For some reason supply pack accidentally got cut out but is still in the tierlist at S tier so what I wanted to say about it was that every time you bring this your team will love you and is one of the flatout best teamplay strats in the game.
Thank you for giving arc thrower the credit it deserves! Much as it's name would suggest, it's a flamethrower sidegrade. It might well be the most slept on weapon in the game, never seen or heard of ANYONE ELSE using it before I convinced a couple friends to give it a second chance. As knowing the downsides of something is key to playing around them, it's important to know that: 1. the arc thrower will fail to launch an arc if the target is behind cover 2. the arc will always target the closest enemy in the auto aim cone therefore, it's best to position yourself like a sentry and angle your fire away from it to ensure you can hit the enemies you have line of sight to. If they fixed the line of sight issues, made it less prone to arcing into teammates, and changed the description so it doesn't LIE TO YOUR FACE (it only works at long range, not at close range) it would probably be really good. Definitely one of the best ways to pick off large swaths of bugs from a distance as they approach, and not a half bad way to chip down chargers either as it ignores armor.
Yup. I saw 2 players using them in the last 5 days. One did the best in the team the other came in second behind me. I’m looking to get it so thanks for the tips
Eagles are just SSS tier in general, the ones that do damage at least. With the upgrades giving you an extra bomb, you can just unload a half dozen strikes in every fight, and then reload for 3 minutes.
What's the deal with the rearm? Why send your eagle back early if it still has bombs left? Would I use this if I had like one bomb left and some downtime? Do I lose that bomb?
@@owendurant7873 think of it as refilling the eagle payload. So if you load in with 2 500kg and 5 clusters if you rearm whatever your eagle numbers are will go on cd and you cant use em. So a big tip is to only use 1 eagle cd. This way you dont lock out a stratagem while its rearming. Also when you are out of eagle cds you dont have to call in the refil command and they will return to get more bombs n stuff. TLDR: All eagle go on cd when refilling and you are locked out. Run 1 and profit.
@@sgtflamingo6532 because it has more important things to do. It will not be shackled to your silly human desires for war, destruction, and vengeance. It has chosen its own path. S tier
Nade launcher is S-tier on bug missions. The absolute insane utility you get from closing bug holes and the massive damage the nades to vs. the two spewer type bugs is insane. Nade launcher is best vs bugs and Railgun is best vs bots IMHO.
For cyborgs, the grenade launcher can take out tanks, turrets and bot drops. Its only struggle is with hulks and ammo. Its a very strong and versatile weapon.
Gatling gun is very good but has 1 major flaw when you use it against automatons, it constantly focuses on dropships which it obviously cant damage. It just ends up wasting all its limited ammo on them and barely kills anything because of that.
This is true, but ive worked out a way to get around it for the most part and will go over it when I deep dive the turret build because you make a good point
Best tier list. Some stuff needs a balance pass for consistency reasons (looking at you 500kg, even though i love you still) and some other things just need straight buffs but good to know at least a large portion of the stratagems are useful in some way.
I can get the 500kg to 1 shot bile titans consistently but it requires a bit of work. they only have 2 attacks which is the spit and the leg skewer dance, both of which takes them a couple seconds to do which is long enough for the bomb to land square under them after calling it in
Strafing Run worse than Napalm? What a joke. Fire damage is useless, smallest bugs will walk right through the napalm and live. Napalm strike is just the regular airstrike but with less damage, less AoE, and no hard-target effect. Strafing run comes out lightning fast and moves forward, making it perfect to clear breaches, thin out bot drops, or wipe out a long train of enemies you've been kiting for a while.
I heard another youtuber say in his HD2 beginners guide video of all places, that the stalwart is bad and not worth buying and it pissed me off because its a pretty ignorant take. Happy to see a tier list that makes total sense.
For the shield generator, I think extended duration or increased damage absorption are solid fixes. However if they don’t do that or want to add to it, I good idea would be and electrocution/EMS affect on bugs and bots when they try to pass through the shield. That way it allows the team to set up a more viable defensive perimeter and buy time to regroup and strategize.
I think it should be completely immune to energy attacks and energy attacks don’t take from the durability the electric on enemies entering would be great to not enough to kill anything notable but enough to just kill scavengers
Like usual, you have the most thoughtful and intelligent tier lists in existence. Not based on "feelings" or "favorites", but on facts and actual utility and opportunity cost. I cannot disagree with most of your placements, which is amazing because I'm a super picky and critical person. The only one I disagree with is the Orbital Laser. While it is immensely powerful, it's limited uses and long cooldown mean that it's one of the harder strategems to maximize it's value. I personally think it's A-tier, but I can see the argument for it being one of the best panic buttons for tanks or bile titans.
Thank you, it's more of a panic button for automatons than anything else becuase itll wipe the screen. Vs bugs I could def see it at A tier if you don't practice charger and bile titan removal while throwing. (it took me quite a few games to get it right) but as you can see now I can remove a bile titan with 2-3 impacts lol
Amazing tier list, glad to see a perspective from someone who has put a lot of time and effort into the game. I’ve been seeing a lot of youtubers making tier lists or builds that just make no sense for higher tier content and are confusing new players. I get the game is new and these youtubers are looking to capitalize off of its popularity, but they’re just making the lives of people still relatively new to the game harder with some of these takes. Glad to see someone waiting to rank things until they’ve put in the time to really form a well thought out opinion.
For shield generator, other than more health i say make its downsides fun. The circumference of coverage starting pretty big, and as it takes damage is shrinks, creating more & more chaos as well as strategy on what to do when it goes away fully when everyone is in w tiny circle back to back
Love this, maybe add a chaotic 2 person activation that turns the barrier red and it reflects all shots back at the senders, killing bots and team mates lol
I want to add on to this with the extra health and say that the shield shouldn't just absorb the projectiles to mitigate damage, but also deflect certain ballistic projectiles such as bullets and rockets to make people aware/concerned of others around them
@@StephenStine i think an even better way would to let use buy the strats right, and then a drop down menu is available for upgrades for them! So lets say, for the shield you can buy a thing that gives a 25% chance to deflect damage back at the enemy. Or maybe for bugs it zaps them sometimes
The mines are B tier, the thing about them is they're REALLY GOOD at holding a place safe and secure. Most stuff can't get past them, and for the incendiary I would say C because they aren't as strong as the regular ones. But when it comes to incendiary stuff, instead of increasing direct damage imo, the burn should get stronger the more fire you hit them with AND all ground fires should slow bugs by 20% and burning should apply "suppressive fire" to the robots. This is how they should buff incendiary stuff instead of buffing their direct damage
I dunno, I personally prefer the tesla tower for that same thing (when fighting bugs). Lasts a lot longer and the range at which it zaps you isn't an issue if you hunker down and take potshots at incoming enemies yourself. Not to mention it draws aggro to itself instead of alerting them to your location if you throw it into a nest/objective, working wonders to clear the area out. They won't even know what hit 'em (or call reinforcements for that matter)!
I followed you on Darktide for a while, and was stoked to see your tier list for HD2! i agree with most everything here except the orbital gatling barrage. i've been running it all the time recently with the additional barrage and cooldown ship module, and that firepower every 72 seconds is awesome to spam for thinning out an objective, breach, chokepoint, or retreat. rail gun and orbital laser handle everything else while i chill in my backpack shield. i've used this combo all the way through helldive, and i actually like that it has a smaller area. you need to be more precise, but you TK a lot less because of it. if it was to be buffed id like to see more, tighter shots, in roughly the same spread it has now.
