what? no? the damage hasn't changed it has a faster fire rate and less recoil but can't lob shots over cover anymore because of the fire rate increase it's dps went up every person I've seen test this has said that it's better now
Should put the Eruptor in there too. AC is doing what the Eruptor dreamed it could do with faster RPM and better explosive damage. I just hope they either raise the AP or give the explosive damage a buff back to around 300. It was 340 before and and felt like it needed Shrapnel on top of it, but they nerfed it to 225 with the shrapnel dealing 115.
Yeah its terrible now since you cant arc your shots over long distances anymore. All plasma weopon shots suffer from drag now meaning they lose velocity quickly and dont shoot as far anymore. Scorcher could hit things 300m away accurately with no recoil. The quick uncharged shots of purifier dont have much range either
Shield Generators are NOT losers this patch. The damage soaking feels a lot better, radius increase actually helps a lot, and super Helldive players bring these all the time. This can be improved, but it is not a loser in comparison to the machine guns
Airburst I wouldn't say is a loser. Airburst does double damage now from 250-500 per bomblet. It can take out hulks and chargers now. It can even take out fabricators if you shoot at the vent. Damage wise it does what it is supposed to do. The only issue is that it denotates too easily from random dead bodies along its course which sometimes can be too close.
Same goes for the Bubble shield, the increased size and using it as cover for friendlies since its buff and duration nerf has been great. Dunno how a bigger shield can't be worth using
the problem is not the damage of the airburst - bomblet spread out way too far from the first explosion, thus why the damage fall off so much - the missile can sometime detonate to your face because of corpses de-sync (corpse is still there for everyone else but on your end it already disappear) - no stages reload if they somehow fixed those 3 problems, airburst is gonna be a great pick for "jack of all trades" right now i hate using it because of how trigger happy that missile detonate on random objects and corpses. can't help anything to my team beside accidentally team kill and myself
The airburst needs to be manual detonation similar to how noob tubes work in Destiny. It should work where if you hold the trigger after firing, only detonating when the trigger is finally released. If you dumb fire it, it should just detonate on impact. This way, it cuts down on premature detention due to one random enemy that is in the path of your shot.
I'm here to make a case for the HMG, the increase in its magazine size is exactly what it needed. Machine guns serve a role, especially against bots for suppression fire. Many people don't know that when you suppress enemies, they shoot worse (bots) or get disoriented and move slower (bugs). The larger magazine also allows the HMG to fulfill that role, because it didn’t have enough ammunition before. I use it with the supply pack and smoke grenades, and I serve as support for the team's advance in superhelldive level 10.
Important role, diver. I run the HMG often as well, and pair it with the guard dog liberator for cover while reloading or when getting mobbed by hunters.
I used to poo poo the idea that it was a giant assault rifle, but now I just use it the same way I do with the Adjudicator. It's a single shot rifle with a drum mag. I actually wish it had burst fire, lol.
That ammo buff was desperately needed. I too run the HMG with the supply pack or the guard dog liberator. I love being the big gun guy. The only thing they need to do is revert that angular nerf that they gave it on part 1 of the 60-day patch. How much that thing jumps around even when you shoot in burst that angular change is noticeable as well as the durable damage reduction. I miss being able to dump 3/4 of a MAG into a factory strider belly. SUPPRESSING FIRE!!
@@ilovedemocracyy Here’s the thing: the HMG should never be used in a stealth run under any circumstances. Its purpose is to make noise, draw aggro, and suppress the enemy, allowing your squad to take out targets and advance safely. The devs' changes are also leaning in that direction.
Not being able to aim midair with a jump pack is considered a bug. In the latest patch notes, it's considered Medium Priority: "Players are unable to shoot properly while in the air using a jetpack" 12:03
As a shield generator enjoyer, I resent the idea that the shield gen was a loser. I already took the shield generator in almost every bot mission, and whenever I don't have it I suddenly realize it because I tried to input the stratagem and it didn't get called down. It gives enough protection for a short time for you to do anything you need to do in that area, whether that's calling down any necessary stratagems you need, defending a hell bomb, or protecting the person operating a terminal from stray shots. It's also able to defend against a group of gunships long enough for you to kill all of them with an eruptor, senator, anti-materiel rifle, or recoilless. It's on a 90 second cooldown or less (with ship upgrades) so you almost always have it when you need it so there's no worry about whether you need to save it for later or not, and with the instant deploy ship module, you basically just have an instant safe space on demand. It does go down fast if you call it in while you're being shot by literally every enemy on the map, but if I play a super helldive without it, I won't be able to kill hulks, rocket devs, or gunships since I'll be ragdolling the whole time. If you feel like the shield is about to be overrun, just leave it behind. Like you said, it doesn't last that long so even if the enemies get a second of protection, they'll either walk out of it towards you, or it'll turn off before you can turn around and shoot them. I've never had a mission where I regretted taking the shield gen. My usual loadout in bot missions is: Medium armor (medkit or democracy protects). Primary: eruptor or diligence counter sniper. Secondary: senator. Grenade: thermite. Stratagems- 1: 500kg 2: eagle strafe/cluster or orbital gatling 3: shield gen 4: supply pack, recoilless, or spear. When you have 4 gunships, missile devs, heavy devs, or even bot artillery shooting at you and you need a second free of ragdolling in order to kill them, the shield gen is able to give you that second you need to aim properly and take your shot. The role I take is generally either drawing aggro away from my teammates, or yoloing sub objectives. Because I take the shield gen, if any allies need help with gunships from across the map, even if I'm under fire from somewhere else, I can just pop it down and start shooting the gunships for a second before getting back to my own thing. Tl;dr I love shield gen don't ever insult my boy like that again
You forgot, Stalwart got a buff in the first patch from 60 - 70 damage when they buffed the liberator and a huge ergo buff. 25 rounds for the HMG was a huge 33% magazine increase. The MG getting 25 rounds was also a great buff considering it carried the best ammo to pen ratio. LMGs feel underwhelming only if you don't understand your a specific role and not a do it all.
@@HelloToTheJelloFTW the comment talks about all machine guns you say "it", singular, got nerfed broadly the machine guns were buffed the only nerfs were a slight high angle penetration nerf to the HMG along with a significant durable damage nerf to the HMG apart from that they did all three get significant buffs
The Losers: Plasma Punisher received a "stealth" nerf. It is no near the weapon that it was. I used this for a long time against bots, and in my opinion it went from an A tier weapon to a C tier for bots. They need to revert it back and keep the speed buff they added.
