NEW Anti-Tank Breakdown & Analysis in Helldivers 2 All Breakpoint Buffs, Nerfs & Best Weapons
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- เผยแพร่เมื่อ 29 ก.ย. 2024
- The New Helldivers 2 Patch is straight up Insane, The Buffs to Anti-Tank Weapons Paired with the Insane Enemy Nerfs have completely flipped the meta of Helldivers 2. I'm here to bring you all the best use cases breakpoints and analysis for the top tier support weapons we now have access to.
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PATCH 01.001.100
My First Real Analysis and Deep Dive for the Buff Divers Patch, Hope you guys found this one helpful and I'm likely live right now if you're catching this as it came out so come say hi o/ Expect a full rundown of the new gas support weapon tomorrow bright and early! Hope to cya there!
I was hoping for the class loadout video first 😭 please do it next we are dying to know...
Don't forget you can one shot The factory Strider from the bottom with the recoil Less rifle!
I love how this breakpoint analysis was mostly "uh yeah, this one is one-shot, this one is one-shot, this one is one-shot, this one is two shots but 1 shot for a headshot, oneshot oneshot oneshot"
Pretty sure Strider under belly use to be considered a slightly weaker spot. Has that changed? And does her belly class the same as side or rear?
And yes I use to be THAT guy who got under the things, often after sliding down into a ditch or in a cubby hole as she was getting close, and lit her up like I was M.D. Geist after faking death on the glory days of anime. All to just solo end one with a commando launcher.
So about that belly? Still weaker than other parts, same as side or rear? Feels like this was a missed thing to mention in the video.
@@everfreesnarrations35 Yeah I feel like he missed the whole bottom thing. Im curious how the rocket launcher bits and such work if it's any different than sides and rear.. Then it makes me wonder about the top now too. >.> But then I guess by then you cold run up on it and cap it in the top of it's dome.
The return of the HD1 Recoiless is a very welcome one
Big agree
Big Agree
Big agree
Big agree
Big agree
I've never heard you this excited before in a video
It's an exciting day haha
IDK if its worth mentioning but shooting the dropships in the front or back (Between the engines) with the RR nakes them EXPLODE. managed to destroy a factory strider before it was deployed that way, and it seems to be the way to kill the bots before they land.
Yeah, a welcome change to the bot front. You can actually take down big targets before they come down. That's a big plus
Are you telling me bot's doesn't have a invulnerability while on drop ship anymore? That's game changing. Got tired of downing the ships and bot's still being alive
@@MochiFeelings Well, if you only shoot the engine they can still survive. But shooting the ship itself...like the body of the ship breaks it in half. Killing all the bots carried there.
@@MOTAGORO that's new indeed. Before it was only engines. You got me intrigued now
Oh shoot, I was considering sticking with the QC, but if RR can fully delete dropships now I might have to rethink keeping my back slot reserved for the shield pack.
i wish they could have made the buffs as part of the lore
same
That would be very very cool!
My headcannon is that its wartime R&D thats finally been introduced. Just in time for enemy buffs & illuminate to come sometime soon.
They kind of did, actually. The new MO says that "After revisiting the Helldivers' armory, let's see how this goes". So, they in theory looked at our armory and made them better
They did, you just didn’t see it
FYI: Charger Behemoths do *not* get deleted instantly from a single RR shot, you still need to headshot those. No idea why, it should tap them if going by the numbers but here we are.
Neither do the Impalers. Don't know what causes it, but tapping them with the RR is very inconsistent. In fact, I've had one take *three* shots to kill when I was playing on patch day. 6K+ damage and it was somehow still alive.
Pretty sure impalers are bugged. I find it helps to just shoot the back leg and then 2 tap with another weapon.
Best guess on behemoths is the HP buff they got?