Barrages ought to auto target objetcives and armor/big enemies. Also explosive damage needs a seroius fix, having to literally nail something with a bomb for it to do any damage is busted. Further its a little weird that eagles come in faster than barrages considering the ship is already in orbit poiningt at what you wanna shoot. They did this they could jump to s tier easy perfect tier list btw
Eagles are patrolling the battlefield at supersoniv speed, why would they be slower than an object being shot from low orbit? And they go back to ship to reload after using their whole arsenal or when sent to reload manually
One thing I find really annoying about the tesla tower is that if you are even just sliiightly elevated on a slope, it will zap you even if you are prone without hesitation
Man Clay you're the goat. How do we get you to 200k subscribers baby?. I was watching some of the other guys cover this game till they made a tearless and they don't know what the truck they're talking about
Same deal, but I think I get more “OOMPH” dropping an Airburst cuz the bugs seem to spawn in large clumps out of the wholes. Like waves. So the airburst drops decimation repeatedly essentially spawn trapping them. And not nearly as much a liability to teammates like Gatling or Cluster bomb can be at times
That seemed like quite a comprehensive list! Personally, I found a lot of value with the Gatling barrage, but on a very specific niche use: with the -1 second Orbital deploy upgrade, it has... only 1 second before firing. So if I find myself surrounded, I throw it at my feet, run a few meters and jumpdive, then keep running - and most of whatever's running at me dies or gets stunlocked by the explosions. It also has a very low cooldown of 80sec. Now, that does not make it busted at all, I can see how it could look underwhelming compared to an Eagle cluster bomb, but IMHO it has that very specific use that can transform an unwinnable situation into a miracle escape :D (As long as you start running immediately after throwing it on the ground, otherwise, well... you just die anyways to your own stratagem) It also weirdly sometimes closes bug holes and benefits from the explosion falloff upgrade, making it surprisingly effective against a lot of bugs. I really can't count how many times I was massively boned and the Orbital Gatling barrage saved my ass in an absolute clutch when playing as my team's scout.
Great Tier List overall! I want to make a point of the ballistic shield if used in combination with the SMG (f2p-Warbond) as you can rock it alongside the shield. I still prefer shield gen backpack+breaker over it but it seems to work very well for some folks on the frontline!
AMR gets exponentially better combine with the Jump Pack. Eagle air strike grenades being sticky is so useful vs Bile Titans and Chargers. Mortar Sentry is good to use in the same way the walking barrage is- huck it outside a base and it will largely handle it. The Rocket Turrets big advantage is that it prioritises heavy armoured enemies more, if you just want anti armour. Personally the shield generator is good just for its incredibly short cooldown- 81 secs with upgrades working is a **lot** of bubbles flickering up. Personally I think the HMG and Tesla tower should share its 90 sec base cooldown, the Tesla tower in particular is very weird at 150 secs- I do really enjoy it because with its infinite duration if you place it well it can be devastating, but it’s a tough sell at the moment.
Now that ive played with the spear i do not see the problem worst case it is an A tier, the thing wrecks damn near everything for the people that says you miss if you are too close it is not a shotgun. You can litterally lock on to a bot base from far away and take it down in 1 shot, then move on and never be at risk of engaging in a fight, with the recoilless rifle aka RPG you need 4 shots to take down a tank the spear+impact nade and the tank is dead unless the spear takes it down. So the spear is just much better at taking down armored targets and allows you to remove problematic enemies before they can become a problem.
it'd be nice to see the shield generator relay deflect small arms fire which would give it more life span since it wouldn't take any damage however rockets and big boy guns would still melt it right quickly. and it would be nice to see it do some damage to things crossing through it to give it a place and purpose in bug missions, but that's just me lol.
As a designated supply mule of my team (i have both latency issues and my own slow reaction time), I would like to add that for the supply pack, when you call in resupply, the supply guy gets BOTH his own ammo and 1 supply pack per box, making it 5 boxes instead of 4, so let the supply guy have at least 1 box and you’ll get more for your cooldown’s worth. Also, if you are not low and would like to take the supply with you on the go, have the supply guy carry it. Also also, please reload before calling for restocking, just like when you resupply you get the refill and a full mag that way.
I'm sure some have probably mentioned to you already but when the Illuminates get added in as the inevitable 3rd enemy to deal with, we might see a little more value on some strategems here (since they're likely to still be very energy/shield based enemies). But even with that in mind on the horizon, the things we currently have to deal with that are lackluster as you say so they could be quite the initial struggle. On one hand that can make for a fun sense of roleplay where we get a new enemy we are mal-adapted to fight, but on the other hand...well having played against them in HD1 it is disappointing to see some of these strategems that were quite good in the first game be this lackluster now.
I love this tier list though i feel like you should put grenade launcher at top A tier or low S tier. The reason i say that is that it helps you deal with factories and nests very fast, like you can speed run through those stuff like its nothing. Yes auto cannon can do the same but the problem comes with reloading. Grenade launcher can easily reload while moving plus it allow you to have the shield generator back pack. Add it with 500KG bomb and railgun cannonstrike and you can easily make a run and shoot palystyle thats also able to deal with big guys when needed. Just my opinion that i thought its worth mentioning thats all. All other things are extacly where they should be as you said. Hope they do balances though.
That's the team comp I like to run vs. high tier bugs. Two with railgun, two with grenade launcher, everybody with shield pack. Nobody dies and you can handle any objective and any enemy with ease. You just have to train your grenade launcher people to not kill themselves and/or their teammates. ;)
@@jlpowell51 I agree on the training part, though I have to say my team is only me and my friend (2 players me and him). Only recently we reached extreme and unlocked the next difficulty with this build. Non of us brought railguns but instead we brought railgun cannon strike and 500kg bomb. When we upgrade our ship we will have 2 railgun cannon strike and 4 500kg bombs making it perfect for killing big guys while we run and do main objective, we use 500kg bombs only when we need to kill up to 3 or more chargers or we fight a bile titan. Other times we just run cus we cant kill everything. It's possible to 100% extreme difficulty in both the bugs and automatons but I have no idea if that will do for the last 3 difficulty. Just have to try and see the result @_@
FINALLY someone who gets why the EAT is so good. Most tier lists completely ignore the weapon completely because they don't understand that it's just so spammable
I’ll be honest, almost level 30 and just now have started using the shield backpack. After really honing my charger bob-and-weave skills with 2-3 chasing me at the same time (impossible-8 & Helldive-9 difficulty) I can genuinely say it really is the best survival strategem in the game hands down, since you can only dodge a horde for so long. I also think, depending on your teammates, one person running a scythe and laser guard dog really helps with conserving ammo for your team with smaller straggler parties of bugs, accompanied by a railgun for the heavies
I just tried scythe and rover bro I died instantly in tier 3. takes forever to kill those big spitter bugs and immediately find 5 or 6 or 7 or 8 in tier 3. definitely isnt very good. whoever takes this loadout is gonna drag the team down significantly.
@@monitorlizard9971 while it’s by no means meta, that’s what the Railgun is for. This is dependent on your teammates being pretty competent and you utilizing good mobility while keeping a fair distance from the bugs. That being said, you should be dropping 300+ kills pretty easily with this build. Whatever stratagems you run should be for chargers and titans. I communicate with my team when running this build to just save their ammo, since I have unlimited to take out the smaller bugs. Also run incindiary grenades. Life saver
Finally somebody who understands the freedom dispensing glory that is the autocannon. I'm still dumbfounded by the number of people that think "lol, its just a worse railgun."