I think what happened to PP is a bug, the arc itself shouldn't be much of an issue, but it seems to have a weird issue with bullet hitbox being super inconsistent
You use to be able to use it as a motar. The arc was also favorable to hitting exposed spots on BT as well. The plasma punisher had great utility and that’s the part they ruined. It really felt unique pre patch
Finally they upped the mag size for liberator penetrator. Easily my fave new primary now. Just so much fun to use. Was hoping they would buff it to at least 40 rounds per mag and we got 45. Happy days!
It ain't bad definitely, it's got some use and roll on the field now. It ain't the best, it a top tier considering they gave the flak to the autocannon now, but it can be fun and effective now.
@@itseasymodeThe reload time has improved significantly this patch. It is much easier now to get of a second shot. Besides the autocannon an recoilless have this problem too and nobody is complaining about them.
The Jump Pack was absolutely God-tier against bugs BEFORE the patch. It's a get-out-of-jail-free card on a 20 (now 15) second cooldown, that could also help you cross the map or even occasionally take high ground where the bugs couldn't even hurt you at all. The changes since the patch have actually been a bit mixed because now it ragdolls you like hell, but it's still good either way.
I like the buffs for mgs but i agree its not enough considering they get out classed by flamethrower/arc thrower/lazers I hope they add a ship module for mgs that allows a belt fed ammo pack to drop with it. Removing the need to have a supply pack and freeing up a slot
the machine guns are much better and not a looser. especially the heavy. now it has 100 rounds instead of 75 and it changes so much. my top weapon for super helldive
i cant believe you didnt cover the fact that recoilles can now also do big AOE attacks! Really excited about that Edit: [INFORMATION PROVIDED UNDER INVESTIGATION FOR TREASON: MISINFORMATION]
I was thinking about throwing it in here, but ended up just mentioning the AutoCannon flak since I think Recoilless ammo is still better spent on purely anti-tank rounds.
Good recap. I really love the patches. They bring back the fun. Yes indeed some weapon did not receive enough attention. I call the second patch : The plasma rework party. All the plasma weapon have been redo.
12:15 iirc the known bugs/issues section in their patch notes talks about not firing weapons correctly while jumping with the jet pack so hopefully we'll be able to shoot while using it soon
Good vid, some great points. I'm suprised you didn't say Plasma punisher in the losers, I heard a lot of players don't like the gun anymore. I also have difficulty with the anti-tank mines. They don't go off when we step on them but they can be shot at, other strategems set them off, and the cooldown is still quite high.
I think they should make the airburst leave puddles of burning napalm on the ground or clouds of toxic gaz to give it an edge like a slow very longrange flamethrower/gazthrower. Plus, it could have 2 types of ammo that changes the dispersion of pellets. The first one being what we have now and the second one being a cone shaped forward. The idea here being that if you are far away you use the classic spread but if you are at close range you can still use it without blowing yourself or your teammates with a very controlled and focus spread of explosion
I love bringing sentries! Kill counts are through the roof! Wish stalwart got a bit more love but I still enjoy using it. The shield generator I feel should be able to regenerate if downed, but I see it way more often nowadays
1,000,000% agree on the aiming while jumping with the pack. I tried it yesterday and was super sad. So I thought about a Super Earth Flag waiving in the peace and freedom we've claimed in our universe.
Shield gen relay should have A) a stun effect on enemies as they come through it so it helps vs bugs- possibly very minor damage to kill scavengers as well. And B) a console or something attached, so players could enter a short code (5 inputs) to refresh it back to full power- that way it has some use by default, but can take a player out of the fight to give it much longer, maybe even functionally infinite uptime.
I find your statements about the Sentry's funny. Not false or wrong, just that I round out my builds with an Orbital or an Eagle strike and carry at least 1 Sentry. Sometimes 2, and now I just rock 3 with a support weapon lol. Most people bring a bunch of eagles and orbitals. Also this latest patch idk what they did but smaller enemies don't instantly prioritize the sentrys. You're still a bigger threat unless you're too far away from them. They're really good at serving as distractions too or covering my flanks if i position them correctly. So many times i look at them and wonder "what are you shooting at" and see this hoard of enemies coming from an angle I wasn't paying attention to but it's closer than the other group i was just killing. Don't even have to worry about Bile Titans and Tanks/Chargers/Hulks. Auto Canon and Rocket Sentry's chews through them like butter. With my own AC/AMR/HMG I can help kill those bigger targets faster so it just makes clearing breaches/drops so easy. Instead of using Orbitals or Eagles with such little value since I can just toss a few thermites at larger enemies i just rock the Mortar Sentry as well now to help with clearing hoards of enemies. I've also gotten used to dancing around their LOS and where they might shoot so I can even run into the enemy hoards while they're shooting at them and be fine. The game feels so much more fun now since all the weapon and enemy changes. Now difficulty comes from there being a bigger mass of enemies is just amazing now. And not just a massive amount of tiny hunters either. HD2 Proved Glaze Divers wrong with these patches.
I think one thing they could perhaps do for the airbust to finally give it a reason to exist could be to have it create chained explosion in an area for a set period of time. Like for exemple imagine if instead of what we got it just kept constantly exploding for 3-5 seconds, a duration equals or slightly lower than its reload times. It would instantly make it viable and make it unique. They could lower its damage a little if needed but it would make it the best rpg to clear bug breach and its relatively low total ammo would keep it from being completely broken. And to make it fully viable make it so that if you hold the trigger instead of quickly pressing it override the proximity sensor and allows you to blow it up whenever you release the trigger (or before if it directly hit something before)
the extra pen for the senator is divine, now that it does 100% damage to AP3 makes it feel like a genuine handcannon. Not to mention that the regular guard dog backpack now has the Lib Pen ammo and 45 bullets per mag making it a second primary with aimbot
Supposing you are not alone, the mg, the stalwart in particolary, it’s a beast now against the bots too. If you pick a primary with high penetration, the stalwart can manage hordes of bot like devastator berseker and other minions in a blink of an eye, if you know how to shoot and where to shoot. The must for the SW is the reload in run, allow you to move to another position. Let the other helldivers of your team, deal with big targets, protect them from the others.