From what I’ve seen, it just takes a bit for them to bleed out, so you may have to wait a bit before they die. Head is still the most reliable
(dmg/3) -1 due of the colors of your rgb lights and the speed of your fans at the time of shooting
Jokes aside, headshots to kill behemots sounds like a good compromise. But I do wonder why the math doesn't check out (as per usual)
For Impalers I don't even bother. I see one I drop either a 500k or precision
@@MochiFeelings Same. That or stick a thermite to it.
Although the commando can't match blow to blow with the others I still find use in it as with enough skill you can consistently take out an twin gunship tower with one commando, or 4 hulks with headshots, and factory striders with the entire payload is a fair price for me. Since with modules it only has a 1:40 cooldown I have another commando ready to call pretty much always.
How can you take out gunship towers without hellbomb?
I enjoy playing the Dennis Rodman role as I call it, I purposely don't grab a backpack so that I can reload randoms. It's really a joy to get on the mic saying hey drop your backpack and I'll reload you and provide cover fire in between shots. Brings a 😢 to my eye lol
I bring the supply pack and have them carry it, this gives me +8 Spear or +12 recoilless shots, tripling your max ammo
Buffdivers will see this and say “hell yeah”
FYI - Recoilless rifles are a type of cannon, they usually fire shells instead of rockets.
The downside of the increased heavy health is that the precision strike no longer one shots them, even on a direct impact. I have also seen tanks shrug off a 500kg that directly hit the turret.
Hot take.
I like the recoilless has some extra boom especially when dealing with drop ships, but not sure I like the 1-shot everything mechanic. I liked the meta when it was 1-Shot charger head, 1-shot Behemoth LEG, 1-2 shot bile titan head. The issue was more all the glitchy stuff like the titans carapace collision geo, and the RPG loosing 1-hp upon firing.
Rather than just nerfing the damage back in line with the T2 options, instead let it have higher damage, BUT make it more susceptible to penetration deflection, so a heavy (and possibly even slight) defection would knock its AP down to 4. Then scale the damage so you can 1-shot anywhere UNLESS the reflection angle is to steep. This would offer a bit of a skill check, while making the recoilless still powerful.
Excellent breakdown. Thanks for putting in the time so we don't have to. Can't wait to see your breakdown of the primary weapon buffs.
Note on the spear, with it having been fixed, it's lock-on is a non-issue and I would call it S-tier on any map that isn't dense jungle, where it drops to like...D tier.
had an interaction with a chest high wall around a fabricator that made me never want to touch it over RR again, lock on is still to unreliable and it meets no breakpoint RR doesn't besides tanks
I always liked the Recoilless Rifle - but now I am truly in Love with it
I admit, the carnage that a recoilless can cause now makes it a bit harder for me to stay on my autocannon even though that weapon is also stronger than ever.
I need the ship announcement: "SEAF supply systems have exhausted remaining stockpiles of weapons from the first galactic war. All support weapons in the field are now newly produced this century for the current conflict! All Helldivers are reminded that certified SEAF equipment is usable for centuries, and any perceived difference in performance is all in your head - but the hard working assembly line workers (most of all the 7-year-olds!) are happy with reports that their work is appreciated by our heroes in the field."
Not seeing any argument for the commando as a pick, and I agree the middle rockets are seeming a bit light in power. I don't think it was wrong for them to be on par with RR. And as is, I'm not seeing much of a use case for them over the railgun. In general, I think rockets are the support weapons most left in an odd spot right now.
And I'm split between weirded out that they actually gave the railgun 1500 normal damage, and seeing it as fine because it is mostly pointless except for just a couple breakpoints. (bonesaw one shots!)
I took out the Commando last night on a l9 bot dive last night. I've been using it a lot since it was added. So wrecked. I'm glad it was moved to the back of the line, though. Felt silly being better than anything else I have for that roll.
I'll have to experiment a little with going back to the RR again. Sacrificing the shield pack while sticking in my preferred light armor is going to hurt at high difficulty, so in the long run I'm probably going to stick with the QC, especially because factory striders are the only unit I'll actually have to spend time on vs just aiming well.