I rewatched it like 4 times to make sure everything was perfect and I still missed something thanks for pointing that out and sorry about it. I made a note for whenever they do a balance pass to talk about it but for now I just pinned my comment talking about what I would have said about it
My problem with the spear is that it only gets one shell per resupply. If it got even just 2 it would make such a huge difference. Having to carry a pack around just to reload that one shell per 2 mins while you wait for resupply is so shit it's insane that it made it to release like that. That's the same reason I don't like the recoilless rifle or auto cannon. They are solid weapons but giving up the ability to have an actually useful pack like the laser rover, energy shield, or supply pack is just never worth it, especially when an EAT or railgun or honestly even the liberator penetrator can do the same thing but better and without taking up your pack slot.
Maybe they could add a minigame to the shield generator and colorize the shield as it is losing HP so when you see it starting to fail you can try to replenish it. I was also pretty disappointed in how the shield gen held up against bots in helldive. I thought it was a glitch because the bubble went down so fast but I watched it recover and then poop out again after a single burst from a hulk.
I like the HMG against the bots, it offers some protection from the front so you have some defense against what's shot at you, other than rockets of course. It also makes you *immune* to hunters (currently) as they just stand next to you and then do nothing The HMG against the bots can take out pretty much everything other than the tanks. It can piece through the shield of the heavy devastators, it can go through the scout striders and you can even kill Hulks with it. The only downside is that you need to hit their glowing red eye which can be hard to do, but it's a one shot kill with the HMG
The gas strike is actually pretty good. Its got a quick cooldown and if you throw it on the bug breach it will kill just about all of the light and mediums as they come out. Racked up 42 kills with one once.
Shield generator needs at least two inherent fixes 1. It needs to stun enemies when they enter inside the shield this is especially important against those bigger enemies that can just walk inside and destroy it immediately, and 2. It needs a much longer up time as well as dome size. The back pack shield not only will tank the same amount of damage but cannot be permanently destoryed and is mobile so it is always being used. If someone wants to support by running the shield gen and something on their back like an auto cannon then these changes would help immensely. As it stands now it is a wasted slot and is hindering your team more than helping
fun fact, you can destroy bot fabricator using eagle cluster bomb but you need to be in specific position (perpendicularly to vent opening with fabricator on your right side) doesn't work every time but it's the best strategy
Yesterday i was doing ems orbital and gas with 120 barrage on suicide mission difficulty, having a blast. (Railgun for heavies that got out) Build works exceptionally well to simply buy time and ensure you really only face chargers or hulks if you engage properly. Embrace the chaos with the 120, enemies do not track you after you throw one and walk away. But i also have max orbital ship upgrades, the cooldowns are so fast, its great
This is the best tier list, but I would only move the orbital gas strike to A or B because of its effectiveness at denying a bug breach from spiraling out of control. Take it for bug missions, and you will notice that it doesn't deserve its placement among minefields.
They could make the shield generator relay work like it does in Halo. Invulnerable for a set amount of time and can be upgraded to stay longer but you can't shoot thru it for an easy win. But it will allow for breathing room in a chaotic fight. Maybe since its a generator it requires a player to keep cranking it to keep it up so they could have a safe haven for defense missions. It would be cool if you could upgrade it to have a much bigger radius as well so you could set it up to have a whole area immune to artillery fire and enemies long range, keeping the fights close quarters and forcing them to come to you.
When they fix armor rating I almost wonder if it'll matter. If I want to be tankier I can just put on the personal shield. Maybe the ballistic shield or jump pack will get more value when they fix armor rating but for now I just don't see where heavy armor would be more useful over light armor. Movement is just so strong. They might have to give heavier tier armor better perks. Less rag doll potential, more resistant to explosive damage, less flinch, can't drop stratagems when being shot. But also extra ammo, more grenades and stims, highly resistant to small damage/arms fire. Faster reload speeds all could be worthwhile buffs to consider to level the playing field.
Wow, finally someone who makes a tierlist with actually good arguments and knowledge. ;) I would put the 110mm Rocket Pods in A Tier instead of B because they 1 hits Tanks, big Turrets, Mortars and most buildings. I am interested in your take on the primary Weapons, because i think there is like a top 6 or so and the rest is so weak, you will not use them past difficult 4 :/ Maybe make one for each Enemy. The "Liberator Penetrator" is not usable against Bugs but pretty solid against Robots.
Yep, he underestimated 110mm Rockets big time. They really one shot tanks, good for putting down softened Titans, deal with fabricators, turrets and mortars with ease. If 110mm killed Chargers and Hulks just as good they would be solid S-tier, probably OP, especially with all hangar upgrades
They do but the aim on the 110 pods has gotten bad after a few patches... I've had it miss tanks when they were moving.... and it has been missing the Stationary turrets... If they fix up the aiming on the 110 pods it would be high A tier if not S
I honestly think Orbital EMS is an easy S tier and probably top 5 in the game. Its like 15 seconds of AOE stun than has a 1 minute cooldown, so you're only without it for like 45 seconds before it comes back up. Throw it on top of bug breeches, bot drops or outposts and it pretty much trivializes the entire fight. It has crazy synergy with practically every other stratagem in the game, my friends very consistently pick up 40+ kills off a stratagem of their own on top of my EMS cloud. It's also great for running away when you accidentally get spotted by a patrol on your way between objectives. Don't feel like fighting that bug breech on Helldive difficulty while running to extraction? Just drop an EMS on it and run, by the time the stun wears off you'll be long gone and they'll almost definitely lose track of you and your EMS will be off cooldown by the time you get to where you're going. Even works as a panic button that you can throw on top of yourself, just make sure there aren't any massive enemies nearby that can get you while you're slowed. Not as many people use it because it isn't as flashy or satisfying as dropping a 500kg on a wave but I don't think any stratagem in the game can match it in terms of value-cooldown.
I think for the Shield Generator Relay there is a lot they can do. For a start, it needs to simply be an absolute shield. Nothing breaks through and the weakness is enemies entering it. What impacts it should be the duration and cooldown. Aside from that, it just needs a quick calldown and setup with a good duration. Visually it needs to indicate how long it has left so people aren't caught out when it goes down. If they keep it being able to be taken down, then the same indicators should be used for the damage it has taken. Tbh they could even make it so people can use the relay like the HMG, sitting at it to extend the duration and increase the shield strength (even size?). lots of options really.
@@ClaystheticsFor sure. There are bigly winners and losers with the weapons. Everyone seems to glow over the breaker, and I'm a fan of the Diligence DMR. I was very disappointed in the performance of the countersniper diligence: The responsiveness of the weapon was just slow, like MG support weapon slow when it came to swinging it to target and tracking. Liberator AP was also a big disappointment to me. Needs a big damage buff to be useful.
I'd pretty much agree with your list here. The only thing I think would be higher in my estimation is the Mortar Sentry. I love that thing. With that and the EMS Mortar, the thing obliterates everything around you. It is very situational, only really good for defence, but if everyone keeps close to it and kills stray trash that gets too close, that thing is amazing. If you have more than one of them? Sit back and relax, enjoy the show.
Saw a guy make really good use of the SPEAR to shoot down bot drops and keep the heat down by just taking out the dropships. I don’t know that it makes it great, but it seemed really useful in that team.
I think the grenade launcher is S tier, really good against bots as well because if you target the bot drops you can wipe the whole drop in 2-3 shots at most (all except tanks and hulks of course). you can also use it to destroy fabricators at a distance.