I think the airburst would be among the top tier if you could program the ammo to detonate after it travels a designated distance. Allowing the player to spot a target to get the distance, adjust the detonation distance, then aim it higher or lower to determine the radius of the bomblet distribution
I was really excited for stalwart to receive a 'big buff', I could've sworn that they said it at one point in one their streams, I was so disappointed that my main stratagem gun 'upgrade' was so underwhelming.
I feel like the air burst launcher would definitely benefit the most out of programmable ammo. Grenade launcher and air burst can be treated as counterparts in that regard, with grenade launcher packing gas grenades and even smoke grenades, while air burst can pack napalm or even single target armor piercing.
The shild generator would be great if they add like a cloak so enemyes dont see you in it and like a decoy maybe enemies can see reflection of you devirting them from your real position.
If you have a good duo, one of you take auto cannon and the other takes air burst, carry each others packs and and reload for the other depending on what the situation needs and you have incredibly underrated versatility
I think the Air-burst should be a Select Fire Mode for the EAT rocket, that way you can call in two EATs, and use them as Anti-Tank or if you have Flyers or Gunships swap to air-burst.
I honestly don't know why people are saying the purifier is "broken" bro the rapid fire thing is a complete gimmick it isn't practical or useful at all. WAY too ammo inefficient when going full auto, you basically waste all your ammo after 2-3 engagements at higher difficulties. Any decently skilled and knowledgeable player will immediately recognize this issue. I and others agree that charging ALL of your shots is the most efficient and practical way to use this weapon, you basically never need to use the primary function because its a complete waste. The only time I have ever found myself using non charged shots is when I have like 1-2 hunters get too close, even then it still feels like a complete waste of ammo. If you want to go full auto then just switch over to the scorcher, at least then you are getting the most out of your ammo economy/dps.
Ngl an idea i had a while ago with the gas change was to give "some" weapons a high multiplicative damage modifier against non-lethal body parts, initially i though that's what the sanitizer & dog breath would have, like they would be good at destroying arms & legs to impaire enemies or remove a layer of armor instead of the confusion mechanic (that should have been for the smoke stratagem btw) maybe they could also give the airburst something like this so it would be good at clearing small mob hordes & ok at impairing medium enemies
what do you call a medium enemy the airburst rocket launcher right now does kill medium enemies like alpha commanders, bile spewers, devastators, berserkers etc. do you want to take that ability away from it, making it even worse?
A little late, but if like me, you liked using the OPS, you might be a bit dissapointed with its lack of buffs within the buffdivers patches. The MG sentry is its replacement. Now I preface this with 2 things. 1, its not a total replacement as the OPS has aoe explosion making it better at destroying bot fabs, bug holes and shipping crates. 2, I use my own listed times for cooldown (with I think all time reduction upgrades including the morale augmentation (5% cooldown reduction across the board)). That stated, the juicy part. They have the same cooldown time, 77 seconds (for me). So like how before you needed a direct hit and got a bit of aoe, you still need a direct hit, with the upside of if you miss, it will double as a distraction and a bit of hoard clear. So with the mg sentry you get a tacticle impact hellpod with the bonus of a MG that shoots shit afterwards. Its not as easy to land the ball with how bouncy they can be, but with such a short cooldown its not the worst deal. If you are unsure what to take, try the MG sentry again. Try weird shit with it. You have a short cooldown and some decent dps while taking some agro off you.
The shield generators are pretty decent on bot missions imo. When combined with sentries, they can really help protect said sentries from rocket striders and other hard hitting automaton weapons. Also works great with the hmg, and the cooldown is just so low!
So much for shield relay, its definently better then the shield backpack. And jokes for getting one shot, this thing can tank a rocket barrage tank, heavy cannon shots & a hail of bullets. This thing is definently better to build defences & hold ground before its shield barrier breaks.
Heavy armor can still be one shot by rocket strider’s rocket. Those rockets may not be do much damage to explosive resistance armor but the impact damage won’t be decreased.
As a machine gunner I agree that it feels like there's something just missing at least from the HMG. I think the Stalwart is fine for what they have it designed for. The medium machine gun is cool although I think you could use 10 more damage, just make that weapon do it even 100 dmg. Give HMG its durable damaged back and revert the angular change. I will say I am very happy with the additional 25 rounds.
i think they could fix the airburst if they gave it a tracking dart option so all missiles from the next round will redirect towards a target. then it could have some anti tank function and it would hopefully not blow up in your face as i remember it frequently doing. it would also just look cool to see your missiles seperate and then swarm some enemy.
The shield relay is awesome now. My team can easily do difficulty 10 with 2 of them. 2 players shield relay and a few sentries and then 2 players orbitals, Eagles. Its really good. Shield relay still gets destroyed after 10 seconds often but that 10 seconds is enough to give the sentries the upperhand and destroy the most bots.
holy shit seeing you tank that sawblade attack from the hulk AFTER falling in heavy armor was WILD. so glad we're back edit: man the rest of this was some good bait lmao
I'll take the HMG ammo buff no complaints, the extra 25 rounds makes it a viable option for hoard clearing, as well as able to cut med and heavy enemies in half!
I'm still hoping they add the dark fluid pack as an alternative expendable jetpack. Low cooldown in exchange for a strong and fast jetpack that can damage enemies, but it can only be used a few times before you gotta call in another one.
Kinda a niche support stratagem but I feel like the ballistic shield got a nerf to its durability, I swear it used to be able to take 2 tower cannon shots before breaking. Sure you’d probably get flung across the map or knocked down and shot by other bots but even then you could just pick the shield back up when you drop back in, now it feels to brittle and I haven’t been able to engage in more than one fight with the same shield since the first buff divers patch
for people who want to be tanks, go grab the salamander armour for the bots and whatever suit u like on the bugs. (salamander makes u 75% immune to fire so u can just charge a hulk with no problem)
Honestly, the Airburst isn’t a loser at all. The double dmg + faster reload is really noticeable, wich up’s it’s performance. It can kill hulks now, kills patrols most of the time with 1 shot, and kills Gunships pretty reliably
"i haven't timed it myself but it feels like it's less than 30 seconds, maybe 45 if we're being generous" one look to the wiki; it lasts exactly 30 seconds
crossbow>purifier. Yeah, purifier has a bit more utility if you are willing to burn all your ammo spamming, but it loses significantly by being much less quick-on-the-draw than the crossbow. Needing a full 1 second to charge up leaves a lot more time to get yourself killed before you can get that shot off, and for enemies that take multiple hits the overall fire rate (full charged) is also a lot lower.
