit detonation
Interesting, I used to like this thing for bot defend missions so I'll have to give it another go
@@TheCowboyMartyr i know it has it, but i wish it had a minimum arming distance or was more consistent on what it triggered on. sometimes bushes, corpses and other objects just set it off.
I've been finding the strafing run to be pretty effective against bile titans. Not as effective as dedicated anti-tank rockets or a well placed 500kg, but between its 5 uses before rearming and super-fast call-in time, it's something you can just be throwing out constantly without thinking about it. Group of bile spewers? Delete them. Incoming patrol? Delete. Group of bugs loitering on a POI? Delete. And since it's attack path is so predictable (and always directed AWAY from you), you can safely drop it right in front of you to mow down an advancing pack, unlike the cluster bombs.
The fact that it even CAN outright kill a titan or charger, and if not will usually leave it severely weakened, is just icing on the cake.
Right! Totally undervalued strategem. And there also is a mod that swaps the sound with brrrrrrt so now I take it out every single game
@@ignacymoscickifilms670 is this mod on nexus mods?
@@jackbernard484 Yep. Alongside the a-10 model replace for the eagle. You're welcome
@@ignacymoscickifilms670 much appreciated
Just to note, the Shrieker nests will die with 1 Quassar/EAT shot + a little extra damage from your primary (eg. +1 shot from a Crossbow).
Or charged purifier
This comment needs to be pinned to the top of
I’d argue the orbital rail-cannon strike should be higher. It has a long cool-down, sure, but when I’m using loadouts that have limited AT options (i.e only Thermites), I tend to take it just to kill Bile Titans in a pinch. It got much better now that it reliably one-shots Titans imo.
Nifty thing I would say is I think the Autocannon Exosuit is worthy of high A tier. The guns it has combined with its lack of drop off means it can very easily snipe shrieker nests and spore spewers from anywhere on the map as long as they’re visible. The increased ammo and durable damage, combined with the fact the bugs can’t easily damage the suit make it really good for soloing nests, blowing up bugholes. It’s great at dealing with swarms, as well as heavy targets. And yet I’d argue it’s ammo economy is better than the other exosuit due to the controlled fire both guns reward. As it’s very easy yet still practical to make sure every shot counts by slowing down your fire. I think every team in higher difficulties benefit from having at least one person bring the exosuit into a mission.
Regarding the HMG emplacement, I think the concept you were trying to think of was “opportunity cost”, rather than sunk cost fallacy.
I definitely noticed that when they buffed the 500kg and made it more consistent with taking down tier 4 enemies, the railcannon strike lost its edge and isnt being used nearly at all anymore.
Strafing Run is pretty safe to use around teammates, great for shrieker nests, spore spewers, killing chaff and weakening or finishing off heavies. Spammable too, so if one strafe isn't enough, i'd just throw another and also combo with the rest of my weaponry and stratagems. By itself, it definitely feels underwhelming.
I've found out that the best anti bile titan strategem since first buffdivers patch is the q button. As long as you are near a main force of your team as long as you mark it it has about a 15s life expectancy.
Lmao it's so true. I ran a add clear build with ZERO anti tank capability and I was honestly worried it was a mistake but wanted to try something new but I just stuck near the group and marked everything anti tank... dead withing seconds lmao the predator mentality we as humans/helldivers have is lethal lmao
40:45 it is worth mentioning that you have 5 of them. Also, strafing run has a separate cooldown from other Eagle stratagems - you can bring it and 500kg, throw those 2 500s and still have strafing runs to back you up.
Also in my experience, it's the other way around in terms of consistency - whenever impalers burrow into the ground, it fucks them up big time. I had a few survive it, but they're so weak afterwards you can finish them off with your primary. It's also quite consistent against chargers, but it's very tricky, and requires you lining it up that way, so the gun run goes right through chargers head AND back. This way you can basically guarantee that kill.
Really do agree with the laser cannon suggestions, considering it just burns out too quickly when you're killing enemies or burning things. For being such a big concentrated laser, it just seems underwhelming for what it can do.
I think any weapon that is a single Target weapon should be very effective for that said single Target considering you have to stay locked on to that single Target while not getting flinched.