500KG bomb is my favourite airstrike of all. With the upgrades you can have 2 bombs per 2 minutes, meaning an average of 1 per minute. The pure frequence you can deal out devastation makes at an S tier for me for sure. Orbital laser has a massive cooldown with only 3 uses. While the 500KG will and can be ready to help you whenever. I do advice to not run dual eagle strikes when running the 500KG, you want that baby reloaded and ready whenever.
i think A for grenade launcher is reasonable but do consider the fact that it is the single best support weapon in the game for plugging bug holes (as well as factories but def better for nests). i think that makes it S tier especially since it doesnt require a backpack slot. one person running it in terminid missions to clear nests is super ideal IMO
Surprised it feels so "fake". They nailed the shotguns- they still consistently hit at medium range rather than the pellets evaporating after traveling 3 meters like most video games. But the flamethrower doesn't feel anything like an actual flame*thrower*. It should feel like a firehose the sprays napalm, I'm looking for a stream of flaming liquid that gets thrown like 50 meters and sticks to anything it hits, not a wide cone of fire that extends 10 feet in front of me and stops burning the instant I lay off the trigger.
I had to review the straif because my cousin loves it and I found it destroys buildings. If you can't get into a bot base and want to destroy it's buildings the eagle straif, eagle airstrike, and orbital precision airstrike destroys bases no problem. Using the orbital obviously for the single buildings and the giant turrets even if it requries near perfect throws to do so. I used these with autocannon to solo bot worlds while matchmaking was down in early levels. Most things I agree but with something like HMG Emplacement, it needs to be able to deal with heavy armor. You aren't protected when behind it while stationary so in higher difficulties I can't even use it because of bug artillary and heavy armor bots with rockets. Also 300 ammo goes way too fast for it's firerate on a stationary. As for autocannon. I 1000% agree it's my favorite weapon but despite all the amazing things about it, I can't overlook how the autocannon turret is the best anti-tank weapon in the game while the autocannon as a support weapon taking the weapon slot AND backpack slot just bounces off heavy armor. I know heavy armor is supposed to be difficult to deal with but chargers aren't even super bosses and I will get swarmed by 5 of them if everything is on CD because I can't reload fast enough before they charge me again while my ammo bounces off 95% of their body. At least let me slowly break off their armor with explosive ammo, why does explosive ammo bounce off heavy armor. Makes no sense to me.
This tier list is pretty perfect. Personally, I would rate only a couple things a tier higher than you did: AMR and Stalwart deserve to be in A tier. AMR is basically a slightly weaker railgun with higher capacity and fire rate, it handles EVERY bot threat if you know the strat. Stalwart is like a personal minigun, minus medium armor pen. When I take Stalwart with dominator primary, I could constitute my teams entire trash clear on bug missions, plus it just feels amazing to use, hip firing at charging bugs like you're Rambo is a big power trip.
I personally would bump up the gas strike to B it’s great for getting swarms and choke points shut down, has a quick input code, and a really fast cooldown. Yeah it’s not the most deadly or flashiest but it’s extremely consistent and is always there when I need a quick getaway
Anyone who plays DRG knows how the big shield can be improved. It needs to be a reactive call down and it needs to prevent enemies from walking inside of it. The gunner class in deep rock has this exact ability but it’s a panic button for when you see high damage coming your and your teams way. I know that the module upgrade makes it a bit more reactive but perhaps a 3-4 button call down and again the ability to disperse and repel melee and range enemies off your location. Given the 90 sec cooldown it could use a shorter cool down too but mainly it’s the length of time to call down and deploy plus it not creating space for your team. In general it should be a “oh shit we are getting mobbed tool” and I think it would be much more fun. It should be the ultimate tanking tool and all of us ex overwatch players know a tank needs to make space.
500 kg bomb is by far the strongest airstrike out of all of them. It absolutely eats anything in terms of bile titans and tanks and bases. The orbital laser is also good but it just isn't as consistent as it can only kill 1 and a half chargers and a couple of tank bots. grenade launcher eats as well and i think it does need a slight buff against chargers as you can dump ammo really quick
With time and practice you will find that the 500Kg is the key, especially after the ship upgrade that gets you 2 per resupply. Also if you are playing against the Robots the Shield Generator Relay can clutch, especially with its low cool down.
What if The Shield Generator Relay could feed off of Shield Generator Packs inside it's radius to make it stronger and last longer and maybe even increase the radius?
Think my favorite chill music jamming group build atm for like 7-8 for term is A/C with a full eagle package feels so bad ass with the extras eagle strike for all 3 soo much fun. Cluster 500kg and airstrike.
The EMS strike generally seemed to work well when paired with the grenade launcher, you can use it to stun a bug nest while you walk in and shoot the nests down
Shield generator should have a terminal on it and you can empower it by tapping in the increasingly difficult directional inputs like Stratagem Hero. So the shield can be manually empowered if somebody manually handles it successfully.
Yo this is actually the best idea ive read and it actually sounds really fun and interactive I am 100% putting this in my feedback for stratagems with ur name beside it. Thank you!
if they add the illuminate and have them deploy lightwalls we may see more value from jump-pack and the spear (shooting a rocket over the wall the destroy enemies). also burning enemies (flame weapons/strategems) more effective against illuminate as they cant regen shields if they are burning
I would say Grenade launcher is high A tier due to its versatility, against bugs its only have problem against chargers and bile titans, against bots it only have problem against Hulks, and its obvious flaw is the shorter range than other options. I find it very enjoyable against bots since you can take out anything solo except hulks or shredder tank since the grenade on direct hit against the heat sinks can destroy tanks, cannons, and it sweeps any infantries and striders. Also can take out the barracks.
I think the gas strike is a solid A, at least on easier difficulties as I didn't test it past level 4 yet. But, even though I only have lvl 1 ship upgrades so far, a single gas strike thrown on a bug breach spot simply kills all the bugs that come from the breach that are not bile spewers or chargers. Maybe on higher difficulties bugs have more HP or something, but when you're mediocre player like me, whenever you see that bug breach smoke, just simply throw a gas strike on it and you're free to go. Also it has INSANELY short cooldown of like 1 minute or something, so you almost always have it at hand. Recently I started going with gas strike for breaches + cluster strike for big wave clears and it seems like it's working. Of course priorities might change once i progress to higher difficulties, but I think it's solid A
A tier list for lower difficulties is useless as almost anything works at those levels and you are never in a situation where you really need the best stuff. Also best stuff works on them as well.
Eagle Airstrike and Gren Launcer are my go-to for clearing spawners. I always bring EATs because the cooldown is so forgiving compared to the Recoilless.
I run 4 eagle stratagems every game. The strafing run is very effective for taking out enemies in a straight line. It comes in fast and allows for extreme accuracy. It's very good for taking out the horde of enemies, chasing you. I regularly get 25 kills with it. I run 500 kilograms bomb, Cluster strike. airstrike and strafing run.
Rocket sentry does what autocannon does, but It's faster. I use it in conjunction with cannon to cover each others weaknesses. Positioning is still key.
I have been in 1 game where there was a Tesla Tower on the team and it legit killed more teammates than bugs... specifically 11, and mostly cause that was all the reinforcements we had at the time the guy started using it. It only killed 2 bugs btw. So I personally would put the Tesla Tower in Dumpster Fire tier, but to each their own I guess
i like the gatling barrage. it affects armour and the CD is so fast. I use it when I run the dominator on 5-7. every 80 sec you can toss it that's like 20 in 40 min.