In regard to the jump pack, I think we should get a hover jet pack. It’s kinda dumb that we’re playing in the future and no one’s developed a “hover” jet pack
18:15 man i love taking this and the HMG emplacement together to protect myself especially on bots because you're a sitting duck with the turret even better than taking up a backpack slot with the portable version. Big sad.
Completely disagree with the shield generator the amount of times its saved a whole team in super helldive i can't even count especially when things are getting chaotic and you need time to regroup and reload
Feel like you were very harsh on some of the "losers", the airburst is pretty bad but my god when it hits it hits hard, the shield can be useful for getting a bit of breathing room (still not enough but it has its uses). While they didnt become significantly better they definitely became more usable and got better at their niche.
Patches have been amazing although I feel there should be no life time limits for sentries (let them run out of ammo or get blown up) and the shield relay def needs a longer lifetime and possibly more health.
Honestly i said this before but i feel like there should be a high tier ship upgrade that adds a 5th stratagem slot that would strictly be for utility or non weapon / attack stratagems This would give the strats like the smoke eagle or ems a better chance to actually shine Alternativly it could be a bonus slot item that gives you en extra non leathal stratagem slot
Eruptor fan here to report the Stalwart is the ideal support weapon for me. None of the secondaries are good enough at horde clear to support a sniper primary and the other MG supports require you to be stationary to reload which is a dealbreaker for me. Stalwart is basically the perfect mix of mobility and rate of fire for me. Hell I run it set to the lowest rpm for sustained fire.
Yea I feel like the shield should have either higher passive regen or hp or both, and also not have it be on a timer since it already goes down when it’s hp hits 0 but also make it so you don’t have 2 shields out at once
Totally fair! These are just my opinions as a humble diver. Honestly, I don't think anything is bad. I just wish the MGs were a little better. I think the Stalwart is one of the most fun guns in the game tho
@@itseasymode it would be amazing if we got something like an incendiary MG or something along those lines. But the only things I've really wanted to be introduced or added to the game is a new emplacement weapon like the Mounted HMG, or new gas stratagems like a barrage, lol.
I feel you missed the Exo suits bad in the loser slot. A 10 min stratagem with only 2 uses, and they can die from 2 autocannon shots. Are weak to AP 2 on their main chassis, and still have issues with ammo. Thats not even mentioning that you cant bring 2, just 1. Its like the old anti-air bot modifer. The mechs need to be given a repair and rearm or something that makes them worth the 10 minute cooldown, and to enable us to bring however many we want. The mechs need something that people can build off of.
I'll talk about it when I rank everything, but this video I was mainly focussed on the things that got big changes. If I recall correctly, Exosuits didn't get changes in this patch, so I didn't include them. But yeah. They'll be in my stratagem tier list video for sure.
@@itseasymode They did recieve a couple changes in the first round, but overall they are still very poor when compared to how much you can do with other strats.
^ For the jetpack/jumpack AH included in their patch notes that it is currently a bug where we can't shoot properly while midair. So your fantasy of raining hellfire enemies with a 'nade launcher will soon come true!
BTW I should have put the Punisher Plasma in losers. The Plasma change has caused it to do significantly less damage.
RIP to my baby 😢
what? no?
the damage hasn't changed
it has a faster fire rate and less recoil but can't lob shots over cover anymore
because of the fire rate increase it's dps went up
every person I've seen test this has said that it's better now
12:12 wdym with aim... Bruh Just hipfire
But did u notice that U can't Chat while using the Jetpack?
Edit: affirmative, i need supplys.... That one!
Should put the Eruptor in there too. AC is doing what the Eruptor dreamed it could do with faster RPM and better explosive damage.
I just hope they either raise the AP or give the explosive damage a buff back to around 300. It was 340 before and and felt like it needed Shrapnel on top of it, but they nerfed it to 225 with the shrapnel dealing 115.
I agree with the Punisher, i want the lob back!!!
Yeah its terrible now since you cant arc your shots over long distances anymore. All plasma weopon shots suffer from drag now meaning they lose velocity quickly and dont shoot as far anymore. Scorcher could hit things 300m away accurately with no recoil. The quick uncharged shots of purifier dont have much range either
Purifier going from worst gun to the best was insane😂
Glad it got the buff it deserved . This + verdict buff makes polar patriots WAY better.
It had it's redemption arc
Not really, most guns still can't rescue you from being surrounded by hunters, the purifier may even damage you in this kind of situation
@@jcgongavoe337 use secondary or punch attack dive and get distance
@@jcgongavoe337quick fire clears hunters quite well and barely damages you at point blank
4:18 DID YOU JUST TRY TO SHOOT DOWN SUPER EARTH FLAG? I'M REPORTING YOU TO MY NEXT DOOR DEMOCRACY OFFICER RIGHT NOW!
BRO THE POLE WAS BLOCKING MY SHOTS LOL
@itseasymode Both with, and without reason....
*Treason remains treason.*
⬆️➡️⬇️⬇️⬇️
Shield Generators are NOT losers this patch. The damage soaking feels a lot better, radius increase actually helps a lot, and super Helldive players bring these all the time. This can be improved, but it is not a loser in comparison to the machine guns
Yeah it is my guaranteed pick for bots
In kinda got an win and an lose
Before it could regenerate when it got broken
Now it doesn't
@@R-XI_Sullayeah but at the same time it constantly regenerates which means that it can survive constant fire and heal through it.
So much fun with the HMGE
not all the time, from my experience. I’ve only seen people bringing these in the raise-the-flag missions
Airburst I wouldn't say is a loser. Airburst does double damage now from 250-500 per bomblet. It can take out hulks and chargers now. It can even take out fabricators if you shoot at the vent.
Damage wise it does what it is supposed to do. The only issue is that it denotates too easily from random dead bodies along its course which sometimes can be too close.
Same goes for the Bubble shield, the increased size and using it as cover for friendlies since its buff and duration nerf has been great. Dunno how a bigger shield can't be worth using
the problem is not the damage of the airburst
- bomblet spread out way too far from the first explosion, thus why the damage fall off so much
- the missile can sometime detonate to your face because of corpses de-sync (corpse is still there for everyone else but on your end it already disappear)
- no stages reload
if they somehow fixed those 3 problems, airburst is gonna be a great pick for "jack of all trades" right now i hate using it because of how trigger happy that missile detonate on random objects and corpses. can't help anything to my team beside accidentally team kill and myself
The airburst needs to be manual detonation similar to how noob tubes work in Destiny.