I think it would be cool if they gave it a armor penetration ramp up value along with increase in damage per tick the longer you have sustained fire on the same enemy.
For example currently the laser cannon does 350 DPS at ap4. It would be amazing if the armor pen could ramp up one level per second and the Dot from the laser was multiplicative. So the first second is 350 DPS second second is 700 DPS 3rd second is 1400 DPS and so on and so forth.
Orbital laser stratagem should also function in this manner.
Laser cannon is a bot weapon. Pair it with a shield generator and you are good
The Gas Stratagems not only do DOT, but they reduce the enemies armor and stack really well on top of each other. Not to mention if you run them with the Shield relay you can effectively trap the bugs in a container and just spew gas all over them. Run it with the breaker and you can easily hose down upwards of 20+ bugs on a single bug breach for just 1 gas strike and one canister of the Sterilizer.
True you rely on your teammates, but of you spray up a charger, or Alpha/Brood Commander group, you can make short work of them. Plus, gas is less likely to Team kill.
I agree 100%. I never drop in without it. It’s almost complete breach control.
The EMS Mortar is S-tier. It effectively marks enemies you can't see that spawn behind cover, it prevents enemies advancing on your position which is an certified death sentence on bot missions because being forced to move is how you often die to getting ragdolled or headshot, and it has a nigh-impossible chance to teamkill. The difficulty of D10 bots when I take this thing versus when I don't is night and day.
Personally, when I feel like bringing the Flamethrower, I do still bring the Stratagem weap because I bring the Cookout as my Primary.
I like the IDEA of the airburst, but not the truth... the weakness... the teamkill potential
Looking forward to your other tierlists. Have been watching some others and despite some good opinions, yours are always the ones that make the most sense. At least according to how I play the game...
Spear should 1 shot anything anywhere except a factory strider *maybe*
One shot in the head of the thing for sure, two shot everywhere else on their body. And like maple said, have it be able to target the heads of heavies it can’t one shot or just give it that damage to be able to one shot anywhere
57:55 I feel that this point specifically really needs to be hammered down. On both fronts, pairing both bullet turrets with the recoilless rife and airburst/shield generator (one for bug, one for bot) trivializes most encounters. Although they aren’t the highest on the list, the turrets, airburst, and shield generator really complement the slow reload of the rifle by clearing chaff and taking aggro.
Supply backpack, gas grenades, breaker incindiary, and GL. Ultimate horde clearing setup right there
I’ve been bringing EAT’s lately because I’ve got the call down upgrades, but gl is just so good
I'm not gonna hate on your take of strafing run and I don't think its the best stratagem ever but it deserves more credit than you gave it imo. It very reliably kills impalers when they have their tentacles out, and only a little incosistent when they're not since every shot has to land. It also comes out super quick and you can throw it at your feet since it starts where it's thrown. it also kills spore trees and I'm pretty sure shrieker nests as well.
Basically i think its more of a jack of all trades stratagem when your loadout is missing multiple things. Essentially ad clear, impaler clear, objective clear.
Nah, looking at your tier list is wild. Maybe this is where each thing exists for your play style but.... damn.
Would be cool if the jetpack would alter your dive to let you like jet dash in a direction for a little charge
I feel arc thrower is still way too underrated, top of A+/S- is more than deserving IMO. It handles chaff incredibly well, absolutely muders broot commanders and give guards, stunning chargers to save teammates and securely tick down termite and even spewer can often be interrupted or just killed with a few shots more. Just one arc thrower can be enough to clear a patrol without letting them call a breach as it bounces to all the small bugs no matter how spread out they are. It's also one of the few support weapons that handles stalkers very well, had 4 at the same time multiple times already and you just need to hit once and all the others get perma stunned as well. It's ammo economy makes it a great pair with any RR player, they can have all the ammo packs they need and not worry about chaff too much. Eruptor/crossbow is kinda a must for bugholes and more efficient spewer killing, and the occasional impaler, it's not that big of a problem as your primary isn't needed for add clear.
TK is only a problem with stupid teammates in my experience, if they just SLIGHTLY walked towards you instead of running away you could clear whatever is following them without killing them, but they usually just run away from you (even just slightly such that there is a >90° angle between you, the enemies and them), making any shot trying to help them becomes risky.