Yeah fire damage should definitely be buffed especially against robots. Think about it machines in general have a huge problem with overheating like the PC we use, cars, etc. I can only imagine how much cooling would be necessary for robots to run. Fire should literally shut them down from overheating or at least slow them down like an EMS would while bogging their fire rate and accuracy as well.
For some reason supply pack accidentally got cut out but is still in the tierlist at S tier so what I wanted to say about it was that every time you bring this your team will love you and is one of the flatout best teamplay strats in the game.
Thank you for giving arc thrower the credit it deserves! Much as it's name would suggest, it's a flamethrower sidegrade. It might well be the most slept on weapon in the game, never seen or heard of ANYONE ELSE using it before I convinced a couple friends to give it a second chance. As knowing the downsides of something is key to playing around them, it's important to know that:
1. the arc thrower will fail to launch an arc if the target is behind cover
2. the arc will always target the closest enemy in the auto aim cone
therefore, it's best to position yourself like a sentry and angle your fire away from it to ensure you can hit the enemies you have line of sight to. If they fixed the line of sight issues, made it less prone to arcing into teammates, and changed the description so it doesn't LIE TO YOUR FACE (it only works at long range, not at close range) it would probably be really good. Definitely one of the best ways to pick off large swaths of bugs from a distance as they approach, and not a half bad way to chip down chargers either as it ignores armor.
Yup. I saw 2 players using them in the last 5 days. One did the best in the team the other came in second behind me. I’m looking to get it so thanks for the tips
The eagle airstrikes get so much value on the 40 minute missions with the rearm
Eagles are just SSS tier in general, the ones that do damage at least. With the upgrades giving you an extra bomb, you can just unload a half dozen strikes in every fight, and then reload for 3 minutes.
@@skylarc6063rearm for TWO minutes actually, with the ship module. Eagles are insane.
What's the deal with the rearm? Why send your eagle back early if it still has bombs left? Would I use this if I had like one bomb left and some downtime? Do I lose that bomb?
@owendurant7873 i use the rearm so that in the down time i have all my eagles up and dont have to worry about hitting the 2 min rearm during a fight.
@@owendurant7873 think of it as refilling the eagle payload. So if you load in with 2 500kg and 5 clusters if you rearm whatever your eagle numbers are will go on cd and you cant use em. So a big tip is to only use 1 eagle cd. This way you dont lock out a stratagem while its rearming. Also when you are out of eagle cds you dont have to call in the refil command and they will return to get more bombs n stuff.
TLDR: All eagle go on cd when refilling and you are locked out. Run 1 and profit.
S tier is reserved only for the SPEAR. Its consistency to never lock on makes it simply incredible 😂
It's first letter technically is an S... Surely that means something
@@Claystheticsit also rhymes with "S tier" I think you're on to something
You forgot how even after you lock on, it will probably just Wizz past the enemy's head anyway if you're too close
@@sgtflamingo6532 because it has more important things to do. It will not be shackled to your silly human desires for war, destruction, and vengeance. It has chosen its own path. S tier
@@sgtflamingo6532 Yeah that's been my experience too when experimenting with it.
Nade launcher is S-tier on bug missions. The absolute insane utility you get from closing bug holes and the massive damage the nades to vs. the two spewer type bugs is insane. Nade launcher is best vs bugs and Railgun is best vs bots IMHO.
couldn't have said it better
Rail gun kills chargers and biles tho.
For cyborgs, the grenade launcher can take out tanks, turrets and bot drops. Its only struggle is with hulks and ammo. Its a very strong and versatile weapon.
I prefer autocannon tho the nade is easier for bug holes. autocannon has way more damage and ammo and feels way better to use
A tier imo. Ammo sucks and can't deal with chargers or titans at all.
Gatling gun is very good but has 1 major flaw when you use it against automatons, it constantly focuses on dropships which it obviously cant damage. It just ends up wasting all its limited ammo on them and barely kills anything because of that.
This is true, but ive worked out a way to get around it for the most part and will go over it when I deep dive the turret build because you make a good point
Tbf, you should be focusing the dropships with Rockets anyway, so that turret then get back to other targets
same with the spawner buildings it will just ammo dump into the side of the building for no reason
Best tier list.
Some stuff needs a balance pass for consistency reasons (looking at you 500kg, even though i love you still) and some other things just need straight buffs but good to know at least a large portion of the stratagems are useful in some way.
500kg my sweet prince please become all you were meant to be (っ◔◡◔)っ SUMMON BUFFS (っ◔◡◔)っ
I can get the 500kg to 1 shot bile titans consistently but it requires a bit of work. they only have 2 attacks which is the spit and the leg skewer dance, both of which takes them a couple seconds to do which is long enough for the bomb to land square under them after calling it in
Eagle 500kg is a glorified Orbital Precision Strike, but with upgrades you have two uses in a row and cooldown is not much longer
Thank you for naming the icons and keeping everything up on screen.
No problem I felt like it would be better for everyone and it was less confusing for myself to!
Finally an objectively correct helldivers 2 tier list!
Even the tripple s+ tier tesla tower??
Strafing Run worse than Napalm? What a joke.
Fire damage is useless, smallest bugs will walk right through the napalm and live. Napalm strike is just the regular airstrike but with less damage, less AoE, and no hard-target effect.
Strafing run comes out lightning fast and moves forward, making it perfect to clear breaches, thin out bot drops, or wipe out a long train of enemies you've been kiting for a while.
@@LunarrWind Relax lol
@@LunarrWind In lower levels sure, you use the napalm one to slow enemies while killing them. Incredibly useful in high level breaches
@@LunarrWind Maybe on lower levels..
I heard another youtuber say in his HD2 beginners guide video of all places, that the stalwart is bad and not worth buying and it pissed me off because its a pretty ignorant take.
Happy to see a tier list that makes total sense.
For the shield generator, I think extended duration or increased damage absorption are solid fixes. However if they don’t do that or want to add to it, I good idea would be and electrocution/EMS affect on bugs and bots when they try to pass through the shield. That way it allows the team to set up a more viable defensive perimeter and buy time to regroup and strategize.
It would also make it useful versus bugs since they have so few ranged attacks by comparison to bots
I think it should be completely immune to energy attacks and energy attacks don’t take from the durability the electric on enemies entering would be great to not enough to kill anything notable but enough to just kill scavengers
Like usual, you have the most thoughtful and intelligent tier lists in existence. Not based on "feelings" or "favorites", but on facts and actual utility and opportunity cost. I cannot disagree with most of your placements, which is amazing because I'm a super picky and critical person.
The only one I disagree with is the Orbital Laser. While it is immensely powerful, it's limited uses and long cooldown mean that it's one of the harder strategems to maximize it's value. I personally think it's A-tier, but I can see the argument for it being one of the best panic buttons for tanks or bile titans.
Thank you, it's more of a panic button for automatons than anything else becuase itll wipe the screen. Vs bugs I could def see it at A tier if you don't practice charger and bile titan removal while throwing. (it took me quite a few games to get it right) but as you can see now I can remove a bile titan with 2-3 impacts lol
@@Claysthetics how do you kill them like that? That's actually good to know
Amazing tier list, glad to see a perspective from someone who has put a lot of time and effort into the game. I’ve been seeing a lot of youtubers making tier lists or builds that just make no sense for higher tier content and are confusing new players. I get the game is new and these youtubers are looking to capitalize off of its popularity, but they’re just making the lives of people still relatively new to the game harder with some of these takes. Glad to see someone waiting to rank things until they’ve put in the time to really form a well thought out opinion.