Now that all AT can kill fabricators from any angle, I'm going to have to have another think about what secondary I want to carry. Rocket striders were my most annoying armored matchup before, and my experience has been inconsistent with how many grenade pistol shots it takes to down one. Switching back to the QC from the commando means I'll probably never lack the ability to kill them with AT, but it would likely still take too much time on its own when there's a group of them and more dangerous armored targets that need to be prioritized first.
Recoiless has always felt better than most other anti tank, even before the buff. Those poor sods with the quasar couldnt keep up taking down heavies as effectively as i could. Any heavy within 500 yards was dead meat.
I know im late, but stun grenades and queso cannon. You have tike to line the shot and jist destroy what you need to. Its so good.
they should consider giving the spear a warhead that goes through enemys then explodes maybe thatd help keep it relevant
where a good buff for the Commando is for it to have the same cool down as the eats. where the eats you only get two but the Commando you get 4. where you only get two from eats but that is because it is a higher payload where you get 4 but it is a lower payload
The only thing holding the Recoilless back is the lack of a buddy to help me load it
Thanks for the video, very helpful. One nitpick, Quasar is pronounced "kweizar", not "keyso", and it's just "Quasar Cannon", there's no "beam" or "laser" in the name.
Kinda shocked you couldn’t tell it was intentional
@@EravinVT I gave it a 50/50, but whether it's intentional or not it's still incorrect. I get that it was an attempt at humor, and I don't mind some funny in my boring info dumps, but mispronouncing a weapon's name is not really funny, just confusing. Just giving my feedback, do with that as you will.
I don't really see a problem with the Commando on bots if you combine it with something like an RG. Aside from Fabricators and Tanks it's better or the same as it used to be, which is pretty good. RG also needs only ~2 shots to kill a Fabricator after it has been shot by a Commando, meaning yo can still take out large bases from a vantage position.
I don’t even play HD2 anymore but your vids are the only thing keeping me from breaking down rn
I kind of feel like this is missing part of the advantage for the trade-off on both of the disposable options.
Them being disposable with a low cooldown time means that they are on demand anti-tank which don't have to be carried everywhere. That means I can't carry an arc thrower. I can't carry an autocannon.
But with an EAT or commando I can. When I need the anti-tank, I call the anti-tank. And tell a lot of the time I use the call-in as a free extra hit with a stun grenade on a charger.
So far as the commando just being half of the EAT... Well yeah it has twice as many shots. That means versatility. If you've got something with a breakpoint that takes two EATs but might take three commando shots then you got one free shot.
Don't get me wrong, I'm not saying all of this makes automatically better, because that would not be a good thing. What I am saying is that they give loadout versatility. And that's a good thing.
The EAT and commando aren't dead. They are simply in a role as a backup on demand anti-tank for certain builds
I liked the recoilless. And now I love it. The tank has a weak point on the turret so you can kill it from the front. The comando will find a home I’m sure but I’m not complaining. I got 2 charger kills with no reload so still viable on the bugs.
If commando is 1 shot on gunships and half damage as other weapons, here is what i am thinking. Give it 8 shots, maybe even just 6 would be ok and it will be very distinct from the other anti tank plus usable on smaller units and a better option for bug holes.
I think the bottom line is that we should feel powerful but feel just as vulnerable.
I've been a recoiless main for a long time, so this is absolutely excellent news
Thermite is great-unless you expect 2,000 damage to be enough to close a bug hole in a pinch
I’m not sure if it’s a bug but shooting the chargers or the charger behemoths leg will only break the armor.
finally we got AT that actually works 🙏. Been saying it needed to since day 1. EAT probably still need some help, but as a whole they're in a much better spot.
Here's to hoping orbitals and eagles get a once over the same way most weapons have with the next wave of patches
Gonna love running the queso, blitzer, and dagger for a bug infinty loadout. 😅
If they buff weapons like this, they should buff maybe any of the spawn rate, variety and number.