If it was slightly more consistent with dead bodies or would at least continue arcing from them and giving slightly better aim control (it can 2 hit broot commanders to the head, no very consistent with even a little terrain), it would be easy S+ right next to the RR.
Although laser rover isn't as good as in its glory days, it's still too good for bugs, especially on planets that are permanently covered with smoke in any form, rover will still see and fire at enemies before they are even viable to you, giving you and your team time to prefire and thin them out before getting overwhelmed in close range fights. Especially with the arc thrower you don't need to perfectly aim at weak spots and just general direction is good enough for it to find a target and bounce.
One problem airstrikes have against bugs IMO is the shared cooldown when you bring multiple, unless you always empty both at the same time you have to manage rearming manually all the time such that your 500kg is available when needed, none of the other stratagems do what the 500kg does well enough for them to be preferable pick in single slot cases and bringing a second airstrike is just worse compared to bringing barrages instead. Hope we get a ship/lore upgrade for eagle-2, making the cooldowns/rearming independent.
Everything else I pretty much agree with though some stratagems are primarily good in defense/eradicate missions and not 40min ones. (Walkers and 380mm are easy S+ for eradicate, mortars are S+ in defense when whole team brings them, AT mines (AH pls lower cd...)+ Tesla + any AT for bile titans is same level of afk for defense missions. It all depends on mission type, teammate loadouts and enemy spawn bias. Bringing a 4th RR isn't gonna be as good as any chaff focused support weapon.)
I beleive about 95% off everything in the game can be S tier if placed in the right hands. A lot if it is about skill and knowledge of maps, environment, weak spots, etc.
I think the jetpack should have an enhanced dodge, like jetpack troopers in Star Wars battlefront 2. Having a rapid dodge rather than the dive that lets you stay oriented at what you’re firing at and keep stable while covering distance would be a great gameplay dynamic.
At 23:27 you said u were reloading the Recoilless and the Guard Dog shred an impaler. I was wondering is this some tech you use, where drop the RR backpack once you reload, and pick it up again? New player, would really love to know, the biggest downside of the RR is the backpack, so if I can circumvent it, that'd be great. In fact, it's such a big downside for me, because of just how much chaff spawns all the time, I'd rather go with a less killy, but backpack allowing options of EATs or Quasar.
But not to get sidetracked, did you have a dedicated team mate to reload the RR or were you juggling backpacks?
The gloom might just add those extra difficulties since it’s on a portion of the bug side. I can see them tweaking some enemy numbers for those specific monsters that come out of that.
Ive been thinking about ballistic shield and how they can make it good. What if they made it shoot a arc blitzer like shot on a short cooldown once something gets into range. It wouldn't help against rockets that much but would be a perfect way to solve it's weakness to melee . You would be able to point towords the enemy and have the shield stall the closer ones would combi great with crossbow, and MSG's, as well as maybe a nade louncher if they allow it to be one handed(unless it already is and I didn't notice)
Amr, ammo back pack and on screen sight 🖤
HMG emplacement is ammo efficient, has the most range out of all the other sentries because of its manual aim, and lasts forever except when its ammo runs out, you can spam them everywhere like an EAT and with the latest patch you can see it on the minimap, it's strong on missions with good visibility. But as you've said to make full use of your kit, you'd have to stick close to it, manning and unmanning it to throw your stratagems and use your support weapon, etc. You'll be entrenched more, and won't be as mobile but you can do some serious damage with it.
Solid list! ❤
What the spear needs is enough damage to one tap all heavy enemies no matter where it hits a target, and the air burst launcher needs a manual detonator think letting go of the trigger to detonate the rocket than the radius needs to be more predictable rather than unpredictable so you can know exactly how it's going to spread when you detonate the rocket to further reduce team killing
I’ve said it before. They should make the EMS strike a barrage! Either like the 120mm or the orbital gatling. On top of letting it stun the bigger foes.