Great tier list and great reasoning for the positions. Thank you for labeling everything and making the video succinct and easy to follow.
For shield generator, other than more health i say make its downsides fun. The circumference of coverage starting pretty big, and as it takes damage is shrinks, creating more & more chaos as well as strategy on what to do when it goes away fully when everyone is in w tiny circle back to back
Love this, maybe add a chaotic 2 person activation that turns the barrier red and it reflects all shots back at the senders, killing bots and team mates lol
I want to add on to this with the extra health and say that the shield shouldn't just absorb the projectiles to mitigate damage, but also deflect certain ballistic projectiles such as bullets and rockets to make people aware/concerned of others around them
@@StephenStine i think an even better way would to let use buy the strats right, and then a drop down menu is available for upgrades for them! So lets say, for the shield you can buy a thing that gives a 25% chance to deflect damage back at the enemy. Or maybe for bugs it zaps them sometimes
The mines are B tier, the thing about them is they're REALLY GOOD at holding a place safe and secure. Most stuff can't get past them, and for the incendiary I would say C because they aren't as strong as the regular ones. But when it comes to incendiary stuff, instead of increasing direct damage imo, the burn should get stronger the more fire you hit them with AND all ground fires should slow bugs by 20% and burning should apply "suppressive fire" to the robots. This is how they should buff incendiary stuff instead of buffing their direct damage
Fully agree otherwise damage over time is fundamentally less desirable, and if made to kill too quickly it loses all identity.
I dunno, I personally prefer the tesla tower for that same thing (when fighting bugs). Lasts a lot longer and the range at which it zaps you isn't an issue if you hunker down and take potshots at incoming enemies yourself. Not to mention it draws aggro to itself instead of alerting them to your location if you throw it into a nest/objective, working wonders to clear the area out. They won't even know what hit 'em (or call reinforcements for that matter)!
I'm almost level 20, sitting in the server queue, but I wholeheartedly agree with your list. Specifically the autocannon. So damn fun!
I followed you on Darktide for a while, and was stoked to see your tier list for HD2! i agree with most everything here except the orbital gatling barrage. i've been running it all the time recently with the additional barrage and cooldown ship module, and that firepower every 72 seconds is awesome to spam for thinning out an objective, breach, chokepoint, or retreat. rail gun and orbital laser handle everything else while i chill in my backpack shield. i've used this combo all the way through helldive, and i actually like that it has a smaller area. you need to be more precise, but you TK a lot less because of it. if it was to be buffed id like to see more, tighter shots, in roughly the same spread it has now.
YOOO he used my clip!! Haha thank you!
Thank you also for this list, using this from now on!
Man, finally a good tier list. Other channel's are on drugs with their ranking.
Agree
The weapon rankings are my favorite. “SG-225 Breaker? Easy B tier.”
“I’m sending you to Malevelon Creek solo” LMAO
This is the only HD2 strat tierlist that makes any sense to me, congrats for understanding the game and being good :D
Barrages ought to auto target objetcives and armor/big enemies. Also explosive damage needs a seroius fix, having to literally nail something with a bomb for it to do any damage is busted. Further its a little weird that eagles come in faster than barrages considering the ship is already in orbit poiningt at what you wanna shoot. They did this they could jump to s tier easy
perfect tier list btw
Thank you! I've been experementing with explosive damage and it's rather weak compared to Impact. Will show more next video about why
Eagles are patrolling the battlefield at supersoniv speed, why would they be slower than an object being shot from low orbit? And they go back to ship to reload after using their whole arsenal or when sent to reload manually
One thing I find really annoying about the tesla tower is that if you are even just sliiightly elevated on a slope, it will zap you even if you are prone without hesitation
This strategy guide liberated my planet
I hope it came with a side of freedom
Man Clay you're the goat. How do we get you to 200k subscribers baby?. I was watching some of the other guys cover this game till they made a tearless and they don't know what the truck they're talking about
I love the gattling barrage for bug breaches. As soon as one opens I throw a barrage on it and kill the majority of the bugs that come out.
I do that with the gas orbital. It deals good damage and CC (I think?) and it has a nice duration
Same deal, but I think I get more “OOMPH” dropping an Airburst cuz the bugs seem to spawn in large clumps out of the wholes. Like waves. So the airburst drops decimation repeatedly essentially spawn trapping them. And not nearly as much a liability to teammates like Gatling or Cluster bomb can be at times
That seemed like quite a comprehensive list! Personally, I found a lot of value with the Gatling barrage, but on a very specific niche use: with the -1 second Orbital deploy upgrade, it has... only 1 second before firing. So if I find myself surrounded, I throw it at my feet, run a few meters and jumpdive, then keep running - and most of whatever's running at me dies or gets stunlocked by the explosions. It also has a very low cooldown of 80sec.
Now, that does not make it busted at all, I can see how it could look underwhelming compared to an Eagle cluster bomb, but IMHO it has that very specific use that can transform an unwinnable situation into a miracle escape :D (As long as you start running immediately after throwing it on the ground, otherwise, well... you just die anyways to your own stratagem)
It also weirdly sometimes closes bug holes and benefits from the explosion falloff upgrade, making it surprisingly effective against a lot of bugs. I really can't count how many times I was massively boned and the Orbital Gatling barrage saved my ass in an absolute clutch when playing as my team's scout.
Great Tier List overall! I want to make a point of the ballistic shield if used in combination with the SMG (f2p-Warbond) as you can rock it alongside the shield. I still prefer shield gen backpack+breaker over it but it seems to work very well for some folks on the frontline!
Great video, and amazingly agree with all your points!
Great list. Very concise and to the point.
feel very much the same as you on this list. one of the more accurate tierlists ive seen in a while!
AMR gets exponentially better combine with the Jump Pack.
Eagle air strike grenades being sticky is so useful vs Bile Titans and Chargers.
Mortar Sentry is good to use in the same way the walking barrage is- huck it outside a base and it will largely handle it.
The Rocket Turrets big advantage is that it prioritises heavy armoured enemies more, if you just want anti armour.
Personally the shield generator is good just for its incredibly short cooldown- 81 secs with upgrades working is a **lot** of bubbles flickering up.
Personally I think the HMG and Tesla tower should share its 90 sec base cooldown, the Tesla tower in particular is very weird at 150 secs- I do really enjoy it because with its infinite duration if you place it well it can be devastating, but it’s a tough sell at the moment.
17:30 100% agree. Also one of the best lists I seen so far
Now that ive played with the spear i do not see the problem worst case it is an A tier, the thing wrecks damn near everything for the people that says you miss if you are too close it is not a shotgun. You can litterally lock on to a bot base from far away and take it down in 1 shot, then move on and never be at risk of engaging in a fight, with the recoilless rifle aka RPG you need 4 shots to take down a tank the spear+impact nade and the tank is dead unless the spear takes it down. So the spear is just much better at taking down armored targets and allows you to remove problematic enemies before they can become a problem.
Yup I completely agree with all these takes, very well researched and informed list.
Thank you I'm glad I've got another like minded person in my community
it'd be nice to see the shield generator relay deflect small arms fire which would give it more life span since it wouldn't take any damage however rockets and big boy guns would still melt it right quickly. and it would be nice to see it do some damage to things crossing through it to give it a place and purpose in bug missions, but that's just me lol.
Love your content- you are good at summing up everything with no bullshit
As a designated supply mule of my team (i have both latency issues and my own slow reaction time), I would like to add that for the supply pack, when you call in resupply, the supply guy gets BOTH his own ammo and 1 supply pack per box, making it 5 boxes instead of 4, so let the supply guy have at least 1 box and you’ll get more for your cooldown’s worth.