Charger recoilless leghits don't 1 shot the charger. You need to hit the body. Impaler does not get 1 shot to the head either. Helldivers io is nice, but it does not provide enough detail for certain things. EDIT: charger legs have 70% to main, so recoilless would do at most 2240 to main (if overkill still goes to main). Not enough to kill any charger variant.
Had a few games with Spear and somehow chargers survive a hit on their side or back sometimes, similar to impailers
Commando against gunships is hard for me because the travel time, I've missed so many of those shots :(
Still digging the Commando in terms of an intermediate support weapon. You wouldn't catch me using an EAT/Quasar on a Devastator, Hiveguard, or similarly armored threats. But I have no qualms about sending 1 of my 4 Commando rockets at those guys if I'm in a bind. The fact that it can still punch up to massive enemies means it's arguably more versatile of the bunch, albeit that versatility comes at a cost. Bottomline, I'd probably still go Commando if my squad mates have literally any one of the other AT weapons so I can deal with the intermediate threats and still punch up to the titans/heavies when I need to.
How can you say that about the spear? :0 she still allows someone to drop and near instantly take out any spore spewers and shrieker nests in sight. Ditto with gun turrets and those big heavy bases on automatons
I hope they add higher difficulty levels (potentially infinite levels) instead of nerfing things.
first weapon I tried was the recoiless, it just felt good.
Thanks for your introduction, Commando if it was not your feature ATs will not prosper as it is now
I’ll defend the Commando, it’s still nice as it has the very short cooldown. It’s a nice sidegrade to EATs, where while EATs do more damage and have a shorter cooldown, you can carry the full Commando with you. And since primaries and even some secondaries got massive buffs, the Commando being a more portable but less damaging EAT is still a nice niche, especially since you can also call them in for allies. Primaries being much more capable is a nice buff for the Commando imo.
Meanwhile, the Queso be eating good. I took it into a bug mission yesterday and being able to one shot headshot everything was amazing. Playing chicken with Charger Behemoths and Bile Titans was amazing, though pairing it with the Eruptor, Thermites, and Grenade Pistol was not my smartest move. I never was a Recoiless fan, but I’ll have to try it out as well soon.
I disagree that the Spear is in the shadow of the RR, as it has a crazy range and you can have terrible aim and still hit. I agree the EAT should be better than the quasar (but no, not as good as RR).
I also dont think the commando is that bad, considering how often you can call them down, they can have niche uses (eg: defense missions). Also one shot to a charger leg and a couple pokes with a primary means you can take out 4 chargers with one commando.
Was about 500 or so hours into the game when I stopped playing. From launch until two warbonds ago. I heard about the big balance patch. Jumped back in to see how it was going.
Is this what people enjoy? No difficulty at all? Everything dies to a shot or two? This is what people want in a game? Before they buffed the game into oblivion .... how often did you fail missions? I get that you didn't like it .. .but how often did you fail missions? I only ran hardest difficulty and tried for full clear. My missions success rate is over 90%. Did we really need to buff weapons until the challenge of the game is gone? That's why they had to make player's more vulnerable ... to try and make sure there was some kind of way people would still die.
This is sad and I feel like the people who complained ruined the game.
THE reason I stopped playing was because it was unstable after patches. It felt unprofessional. After every major patch there was an apology, and then a patch to fix the patch.
What's left in the game doesn't feel like fun. If i wanted the game to just feel easier, I would have played on a lower difficulty ... because that's what difficulty settings are for.
Hi Eravin. Does the RR one shot the robot transports anywhere or does it still require an engine hit? Same question for Spear
At Last!! My beloved Recoiless has finally been given its much needed glory! It was my main for the longest time, but I eventually switched over to Autocannon for obvious reasons. Now my boom gun is back!
Nothing about the recoiless/spear breaking deooships in half in 1 shot?