It should work where if you hold the trigger after firing, only detonating when the trigger is finally released. If you dumb fire it, it should just detonate on impact.
This way, it cuts down on premature detention due to one random enemy that is in the path of your shot.
I'm here to make a case for the HMG, the increase in its magazine size is exactly what it needed. Machine guns serve a role, especially against bots for suppression fire. Many people don't know that when you suppress enemies, they shoot worse (bots) or get disoriented and move slower (bugs). The larger magazine also allows the HMG to fulfill that role, because it didn’t have enough ammunition before. I use it with the supply pack and smoke grenades, and I serve as support for the team's advance in superhelldive level 10.
Important role, diver. I run the HMG often as well, and pair it with the guard dog liberator for cover while reloading or when getting mobbed by hunters.
I used to poo poo the idea that it was a giant assault rifle, but now I just use it the same way I do with the Adjudicator. It's a single shot rifle with a drum mag. I actually wish it had burst fire, lol.
That ammo buff was desperately needed. I too run the HMG with the supply pack or the guard dog liberator. I love being the big gun guy. The only thing they need to do is revert that angular nerf that they gave it on part 1 of the 60-day patch. How much that thing jumps around even when you shoot in burst that angular change is noticeable as well as the durable damage reduction. I miss being able to dump 3/4 of a MAG into a factory strider belly.
SUPPRESSING FIRE!!
HMG got a big stealth nerf last patch (durable dmg 50 -> 35) and extra 25 rounds is a good change, but not enough compared to the nerf it received.
@@ilovedemocracyy Here’s the thing: the HMG should never be used in a stealth run under any circumstances. Its purpose is to make noise, draw aggro, and suppress the enemy, allowing your squad to take out targets and advance safely. The devs' changes are also leaning in that direction.
Not being able to aim midair with a jump pack is considered a bug. In the latest patch notes, it's considered Medium Priority: "Players are unable to shoot properly while in the air using a jetpack" 12:03
Ooo I didn't notice that. Hopefully this gets fixed!
As a shield generator enjoyer, I resent the idea that the shield gen was a loser. I already took the shield generator in almost every bot mission, and whenever I don't have it I suddenly realize it because I tried to input the stratagem and it didn't get called down. It gives enough protection for a short time for you to do anything you need to do in that area, whether that's calling down any necessary stratagems you need, defending a hell bomb, or protecting the person operating a terminal from stray shots. It's also able to defend against a group of gunships long enough for you to kill all of them with an eruptor, senator, anti-materiel rifle, or recoilless. It's on a 90 second cooldown or less (with ship upgrades) so you almost always have it when you need it so there's no worry about whether you need to save it for later or not, and with the instant deploy ship module, you basically just have an instant safe space on demand.
It does go down fast if you call it in while you're being shot by literally every enemy on the map, but if I play a super helldive without it, I won't be able to kill hulks, rocket devs, or gunships since I'll be ragdolling the whole time. If you feel like the shield is about to be overrun, just leave it behind. Like you said, it doesn't last that long so even if the enemies get a second of protection, they'll either walk out of it towards you, or it'll turn off before you can turn around and shoot them. I've never had a mission where I regretted taking the shield gen.
My usual loadout in bot missions is:
Medium armor (medkit or democracy protects). Primary: eruptor or diligence counter sniper. Secondary: senator. Grenade: thermite.
Stratagems- 1: 500kg 2: eagle strafe/cluster or orbital gatling 3: shield gen 4: supply pack, recoilless, or spear.
When you have 4 gunships, missile devs, heavy devs, or even bot artillery shooting at you and you need a second free of ragdolling in order to kill them, the shield gen is able to give you that second you need to aim properly and take your shot.
The role I take is generally either drawing aggro away from my teammates, or yoloing sub objectives. Because I take the shield gen, if any allies need help with gunships from across the map, even if I'm under fire from somewhere else, I can just pop it down and start shooting the gunships for a second before getting back to my own thing.
Tl;dr I love shield gen don't ever insult my boy like that again
Preach it, preach it.
AMEN BROTHER SHIELD GENERATOR GOATED FOR BOTS
YES! Thank you!
You forgot, Stalwart got a buff in the first patch from 60 - 70 damage when they buffed the liberator and a huge ergo buff. 25 rounds for the HMG was a huge 33% magazine increase. The MG getting 25 rounds was also a great buff considering it carried the best ammo to pen ratio. LMGs feel underwhelming only if you don't understand your a specific role and not a do it all.
The machine guns got their damage buffed in the patch before this one. The increase in mag size is a huge W
I believe it actually got nerfed
@@HelloToTheJelloFTW
the comment talks about all machine guns
you say "it", singular, got nerfed
broadly the machine guns were buffed
the only nerfs were a slight high angle penetration nerf to the HMG along with a significant durable damage nerf to the HMG
apart from that they did all three get significant buffs
Purifier
Senator
Thermite
Gatlin sentry
Spear
Laser
Napalm barrage or 380mm
10:48 you not picking up that rare sample has actually made me depressed and made me lose sleep over it
The Losers: Plasma Punisher received a "stealth" nerf. It is no near the weapon that it was. I used this for a long time against bots, and in my opinion it went from an A tier weapon to a C tier for bots. They need to revert it back and keep the speed buff they added.
Can you go into detail about the nerf I've yet to use it
I think what happened to PP is a bug, the arc itself shouldn't be much of an issue, but it seems to have a weird issue with bullet hitbox being super inconsistent
You use to be able to use it as a motar. The arc was also favorable to hitting exposed spots on BT as well. The plasma punisher had great utility and that’s the part they ruined. It really felt unique pre patch
@@Guest-iy3tc woah
The Constitution should have Heavy Armor Pen, stripper clips, and then that weapon would be viable considering it is a bolt action.
Finally they upped the mag size for liberator penetrator. Easily my fave new primary now. Just so much fun to use. Was hoping they would buff it to at least 40 rounds per mag and we got 45. Happy days!
Yep that was a buff i was waiting on for a long time
The airburst rocket launcher has the same code as the frag nade so it does 500 per cluster bomb before it was 250
16:50 the air burst may be bad but god is it fun
Deletes any bot patrol if shot from the side.