Also, if you are not low and would like to take the supply with you on the go, have the supply guy carry it.
Also also, please reload before calling for restocking, just like when you resupply you get the refill and a full mag that way.
I'm sure some have probably mentioned to you already but when the Illuminates get added in as the inevitable 3rd enemy to deal with, we might see a little more value on some strategems here (since they're likely to still be very energy/shield based enemies). But even with that in mind on the horizon, the things we currently have to deal with that are lackluster as you say so they could be quite the initial struggle. On one hand that can make for a fun sense of roleplay where we get a new enemy we are mal-adapted to fight, but on the other hand...well having played against them in HD1 it is disappointing to see some of these strategems that were quite good in the first game be this lackluster now.
I love this tier list though i feel like you should put grenade launcher at top A tier or low S tier. The reason i say that is that it helps you deal with factories and nests very fast, like you can speed run through those stuff like its nothing. Yes auto cannon can do the same but the problem comes with reloading. Grenade launcher can easily reload while moving plus it allow you to have the shield generator back pack. Add it with 500KG bomb and railgun cannonstrike and you can easily make a run and shoot palystyle thats also able to deal with big guys when needed. Just my opinion that i thought its worth mentioning thats all. All other things are extacly where they should be as you said. Hope they do balances though.
That's the team comp I like to run vs. high tier bugs. Two with railgun, two with grenade launcher, everybody with shield pack. Nobody dies and you can handle any objective and any enemy with ease. You just have to train your grenade launcher people to not kill themselves and/or their teammates. ;)
Cant tell you how many fights we've been in where we've run out of grenades and the stratagems are on cooldown and the grenade launcher saved the day
@@jlpowell51 I agree on the training part, though I have to say my team is only me and my friend (2 players me and him). Only recently we reached extreme and unlocked the next difficulty with this build. Non of us brought railguns but instead we brought railgun cannon strike and 500kg bomb. When we upgrade our ship we will have 2 railgun cannon strike and 4 500kg bombs making it perfect for killing big guys while we run and do main objective, we use 500kg bombs only when we need to kill up to 3 or more chargers or we fight a bile titan. Other times we just run cus we cant kill everything. It's possible to 100% extreme difficulty in both the bugs and automatons but I have no idea if that will do for the last 3 difficulty. Just have to try and see the result @_@
@@skylarc6063Call a resupply/strategem weapon on the bug hole or fabricator lol
FINALLY someone who gets why the EAT is so good. Most tier lists completely ignore the weapon completely because they don't understand that it's just so spammable
My teammates and I were really liking the Gatling strike. It’s a prolonged one so it does well at cutting down enemies that are moving towards you
I’ll be honest, almost level 30 and just now have started using the shield backpack. After really honing my charger bob-and-weave skills with 2-3 chasing me at the same time (impossible-8 & Helldive-9 difficulty) I can genuinely say it really is the best survival strategem in the game hands down, since you can only dodge a horde for so long.
I also think, depending on your teammates, one person running a scythe and laser guard dog really helps with conserving ammo for your team with smaller straggler parties of bugs, accompanied by a railgun for the heavies
I just tried scythe and rover bro I died instantly in tier 3. takes forever to kill those big spitter bugs and immediately find 5 or 6 or 7 or 8 in tier 3. definitely isnt very good. whoever takes this loadout is gonna drag the team down significantly.
@@monitorlizard9971 while it’s by no means meta, that’s what the Railgun is for. This is dependent on your teammates being pretty competent and you utilizing good mobility while keeping a fair distance from the bugs. That being said, you should be dropping 300+ kills pretty easily with this build. Whatever stratagems you run should be for chargers and titans. I communicate with my team when running this build to just save their ammo, since I have unlimited to take out the smaller bugs. Also run incindiary grenades. Life saver
scythe is dog ass. it will never target when you want it to. If they fix it then its an easy s tier all day.
@@ryanfork8247 you mean the spear?
@@whitefaze13 yea
Finally somebody who understands the freedom dispensing glory that is the autocannon. I'm still dumbfounded by the number of people that think "lol, its just a worse railgun."
Supply pack got cut out for some reason. I see it in your list up there at S. But there was no footage.
I rewatched it like 4 times to make sure everything was perfect and I still missed something thanks for pointing that out and sorry about it. I made a note for whenever they do a balance pass to talk about it but for now I just pinned my comment talking about what I would have said about it
My problem with the spear is that it only gets one shell per resupply. If it got even just 2 it would make such a huge difference. Having to carry a pack around just to reload that one shell per 2 mins while you wait for resupply is so shit it's insane that it made it to release like that. That's the same reason I don't like the recoilless rifle or auto cannon. They are solid weapons but giving up the ability to have an actually useful pack like the laser rover, energy shield, or supply pack is just never worth it, especially when an EAT or railgun or honestly even the liberator penetrator can do the same thing but better and without taking up your pack slot.
S tier autocannon let's go! Best tier list and most accurate. Coming from a level 31
This is the best tierlist of this type by far.
Maybe they could add a minigame to the shield generator and colorize the shield as it is losing HP so when you see it starting to fail you can try to replenish it. I was also pretty disappointed in how the shield gen held up against bots in helldive. I thought it was a glitch because the bubble went down so fast but I watched it recover and then poop out again after a single burst from a hulk.
Your video is the strategem that won my heart.
I like the HMG against the bots, it offers some protection from the front so you have some defense against what's shot at you, other than rockets of course. It also makes you *immune* to hunters (currently) as they just stand next to you and then do nothing
The HMG against the bots can take out pretty much everything other than the tanks. It can piece through the shield of the heavy devastators, it can go through the scout striders and you can even kill Hulks with it. The only downside is that you need to hit their glowing red eye which can be hard to do, but it's a one shot kill with the HMG
The gas strike is actually pretty good. Its got a quick cooldown and if you throw it on the bug breach it will kill just about all of the light and mediums as they come out. Racked up 42 kills with one once.
The only tier lists I trust. In claysthetics we trust.
W Mans we like that
Shield generator needs at least two inherent fixes
1. It needs to stun enemies when they enter inside the shield this is especially important against those bigger enemies that can just walk inside and destroy it immediately, and
2. It needs a much longer up time as well as dome size. The back pack shield not only will tank the same amount of damage but cannot be permanently destoryed and is mobile so it is always being used.
If someone wants to support by running the shield gen and something on their back like an auto cannon then these changes would help immensely. As it stands now it is a wasted slot and is hindering your team more than helping
Supply pack is so absurdly good. Completely changed the game when I unlocked it
fun fact, you can destroy bot fabricator using eagle cluster bomb but you need to be in specific position
(perpendicularly to vent opening with fabricator on your right side) doesn't work every time but it's the best strategy
Yesterday i was doing ems orbital and gas with 120 barrage on suicide mission difficulty, having a blast. (Railgun for heavies that got out)
Build works exceptionally well to simply buy time and ensure you really only face chargers or hulks if you engage properly.
Embrace the chaos with the 120, enemies do not track you after you throw one and walk away.
But i also have max orbital ship upgrades, the cooldowns are so fast, its great
We did a 3 380 Barrage mission and it was crazy fun when we all threw them together.
Sometimes you got to embrace the Chaos!
This is the best tier list, but I would only move the orbital gas strike to A or B because of its effectiveness at denying a bug breach from spiraling out of control. Take it for bug missions, and you will notice that it doesn't deserve its placement among minefields.