Pretty sure the impaler is bugger or smthn rn, its taking more shots to the head than it should, and consostently takes two spear hits
YEAH..... I think we can all agree that that third category probably should be rolled into the Second Category and the EAT probably should be about on par with the Recoiless Rifle, they ARE the OGs after all. I don't care how tiny those rockets are that's INCREDEDABLY disappointing. Oh well, can't have it all I guess.
AT LEAST the Recoilless finally feels like it SHOULD, oh how iv missed you old friend. Welp, Time to go REKT SOME S@#$ with 85mm Man Portable BOOMSTICKS! (or whatever the Karl Gustov is.)
What about the lasser cannon, autocannon and railgun tho? The patch notes say they can now damage the bigger targets
@@Solarch-wc3vs railgun is very strong and so is auto cannon I haven’t used the laser cannon so idk
I know it's not strictly anti-tank, but how does the autocannon fit into all of this?
Just watched your other video, great quality as always.
no, I mentioned it one shots to the head only, unfortunately its two to the back
Commando should be a low CD option
I was hoping for some thermite breakpoints
Can anyone answer this? Did they nerf orbital precision strike? I could swear the hulks were shaking them off, (severely injured but still I was use to a one shot kill)
The buffs are literally part of the lore let’s go
The commando is an alternative grenade launcher right?
Commando can one shot charger ass and hulk rear, which is not too bad. Real problem is a tank engine, now it is have much more health unlike hulk or charger weak point😢
Man I love the Recoilless and seeing it this strong? Brb need to reinstall Helldivers 2
So, i disagree with your take on the commando, as its still the only AT weapon that can take out two chargers, bile titans or hulks within 3 seconds, while still having the capability to take out a turret or tank. It is also a perfect throw-away weapon like the EAT-17, but you don't have to worry if something blasts the weapon pod away while firing your first shot.
Among the options we have, it's by far the best jack of all trades, especially when its so compatible with running the HMG, AC or AMR as main support weapon.
aaaand there is difference between standart charger and behemoth?
They buff all anti tank and then reduce the tank enemies and increase small enemies exponentially lmao these people are impossible.
The 1 shot recoiless to the BT's head is finally matching the intro cinematic.
Yeah, but it's not completely trivialised; you have to nail it straight in the mouth to 1hk, which I think is perfect balance spot for the dedicated "fuck you and your armor" weapon
The Cammando will still one shot a fabricator if you luke skywalker it down the vent.
Luke skywalker it lmao
My favorite sentence today
Citation needed
@@RiverWilliamson The heck? Citation not needed. Of course it still kills via the vents, same as it always did.
Not sure on that, but I'd need more data than one attempt that ended up taking two shots... because I'm not a very good shot.
I have never seen so much diversity in loadouts in HELLdivers 2 before. this was a success.
I can be explosions guy without feeling like I`m hindering the team, this shits great.
@@SteveAkaDarktimes we can use whatever we want now because everything is good!
Yes, I’m using weapons I’ve never tried before. Almost a different loadout each mission.
Finally, the anti tank weapons are actually anti-tank
Finally, the recoilless rifle does what it does in the intro cinematic.
I’ve been so busy trying out the flamethrower, the HMG, and the laser cannon. I had no idea the recoilless was this goated.
Yeah it is INSANE
Imo the hmg needs a little recoil buff, the muzzle climb is just a bit silly for use at medium range, kinda turns it into an AP shotgun. Ideally if we could get a lower rate at the first two or three shots, and then keep it the same for longer bursts, I think it would be in a good place.
Rn the hmg doesn't feel much like a machinegun, with accuracy suffering even when using short bursts.
@@weir-t7y It's manageable in crouching and prone positions, especially if you have one of the recoil reduction armors, but I agree, burst fire should be more manageable when firing from the shoulder, it's kinda insane. I find myself firing bursts while diving forward to manage the recoil while still remaining sorta mobile.