You madmen, lol
It ain't bad definitely, it's got some use and roll on the field now. It ain't the best, it a top tier considering they gave the flak to the autocannon now, but it can be fun and effective now.
lol yeah it's a fun time when you see that 20 kill streak off one shot... Not so fun when you're stuck reloading for 5 seconds
@@itseasymodeThe reload time has improved significantly this patch. It is much easier now to get of a second shot.
Besides the autocannon an recoilless have this problem too and nobody is complaining about them.
Thanks for making me learn that Purifier is better now i now will always use it for this patch!
Loved purifier b4 buff on bots.. but now oh boy! Free range with that thing!
12:10 it said in the patch notes that that is one of the bugs they are planning on fixing eventually
2:04 NOOOO. DONT USE THAT WORD. THEIR LISTENING. ITS PERFECT.
The Jump Pack was absolutely God-tier against bugs BEFORE the patch. It's a get-out-of-jail-free card on a 20 (now 15) second cooldown, that could also help you cross the map or even occasionally take high ground where the bugs couldn't even hurt you at all. The changes since the patch have actually been a bit mixed because now it ragdolls you like hell, but it's still good either way.
How did the tesla crack tower not get mentioned with sentries?!
I love your upload schedule, never left without entertainment!
Trying to post more :) Goal is 3 videos per week.. Going to be hard but we'll get there!
@@itseasymode darn that's sick! I can barely manage to put one together over 3 months!
I like the buffs for mgs but i agree its not enough considering they get out classed by flamethrower/arc thrower/lazers
I hope they add a ship module for mgs that allows a belt fed ammo pack to drop with it. Removing the need to have a supply pack and freeing up a slot
MGs with a belt mag would be a dream...
@itseasymode yeah they could add a barrel over heating mechanic aswell for balance
2:59 the bug goes flying lol
The fact they put a switch on the Scorcher.... The YNs gonna love this one
the machine guns are much better and not a looser. especially the heavy. now it has 100 rounds instead of 75 and it changes so much. my top weapon for super helldive
nah the durable damage nerf has made it so much worse, they better undo the nerf
@@declicitous1763yeah we need that 50 durable damage back 35 isn't cutting it.
i cant believe you didnt cover the fact that recoilles can now also do big AOE attacks!
Really excited about that
Edit: [INFORMATION PROVIDED UNDER INVESTIGATION FOR TREASON: MISINFORMATION]
Wait, what? AMR also got programmable ammo?
@@r6TrdSlow no it doesn't, I just checked.
AMR? When
@@FazeParticles last time I read the latest patch notes it said it
I’ll get back to you in a sec lemme confirm
Edit: yeah nvm AMR didn’t get anything
I was thinking about throwing it in here, but ended up just mentioning the AutoCannon flak since I think Recoilless ammo is still better spent on purely anti-tank rounds.
Suddenly, I have an urge to use the air burst RL, shield generator rele and maybe a MG.
Hey, I still love using the MGs. They're a ton of fun! I just want them to be little better :)
Good recap. I really love the patches. They bring back the fun. Yes indeed some weapon did not receive enough attention. I call the second patch : The plasma rework party. All the plasma weapon have been redo.
12:15 iirc the known bugs/issues section in their patch notes talks about not firing weapons correctly while jumping with the jet pack so hopefully we'll be able to shoot while using it soon
10:49 the big tragedy is that you skipped this sample
i've been exposed for not picking up samples 💀💀
Fr I hated watching that I need samples so bad L teammate haha
Good vid, some great points. I'm suprised you didn't say Plasma punisher in the losers, I heard a lot of players don't like the gun anymore. I also have difficulty with the anti-tank mines. They don't go off when we step on them but they can be shot at, other strategems set them off, and the cooldown is still quite high.
AC flak rounds are pretty cool, proximity explosion against flying targets and more shrapnel added to the explosion.
The Autocannon has got to be Arrowhead's favorite child.
And as a certified Autocannon junkie, I have zero complaints.
I think they should make the airburst leave puddles of burning napalm on the ground or clouds of toxic gaz to give it an edge like a slow very longrange flamethrower/gazthrower. Plus, it could have 2 types of ammo that changes the dispersion of pellets. The first one being what we have now and the second one being a cone shaped forward. The idea here being that if you are far away you use the classic spread but if you are at close range you can still use it without blowing yourself or your teammates with a very controlled and focus spread of explosion
Airburst is literally ridiculously good.
I'm not a fan. Just my opinion. It's a fun gun, but compared to all other horde clear weapons, it just can't compete imo
I love bringing sentries! Kill counts are through the roof! Wish stalwart got a bit more love but I still enjoy using it. The shield generator I feel should be able to regenerate if downed, but I see it way more often nowadays
12:05 Good news! You not being able to use the jump pack and shoot is in the "known" issues section
1,000,000% agree on the aiming while jumping with the pack. I tried it yesterday and was super sad. So I thought about a Super Earth Flag waiving in the peace and freedom we've claimed in our universe.
Shield gen relay should have A) a stun effect on enemies as they come through it so it helps vs bugs- possibly very minor damage to kill scavengers as well.
And B) a console or something attached, so players could enter a short code (5 inputs) to refresh it back to full power- that way it has some use by default, but can take a player out of the fight to give it much longer, maybe even functionally infinite uptime.
I find your statements about the Sentry's funny. Not false or wrong, just that I round out my builds with an Orbital or an Eagle strike and carry at least 1 Sentry. Sometimes 2, and now I just rock 3 with a support weapon lol.
Most people bring a bunch of eagles and orbitals. Also this latest patch idk what they did but smaller enemies don't instantly prioritize the sentrys. You're still a bigger threat unless you're too far away from them.
They're really good at serving as distractions too or covering my flanks if i position them correctly. So many times i look at them and wonder "what are you shooting at" and see this hoard of enemies coming from an angle I wasn't paying attention to but it's closer than the other group i was just killing.
Don't even have to worry about Bile Titans and Tanks/Chargers/Hulks. Auto Canon and Rocket Sentry's chews through them like butter.
With my own AC/AMR/HMG I can help kill those bigger targets faster so it just makes clearing breaches/drops so easy.
Instead of using Orbitals or Eagles with such little value since I can just toss a few thermites at larger enemies i just rock the Mortar Sentry as well now to help with clearing hoards of enemies.
I've also gotten used to dancing around their LOS and where they might shoot so I can even run into the enemy hoards while they're shooting at them and be fine.
The game feels so much more fun now since all the weapon and enemy changes. Now difficulty comes from there being a bigger mass of enemies is just amazing now. And not just a massive amount of tiny hunters either.