Hate the change to orbital airburst. AH made it better against bug breaches and made is equally worse against bots. Bug front didn't need more quick breach/mass clear offensive stratagems while now bot front doesn't have anything equivalent. Pretty much bots that survive the first or second blast will recover and it is entirely possible for them to walk out of the impact zone before the next attack happens, especially rocket striders. Hate waiting for this thing to finish its attack, since if I wanted that I would bring gatling barrage.
you gotta stop sleeping on the Stalwart, should be in A tier. using it along with the xbow, bushwacker, thermites, and supply pack works amazingly and leaves you 2 free slots for dealing with heavies
Agreed that Stalwart is super good against bugs now (ever since it got interrupt ability against hunters really). Pairs well with Torcher and Purifier. I like the AR Guard Dog with Purifier and Gas Dog for Torcher (assuming anything dangerous enough to get close is then blinded and flamed), but realistically it can stand on its own without a backpack if a sentry or extra offensive stratagem is desired.
Yeah the comment that it is like a primary indicates that he isn't really it giving it a fair shake. The high RPM plus massive mag size gives it great DPS and staying power that can't be beat. The improved ergonomics score in the last patch lets you whip from target to target with great precision. You do want a medium pen primary, but every support weapon works better with a pairing that covers its weak spots.
This is exactly the setup I use it with or with the eruptor when I get tired of the crossbow. It's very fun and effective.
I would argue that the incindiary mines are also C tier since when it works; it is really effective. Especially consistent if you're used to kiting in COD Zombies.
Nice tier list video 👍.
ANTI-TANK EAGLE-1
- Recoiless Rife
- Rocket Sentry/Autocannon (diver's pick)
- 5x Strafing Run
- 5x Cluster
Primary: Crossbow | Secondary: Verdict/Bushwhacker
Can't wait for the bot one :3
Looking at how this panned out, most stratagems are very well balanced and usable.
Of course those on lower tiers will just be better uses against the bots so not quite bad just different use case.
remember divers no matter what you take remember what your righting for MANAGED DEMOCRACY
the *farts cutely* in chat caught me off guard
With the programmable ammo addition for AC and RR, I hope we get something similar for the other support weapons. Especially the Stalwart, would love to see it get incendiary or stun rounds (similar to Pummeler).
Shield gen for me is 90% just to prevent chip damage from hunter leaps so that I have the room to go something other than medic armor while running close combat weapons like the blitzer
When I fight bugs I only use throwing knives….no guns or strats lolz 🎯🎯
I feel that the EAT should do the same damage as the RR. They both have their pros and cons that more or less make them equal
They want backpack having weapons to simply be stronger. Doesn't really make sense anymore because the Shield Backpack isn't anything special these days.
EAT pretty much does same stuff as RR. I’m fine where they are at.
Jetpack is S-tier for me but i respect it may not fit your playstyle but i honestly i find it so effective you can easily solo a bile titan with jetpack & quasar/EAT/Commando
I gotta say, Airburst should at least be in A tier. It’s personally my favorite support weapon. It deals with shrieker hives in one hit, spore towers in one hit, chargers and impalers in one hit, and clears hoards easily.
Once you get used to the proximity range then you can really get good at hoard clearing. You can shoot slightly above them to have it detonate over their head to get a wider coverage, and if their is terrain above the group of enemies you can shoot that to have the bombs spread out over them. When facing groups on flat ground you can shoot above them OR you can get a side angle and look for a gap in their group and shoot there to have the bombs spread out among their group. And once you are good enough you won’t have a problem with accidentally killing your teammates. Another note is that the airburst is incredible at range.
I will say it does take a lot of practice to get used to and I often see people pick up my airburst to try it out and immediately get themselves killed. Just trust me, put in the time and effort to learn the weapon and you will be greatly rewarded!
The fact that mines have higher cooldown than sentries is fucking stupid. They should have like 80 second cooldowns or something.
Love these takes! Really hope AH sees your videos. Maybe they did cuz of the orbital airburst!
15:02 I agree, flame thrower required peak physique armor to target faster and now we have primary version of it with excellent handling.
Stalwart suffers too for being middle of the road support weapond, you get extreme amount of ammo capacity and it has liberator dmg. It works, but you can’t bring what ever gear you want with it, there needs to be hard AT answears or you are going to drag your team down.
It honestly could be a primary weapond at this point.
I think we need a primary-like support weapon to give flexibility to some builds. If you take the Eruptor or the Torcher, you might want something more flexible in your support slot and I think removing the Stalwart from the equation would be a loss to build diversity.