@@weir-t7ycalled heavy for a reason 😂
@@weir-t7yI would love if they introduced a bipod system to it and it got laser accurate when you still-prone with it. Would make this weapon unique and add extra playstyle cuz you could shred distant targets from a hill, but as always would have to move eventually when a patrol flanks you anyway
I feel a thing overlooked about the commando is it's flexibility. It is the only dedicated anti-tank weapon that is actually effective against gunship patrols / gunship fabricators. Also it is the only AT weapon you don't mind firing at the hoards of bile spewers or even stalkers or armored striders / heavy devastators.
It is bridging the gap between the light vehicle pen weapons and the AT ones.
Niche? sure but it has a place in loadouts.
yea. imo the cooldown is too high for it to be worthwhile though. If they made it have a bit less cooldown I think it would be great.
yeah the commando feels like an anti-medium rocket launcher that can kill heavies if you need to, while not taking up slots for very long so you can loot/have someone else drop you a main support weapon to use until you come across some striders/spewers that need deleting.
I take the commando when I take supply pack with the intention to support the team instead of just feeding a machine gun. Its still more flexible than the EAT if everyone else already has a third weapon.
It's also still a 1 shot to fabricators if you shoot a vent and a fantastic answer to heavy devastaters. Commando good!
I personally view the Commando as far better than the EAT. Considering I can carry just one weapon versus two makes it more versatile, not to mention i can guide the rounds to the target. And sure dangerous is basically half that if EAT but that just means you have a "two" shot EAT at the ready. Longer cool down is worth it.
@EravinVT You are the real MVP. I can throw an orbital and hit 20 youtuber reading the patchnotes but you, you give us real original content. Thank you sir
This, nobody else bothers breaking down breakpoints. I need it like water.
Gotta appreciate the AT breakdown giving greater rewards to the weapons that require reloading vs the expendables and the backpack reloading of the queso cannon.
Yeah. People on forums seem to conveniently forget the 5-6 second reload on them in addition to losing a backpack slot.
I was worried the new changes would be overbuffs when I read the patch notes, but everything just feels good and like real choices about what's worth bringing for what purposes now. I'm really enjoying less dependence on Precision and 500kg juggling to get anything done against bugs especially.
Yeah feels like just about everything is worth a consideration
I'm enjoying primaries actually doing damage to bots in a meaningful way. It doesn't feel like you're shooting at a steel wall anymore.
I was also worried about that (especially with the RG) but with the health changes it seems it's mostly fine. I think the 500s are probably a bit too big of a blast, but that's minor in the grand scheme of things
They're overbuffed. It's way too easy right now. I'm sure they'll add more challenges but at this moment - it's comically easy. Massive enemies are dropping as soon as they appear. It's a bit much.
Yep i love it
I can use anything againts bot or bug
Without relying on orbital railguna to fight big unit
Now im ready for super helldive
I like that things are starting to feel like weapons and not pool toys.
Quick note: all AT can now take out dropships bodies and destroy their cargo if you hit them while they're flying in.
I knew all the practice I had animation cancelling on the prebuff recoilless would finally pay off
Does the animation cancel still work?
Yes on both parts of the reload, you can stand up after taking the old shell pit and stand up again after the reload icon has changed when you put thw shell in
"Buddy needs help? Mile away? Cant see shit? Spear don`t care, Lock on triangle deep in the fog , F*** what ever that thing is!" ~General Spear Enjoyer
As a spear user “on no gunships” *spear lock on noise*
The spear locks on to things you can't even see at times, through foliage and tree cover and past other mobs that are obscuring it. Something to consider. You have to be able to clearly see a target for every other AT.
I love using it for long range team support.
"charger on me" (guy 500m away)
"nope" (me)
"...thanks?" (guy 500m away & dead charger)
Also the Eruptor as a ranged support weapon is fun AF
Still needs more ammo imo to be worth taking over the RR
Doesn't really matter if you can lock-on behind foliage if foliage can trigger the rocket 😂
@MochiFeelings it can but usually doesn't. It's a risk though.
Yea really don't get the "it's over for spear comment" when I literally don't have to aim especially if it's a spores objectives, spore chargers or even hitting BTs.