HD2 Proved Glaze Divers wrong with these patches.
I think one thing they could perhaps do for the airbust to finally give it a reason to exist could be to have it create chained explosion in an area for a set period of time.
Like for exemple imagine if instead of what we got it just kept constantly exploding for 3-5 seconds, a duration equals or slightly lower than its reload times. It would instantly make it viable and make it unique.
They could lower its damage a little if needed but it would make it the best rpg to clear bug breach and its relatively low total ammo would keep it from being completely broken.
And to make it fully viable make it so that if you hold the trigger instead of quickly pressing it override the proximity sensor and allows you to blow it up whenever you release the trigger (or before if it directly hit something before)
the extra pen for the senator is divine, now that it does 100% damage to AP3 makes it feel like a genuine handcannon. Not to mention that the regular guard dog backpack now has the Lib Pen ammo and 45 bullets per mag making it a second primary with aimbot
im pretty sure the flame secondary has ap4 as well
Yep I have a fire only setup you’re correct
Correct. Crisper does massive damage to chargers. No good against titans as the range will get you killed.
The airburst got a damage buff btw. Its bomblets damage is based off the time grenade. Doubled its damage
Supposing you are not alone, the mg, the stalwart in particolary, it’s a beast now against the bots too.
If you pick a primary with high penetration, the stalwart can manage hordes of bot like devastator berseker and other minions in a blink of an eye, if you know how to shoot and where to shoot. The must for the SW is the reload in run, allow you to move to another position. Let the other helldivers of your team, deal with big targets, protect them from the others.
I think the airburst would be among the top tier if you could program the ammo to detonate after it travels a designated distance. Allowing the player to spot a target to get the distance, adjust the detonation distance, then aim it higher or lower to determine the radius of the bomblet distribution
I was really excited for stalwart to receive a 'big buff', I could've sworn that they said it at one point in one their streams, I was so disappointed that my main stratagem gun 'upgrade' was so underwhelming.
I feel like the air burst launcher would definitely benefit the most out of programmable ammo. Grenade launcher and air burst can be treated as counterparts in that regard, with grenade launcher packing gas grenades and even smoke grenades, while air burst can pack napalm or even single target armor piercing.
How about airburst stun granades.
Airburst could be better if it did like 50-90% dmg of recoilles to the center target? 🤔
The shild generator would be great if they add like a cloak so enemyes dont see you in it and like a decoy maybe enemies can see reflection of you devirting them from your real position.
If you play mg and stalwart correct theyre great
If you have a good duo, one of you take auto cannon and the other takes air burst, carry each others packs and and reload for the other depending on what the situation needs and you have incredibly underrated versatility
I think the Air-burst should be a Select Fire Mode for the EAT rocket, that way you can call in two EATs, and use them as Anti-Tank or if you have Flyers or Gunships swap to air-burst.
I honestly don't know why people are saying the purifier is "broken" bro the rapid fire thing is a complete gimmick it isn't practical or useful at all. WAY too ammo inefficient when going full auto, you basically waste all your ammo after 2-3 engagements at higher difficulties. Any decently skilled and knowledgeable player will immediately recognize this issue. I and others agree that charging ALL of your shots is the most efficient and practical way to use this weapon, you basically never need to use the primary function because its a complete waste. The only time I have ever found myself using non charged shots is when I have like 1-2 hunters get too close, even then it still feels like a complete waste of ammo. If you want to go full auto then just switch over to the scorcher, at least then you are getting the most out of your ammo economy/dps.
Ngl an idea i had a while ago with the gas change was to give "some" weapons a high multiplicative damage modifier against non-lethal body parts, initially i though that's what the sanitizer & dog breath would have, like they would be good at destroying arms & legs to impaire enemies or remove a layer of armor instead of the confusion mechanic (that should have been for the smoke stratagem btw)
maybe they could also give the airburst something like this so it would be good at clearing small mob hordes & ok at impairing medium enemies
what do you call a medium enemy
the airburst rocket launcher right now does kill medium enemies like alpha commanders, bile spewers, devastators, berserkers etc.
do you want to take that ability away from it, making it even worse?
The lmgs weren't really bad, I don't mind keeping em as is. do still love em.
I think the ABRL has a ton of potential with the new programmable ammo. Incendiary and gas options would be sick
A little late, but if like me, you liked using the OPS, you might be a bit dissapointed with its lack of buffs within the buffdivers patches. The MG sentry is its replacement. Now I preface this with 2 things. 1, its not a total replacement as the OPS has aoe explosion making it better at destroying bot fabs, bug holes and shipping crates. 2, I use my own listed times for cooldown (with I think all time reduction upgrades including the morale augmentation (5% cooldown reduction across the board)). That stated, the juicy part. They have the same cooldown time, 77 seconds (for me). So like how before you needed a direct hit and got a bit of aoe, you still need a direct hit, with the upside of if you miss, it will double as a distraction and a bit of hoard clear. So with the mg sentry you get a tacticle impact hellpod with the bonus of a MG that shoots shit afterwards. Its not as easy to land the ball with how bouncy they can be, but with such a short cooldown its not the worst deal. If you are unsure what to take, try the MG sentry again. Try weird shit with it. You have a short cooldown and some decent dps while taking some agro off you.
The shield generators are pretty decent on bot missions imo. When combined with sentries, they can really help protect said sentries from rocket striders and other hard hitting automaton weapons. Also works great with the hmg, and the cooldown is just so low!
So much for shield relay, its definently better then the shield backpack. And jokes for getting one shot, this thing can tank a rocket barrage tank, heavy cannon shots & a hail of bullets. This thing is definently better to build defences & hold ground before its shield barrier breaks.
Heavy armor can still be one shot by rocket strider’s rocket. Those rockets may not be do much damage to explosive resistance armor but the impact damage won’t be decreased.
As a machine gunner I agree that it feels like there's something just missing at least from the HMG. I think the Stalwart is fine for what they have it designed for. The medium machine gun is cool although I think you could use 10 more damage, just make that weapon do it even 100 dmg.
Give HMG its durable damaged back and revert the angular change. I will say I am very happy with the additional 25 rounds.
Airbust one shotting automaton condenced groups: lmao
i think they could fix the airburst if they gave it a tracking dart option so all missiles from the next round will redirect towards a target. then it could have some anti tank function and it would hopefully not blow up in your face as i remember it frequently doing. it would also just look cool to see your missiles seperate and then swarm some enemy.