@@CitrusLime920
I have heard couple of good ideas how to preserve stalwart as support weapond and open up build diversity even more.
Idea: Stalwart still takes stratagem slot and has to be called in. Once weapond pod has landed it switches your primary out of hand and replaces it with Stalwart.
I think they should make two stalwarts One primary that works just like it does now, and one stratagem one that comes with a backpack that auto reloads or just has a huge like 500 round bucket.
Bring thermites and a medium pen primary, bam you're set. Calling it a primary is ridiculous. Have you tried it in good faith recently? Up the RPM and learn how to control the recoil and it slaps.
@@longshot52
Bro, I mained Stalwart before ”buff divers” and it hasn’t changed significantly (small buffs were still appreciated). For a support weapond it’s still lacking compared to rest. That doesn’t mean I don’t like to use it.
If you go to armory you can see Stalwart hanging on the wall next to other primary guns, devs clearly I had a vision to make it a primary ( just like HD1).
Would be great if the Firebomb Hellpod booster worked with the Rocket pods eagle. Would make 2 very mediocre things combine into something hillariously good
Interesting enough, AT mines are at their worst place right now. Before you could throw it right in the middle of a bug hole and annihilate a bunch of bugs immediately. Sure, there could still be a stray mine that would kill a team mate not paying attention..but at least it was effective at killing things. Now you are lucky if you get one or two kills. They spread of out so far away from each other that the chances of a heavy enemy stepping on one are minimal. It is trash tier right now.
Shield needs another rework. It is absolutely awful. The fact that it got larger just means it takes even more damage, and because it doesn't regen anymore after breaking just makes it a waste of a slot.
Anyway, AH has two options here. Either make mines not activate on Helldivers or remove mines completely and stop wasting time trying to figure out what to do with them. It is their choice.
I was hoping this would be for bots because i feel completely lost especially fighting the jet brigade
Amr is really good. And a sup pack because you’re gonna be needing a lot of stims. I been running Lib Pen, grenade pis AMR, Sup Pack, 500KG and Orbital Napalm Barrage. Amr can take care of literally everything it’s just not the easiest thing to aim with
For bots try recoiless rifle, eagle airstrike, 500kg, 120 or 360 barrage, rail canon, quasar and AMR. Those are your top choices against them. Any backpack except for the dog breath rover is good against them as well.
gun dog mows down the jet bots before they can reach you and lasers will instantly detonate their jetpacks
he fails to recognize the quasar jetpack combo
Good video
I bring railcannon to the tree maps, since 500kg gets stuck on trees. Niche but nice
Concerning mechs, I’ve seen players waste so much ammo on one hunter, using 50 mg bullets or 4-5 cannon rounds on one hunter. Like cmon….
turn the airburst into a portable minefield laying system
Nah the airburst is awesome it got double damage and the reload is awesome now
Imo both the mg-43 and grenade launcher deserves to be in S tier, they basically negate any chaff problems you have in an incredibly short amount of time. Heavies aren't actually threatening without chaff to back them up, so the lack of heavy clear isn't a big problem. Now that you have AP4 from the secondary slot you don't need dedicated antitank to be successful. I would also rate the railgun above the autocannon just because it can easily onetap gunships or alpha commanders, even onetap a charger butt with a full charge. It is so good, definitely S tier.
That secondary takes mags to kill those heavys?!?!?
The Senator is one of the worst Heavy bug killers in the game. It's only good against unarmored weak points with low health (aka bots.)
@@jaysonburke6839 sure, but you aren't only relying on your secondary to kill. When your support weapon clears ALL chaff, you have primary secondary grenade AND strat slots all to deal with heavies.
Thermite with the +2 grenades easily clears most heavy’s free you to take other strats, grenade launcher and supply backpack makes it even better
They need to rework where bugs have gas resistance while bots have their usual fire resistance. And that way gas can become effective against bots and kill them really fast
Flamethrower not S teir how dare you
Arc Thrower = SS tier. No further questions.
laser orbital is way too low man. its an A for me. Railcannon strike as well. It does its job on all except impaler
Too much foreplay, not enough bots. At least there is a kitty.