The lock on for the spear isn't always a bad thing. Sniping from extreme range is easier with it than with the recoilless projectile drop. Sure, hitting a Shrieker nest, fabricator, or broadcast tower from 300m isn't too hard, but hitting a turret tower is far from a guarantee. I think the spear will still be good on wide open maps where 300m plus shots are possible. I wouldn't mind seeing the spear get an ammo buff, but I don't think it is out of play in its current state.
It's also good as a support AT to the guy running RR. They might have the power but ease of use and firing around corners/over cover with the right timed dive is something only the spear can do. Let the RR take first shot, anything that doesn't get deleted sure as hell isn't gonna survive a spear to finish.
@@TheReykjavik the problem is spear ammo is much more expensive than RR ammo. Not to mention that the projectile velocity is much slower. Sniping from 300-400m with the RR is also pretty easy with practice.
Currently the only reason you'd take the spear is the guaranteed one shot or just personal preference.
@@armstronggaming8566 unless you have planet modifiers that limit visbility, which is common for major orders. Otherwise I agree.
Honestly if you're looking at your teams stratagems and no one's picked RR or SPEAR yet go RR. If someone's already rocking it, stick to them with a spear. The more pings a spear main gets the happier they are. If you both have a hmgemplacent or a shield emplacement for bots you can grab the high ground and delete any threat near the objective and then repel waves as you go.
@@ScabbyMcKniel I usually run the spear. Just expressing my concern for the spear considering that there isn't really a reason to use it now.
Sure, it does deal much more damage, but the recoilless can do just as well, if not better with some level of precision, especially since it doesn't require a lock-on to be fired, and can be used against any target, not just large enemies/buildings
@@armstronggaming8566the reason to take the spear is it offers a different playstyle i like when im running on my own and my teammates ping a random bile titan 500 meters out i shoot one or two rockets at it and go back to looting and everybodys happy. when i run the recoiless i like to stick by my teammates and play more aggressive. yeah RR is objectively better based on the numbers but the spear is still a good weapon youll still be a formidable diver with it in hand
I think of the times where two people bring the EAT on a defence mission and fill the map with EAT pods faster than you can use them, and I understand why they don't have the recoilless breakpoints
So sad Commando. You were loved. You will be missed.
Commando is still great, don’t know what universe you’re from
@@twilightparanormalresearch186 nah, it’s just good. Much better options these days. The amount of fabricators it can destroy has been cut in half, so it’s factually worse than it was, so…
I'm extremely happy with the fact that the Recoilless actually feels like the original one, finally
Its better then when the game dropped. It didn't 1 shot bile titans back then.
Relationship with Space Marine 2 over. Helldivers 2 is still my best friend.
TBH I’d argue that the thermite grenade is the patch winner, not the recoilless. RR is an absolute beast, but it has always been at least usable. Thermite, meanwhile, went from being objectively the worst grenade in the game to being tied with the flashbangs for the best.
WE ARE SO BACK
This patch actually makes it feel like any weapon and support weapon is viable
Its a really nice change of pace
They were before patch too but I ain't gonna complain, I just hope they increase density of heavies across the board (for bugs) because at Helldive it feels like we're fighting for food scraps, everything melts too quick.
Except for the commando, which is just a worse EAT now
Most weapons before can kill basic enemies in a couple of bullets even devastors (headahots), now just a bit faster.
Support weapons are on crack rn.
Airburst rocket launcher:
I've always thought that the factory strider should be a team take down enemy. Requiring 2 divers to bring it down quckly and effectively
Those moments where everyeone drops their big ordinence on the same enormous enemy is fantastic.
Titans and Factory Striders do kinda feel like chump chaff enemies now. I think back to the first time I fought one, and how dramatic a moment it was for the whole team working to bring it down, and it's kind of a shame that newer players will never get that from them now. Hopefully something new comes along that can feel like a boss enemy again, and players don't lose their shit and demand more buffs if they're ever expected to co-operate for five seconds.