At the end of the day divers, we are ALL winners after the adjustments made to our arsenal by the SEAF high command ❤
The shield relay is awesome now. My team can easily do difficulty 10 with 2 of them. 2 players shield relay and a few sentries and then 2 players orbitals, Eagles. Its really good. Shield relay still gets destroyed after 10 seconds often but that 10 seconds is enough to give the sentries the upperhand and destroy the most bots.
holy shit seeing you tank that sawblade attack from the hulk AFTER falling in heavy armor was WILD. so glad we're back
edit: man the rest of this was some good bait lmao
I'll take the HMG ammo buff no complaints, the extra 25 rounds makes it a viable option for hoard clearing, as well as able to cut med and heavy enemies in half!
I'm still hoping they add the dark fluid pack as an alternative expendable jetpack. Low cooldown in exchange for a strong and fast jetpack that can damage enemies, but it can only be used a few times before you gotta call in another one.
Kinda a niche support stratagem but I feel like the ballistic shield got a nerf to its durability, I swear it used to be able to take 2 tower cannon shots before breaking. Sure you’d probably get flung across the map or knocked down and shot by other bots but even then you could just pick the shield back up when you drop back in, now it feels to brittle and I haven’t been able to engage in more than one fight with the same shield since the first buff divers patch
for people who want to be tanks, go grab the salamander armour for the bots and whatever suit u like on the bugs. (salamander makes u 75% immune to fire so u can just charge a hulk with no problem)
Honestly, the Airburst isn’t a loser at all. The double dmg + faster reload is really noticeable, wich up’s it’s performance. It can kill hulks now, kills patrols most of the time with 1 shot, and kills Gunships pretty reliably
The hmg with peak physique on the bots of my favorite and a supply pack is crazy fun
I think some sort of emp pulse that damages, stuns, or outright kills certain bots if they get close enough would be cool
"i haven't timed it myself but it feels like it's less than 30 seconds, maybe 45 if we're being generous"
one look to the wiki; it lasts exactly 30 seconds
18:16
Yeah, haha... For sure, couldn't be me
crossbow>purifier.
Yeah, purifier has a bit more utility if you are willing to burn all your ammo spamming, but it loses significantly by being much less quick-on-the-draw than the crossbow. Needing a full 1 second to charge up leaves a lot more time to get yourself killed before you can get that shot off, and for enemies that take multiple hits the overall fire rate (full charged) is also a lot lower.
I love the verdict now, it’s useful when you need to take put rocket devastators.
In regard to the jump pack, I think we should get a hover jet pack. It’s kinda dumb that we’re playing in the future and no one’s developed a “hover” jet pack
I had to bring down a factory strider using the senator. It was the most badass thing i have ever done.
You can reload the machine gun while in the air using the jump pack.
New stratagem -- trophy system backpack or sentry. Destroys rockets and grenades when they enter the radius without damaging the Helldiver.
This is a fantastic idea. Would love to see this as a backpack.
18:15 man i love taking this and the HMG emplacement together to protect myself especially on bots because you're a sitting duck with the turret even better than taking up a backpack slot with the portable version. Big sad.
Completely disagree with the shield generator the amount of times its saved a whole team in super helldive i can't even count especially when things are getting chaotic and you need time to regroup and reload
Feel like you were very harsh on some of the "losers", the airburst is pretty bad but my god when it hits it hits hard, the shield can be useful for getting a bit of breathing room (still not enough but it has its uses). While they didnt become significantly better they definitely became more usable and got better at their niche.
Patches have been amazing although I feel there should be no life time limits for sentries (let them run out of ammo or get blown up) and the shield relay def needs a longer lifetime and possibly more health.
Honestly i said this before but i feel like there should be a high tier ship upgrade that adds a 5th stratagem slot that would strictly be for utility or non weapon / attack stratagems
This would give the strats like the smoke eagle or ems a better chance to actually shine
Alternativly it could be a bonus slot item that gives you en extra non leathal stratagem slot
Eruptor fan here to report the Stalwart is the ideal support weapon for me. None of the secondaries are good enough at horde clear to support a sniper primary and the other MG supports require you to be stationary to reload which is a dealbreaker for me. Stalwart is basically the perfect mix of mobility and rate of fire for me. Hell I run it set to the lowest rpm for sustained fire.
Yea I feel like the shield should have either higher passive regen or hp or both, and also not have it be on a timer since it already goes down when it’s hp hits 0 but also make it so you don’t have 2 shields out at once
Can say whatever you want but stalwart + shield backpack + eagle strafe and 110 rockets + eruptor and senator is my favorite bot build.
Totally fair! These are just my opinions as a humble diver. Honestly, I don't think anything is bad. I just wish the MGs were a little better. I think the Stalwart is one of the most fun guns in the game tho
@@itseasymode it would be amazing if we got something like an incendiary MG or something along those lines. But the only things I've really wanted to be introduced or added to the game is a new emplacement weapon like the Mounted HMG, or new gas stratagems like a barrage, lol.
Purifier Was a great change. Shield generator needs to last twice as long to be useful
I feel you missed the Exo suits bad in the loser slot. A 10 min stratagem with only 2 uses, and they can die from 2 autocannon shots. Are weak to AP 2 on their main chassis, and still have issues with ammo. Thats not even mentioning that you cant bring 2, just 1. Its like the old anti-air bot modifer.
The mechs need to be given a repair and rearm or something that makes them worth the 10 minute cooldown, and to enable us to bring however many we want. The mechs need something that people can build off of.
I'll talk about it when I rank everything, but this video I was mainly focussed on the things that got big changes. If I recall correctly, Exosuits didn't get changes in this patch, so I didn't include them. But yeah. They'll be in my stratagem tier list video for sure.
@@itseasymode They did recieve a couple changes in the first round, but overall they are still very poor when compared to how much you can do with other strats.
strafing run is now extremely good and wipes out entire patrols with single use
Loser: Dolby Atmos height channels. Winner: Arrowhead for braking them and not bothering to fix them back & keeping my money.
Stalwart has a special place in my heart so imo it never needed the buff in the first place 😅
^ For the jetpack/jumpack AH included in their patch notes that it is currently a bug where we can't shoot properly while midair. So your fantasy of raining hellfire enemies with a 'nade launcher will soon come true!
The purifier is great. This is what other weapons should be brought up too.🎉🎉🎉