@@UnknownSquid Yeah, I feel like these changes make the enemies feel like paper mache. I'm all for giving players more viable loadout options and better ways to soften up heavy targets. "Instant one shot anywhere" is not it. Unless they are gonna bring in something bigger and heavier in the future, this needs tweaking imo.
Hive lords are gonna be the team kill enemy
@@twilightparanormalresearch186 for the bug side.
So far, [Railgun + Supply pack + Thermite] and [Quasar + Supply Pack + Thermite] are my favorites combos to play vs bugs. Finally AT are great to kill heavies and it is a lot of fun!
I’m loving the RR, just running around the map demolishing fabricators and running, feels cool
Hit a charger with the recoilless last night, it deflected the shot and killed my team mate........... We are so back.
Shit happens and you die.🤣
And that's what I love about Helldivers.
I feel like the autocannon and emancipator mech and just on the cusp of basically being AT options too at this point.
I think there is a pretty clear distinction with normal AC but Emancipator is definitely much more comparable now
@@EravinVT True, the damage/AP feels in a different league compared to the majority of AT, but not too far off from the commando/patriot rockets (at least how it feels to me). The autocannon definitely struggles against certain heavies still, but against most it has been more than serviceable for me. A nice all-rounder.
Not even close to the higher tier AT options which just delete everything though.
Anyways, thanks for the response. I appreciate that. And for all the detailed info you always give. Everyone else seems to just reads off the patch notes verbatim and maybe give some opinion on some changes, you actually provide something I don't get by just reading the notes myself.
@@plzletmebefrankEmancipator was killing Behemoth chargers in about 10 shots for me when focusing a leg.
BTs were taking more like 12-14.
Impalers also around 10.
Frankly it felt amazing. Sometimes if I had time I'd just hop out with my recoiless, pop a titan and then keep on trucking along. Would probably work even better with Quasar since no manual reload.
With the spear if you're 25 meters away it's a guaranteed head shot for titans
Thank you Eravin for your good work covering the updates ❤👍
doin my best, thanks for watchin :)
Part of me likes the idea that the tank has the front plate as AC6. It is, after all, a tank. If my memory serves though, the barrel is just part of the turret and not the front plate, and therefore has the rest of the turret's armor class. Does a hit to the barrel also use the side breakpoints?
Is the artillery barrage tank variant using the same HP pool as the shredder and annihilator? I felt quite a bit more tanky last patch but seems in line now.
Great video regardless!
someone, I think ThiccFilA, tested and yes, barrel has side breakpoints.
One shot to the MLRS launcher and it blows
A new strat I'm seeing folks use to deal with wanting to use the Commando, EAT, or Spear etc to make up for the damage loss they get from not using the Recoiless, is to equip the basically unlimited use 110m Rocket Pods to soften the enemies up (which has also been buffed). Then you can live out kill fantasies with the other support weapons or come really close to what would be done with the Recoiless. Just giving an option which is the best thing about this patch, there are actually options.
I will say I have had a hulk survive a recoilless rifle shot, and I hit it in the arm. I know you say that it transfers 80% of the damage to the rest of the body, but I shot a flamethrower hulk in the left arm and it blew the arm off but it needed one more rocket to take it down
Far as I understand, it only transfers 80% of the limbs actual HP lost, rather than 80% of the weapons total damage. So that would be a potential explanation. Same reason why it's possible to clip a hunter in the wing with the AMR, and have it survive with only the wing coming off. I've always liked how Helldivers2 throws out the simplistic single HP pool, and requires you to think more realistically about how to harm something.
Thanks for testing because I’m unsure if my EAT is either one-shot or two shots on the head due to most of the heavy enemies either dying by just one or two on my games
Also is there a chance that you’re going to make testing videos with primaries and how’d they do against heavies? That will be useful and awesome
The RLR also oneshots Factory Striders in the bay doors, not just the eye.
And to the cannon barrel of Cannon Towers and Annihilator Tanks