They could make the shield generator relay work like it does in Halo. Invulnerable for a set amount of time and can be upgraded to stay longer but you can't shoot thru it for an easy win. But it will allow for breathing room in a chaotic fight. Maybe since its a generator it requires a player to keep cranking it to keep it up so they could have a safe haven for defense missions. It would be cool if you could upgrade it to have a much bigger radius as well so you could set it up to have a whole area immune to artillery fire and enemies long range, keeping the fights close quarters and forcing them to come to you.
When they fix armor rating I almost wonder if it'll matter. If I want to be tankier I can just put on the personal shield. Maybe the ballistic shield or jump pack will get more value when they fix armor rating but for now I just don't see where heavy armor would be more useful over light armor. Movement is just so strong. They might have to give heavier tier armor better perks.
Less rag doll potential, more resistant to explosive damage, less flinch, can't drop stratagems when being shot. But also extra ammo, more grenades and stims, highly resistant to small damage/arms fire. Faster reload speeds all could be worthwhile buffs to consider to level the playing field.
Wow, finally someone who makes a tierlist with actually good arguments and knowledge. ;)
I would put the 110mm Rocket Pods in A Tier instead of B because they 1 hits Tanks, big Turrets, Mortars and most buildings.
I am interested in your take on the primary Weapons, because i think there is like a top 6 or so and the rest is so weak, you will not use them past difficult 4 :/
Maybe make one for each Enemy.
The "Liberator Penetrator" is not usable against Bugs but pretty solid against Robots.
Yep, he underestimated 110mm Rockets big time. They really one shot tanks, good for putting down softened Titans, deal with fabricators, turrets and mortars with ease. If 110mm killed Chargers and Hulks just as good they would be solid S-tier, probably OP, especially with all hangar upgrades
They do but the aim on the 110 pods has gotten bad after a few patches... I've had it miss tanks when they were moving.... and it has been missing the Stationary turrets... If they fix up the aiming on the 110 pods it would be high A tier if not S
@@SpaceTrump idk how it can miss stationary since it autolocks the most armored target near beacon
@@gorgeousgeorge7104 Yeah idk either, I've had it happen soo many times.
I really want to love that strike.
@@SpaceTrump I'll keep using it, never had such an issue tbh. Hopefully I see it too
I honestly think Orbital EMS is an easy S tier and probably top 5 in the game. Its like 15 seconds of AOE stun than has a 1 minute cooldown, so you're only without it for like 45 seconds before it comes back up. Throw it on top of bug breeches, bot drops or outposts and it pretty much trivializes the entire fight. It has crazy synergy with practically every other stratagem in the game, my friends very consistently pick up 40+ kills off a stratagem of their own on top of my EMS cloud. It's also great for running away when you accidentally get spotted by a patrol on your way between objectives. Don't feel like fighting that bug breech on Helldive difficulty while running to extraction? Just drop an EMS on it and run, by the time the stun wears off you'll be long gone and they'll almost definitely lose track of you and your EMS will be off cooldown by the time you get to where you're going. Even works as a panic button that you can throw on top of yourself, just make sure there aren't any massive enemies nearby that can get you while you're slowed. Not as many people use it because it isn't as flashy or satisfying as dropping a 500kg on a wave but I don't think any stratagem in the game can match it in terms of value-cooldown.
Reasonable.
I think for the Shield Generator Relay there is a lot they can do. For a start, it needs to simply be an absolute shield. Nothing breaks through and the weakness is enemies entering it. What impacts it should be the duration and cooldown. Aside from that, it just needs a quick calldown and setup with a good duration. Visually it needs to indicate how long it has left so people aren't caught out when it goes down. If they keep it being able to be taken down, then the same indicators should be used for the damage it has taken. Tbh they could even make it so people can use the relay like the HMG, sitting at it to extend the duration and increase the shield strength (even size?). lots of options really.
Cant wait for the weapons tierlist
Still testing that one takes more work becuase it requires me to drop in and try to beat games with things that are really terrible at winning lol
@@ClaystheticsFor sure. There are bigly winners and losers with the weapons. Everyone seems to glow over the breaker, and I'm a fan of the Diligence DMR. I was very disappointed in the performance of the countersniper diligence: The responsiveness of the weapon was just slow, like MG support weapon slow when it came to swinging it to target and tracking. Liberator AP was also a big disappointment to me. Needs a big damage buff to be useful.
I'd pretty much agree with your list here. The only thing I think would be higher in my estimation is the Mortar Sentry. I love that thing. With that and the EMS Mortar, the thing obliterates everything around you. It is very situational, only really good for defence, but if everyone keeps close to it and kills stray trash that gets too close, that thing is amazing. If you have more than one of them? Sit back and relax, enjoy the show.
Saw a guy make really good use of the SPEAR to shoot down bot drops and keep the heat down by just taking out the dropships. I don’t know that it makes it great, but it seemed really useful in that team.
Recoiles rifle can shoot them down in one shot as well and it’s basically a point and click adventure game
I think the grenade launcher is S tier, really good against bots as well because if you target the bot drops you can wipe the whole drop in 2-3 shots at most (all except tanks and hulks of course). you can also use it to destroy fabricators at a distance.
500KG bomb is my favourite airstrike of all. With the upgrades you can have 2 bombs per 2 minutes, meaning an average of 1 per minute. The pure frequence you can deal out devastation makes at an S tier for me for sure. Orbital laser has a massive cooldown with only 3 uses. While the 500KG will and can be ready to help you whenever.
I do advice to not run dual eagle strikes when running the 500KG, you want that baby reloaded and ready whenever.
i think A for grenade launcher is reasonable but do consider the fact that it is the single best support weapon in the game for plugging bug holes (as well as factories but def better for nests). i think that makes it S tier especially since it doesnt require a backpack slot. one person running it in terminid missions to clear nests is super ideal IMO
I was really hyped for the shield emplacement and the javelin. They both need a bit of tuning to make them worth the cash.
I love playing flamethrower, but it does need some love.
Surprised it feels so "fake". They nailed the shotguns- they still consistently hit at medium range rather than the pellets evaporating after traveling 3 meters like most video games. But the flamethrower doesn't feel anything like an actual flame*thrower*. It should feel like a firehose the sprays napalm, I'm looking for a stream of flaming liquid that gets thrown like 50 meters and sticks to anything it hits, not a wide cone of fire that extends 10 feet in front of me and stops burning the instant I lay off the trigger.
A flamethrower should be powerful against bugs. Too bad its underwhelming@@sethnewlin510/videos
17:00 "Obviously there's no triple S+ tier on this list so I guess we're just gonna have to throw it into C tier" Was so funny.
I had to review the straif because my cousin loves it and I found it destroys buildings. If you can't get into a bot base and want to destroy it's buildings the eagle straif, eagle airstrike, and orbital precision airstrike destroys bases no problem. Using the orbital obviously for the single buildings and the giant turrets even if it requries near perfect throws to do so. I used these with autocannon to solo bot worlds while matchmaking was down in early levels.
Most things I agree but with something like HMG Emplacement, it needs to be able to deal with heavy armor. You aren't protected when behind it while stationary so in higher difficulties I can't even use it because of bug artillary and heavy armor bots with rockets. Also 300 ammo goes way too fast for it's firerate on a stationary.
As for autocannon. I 1000% agree it's my favorite weapon but despite all the amazing things about it, I can't overlook how the autocannon turret is the best anti-tank weapon in the game while the autocannon as a support weapon taking the weapon slot AND backpack slot just bounces off heavy armor. I know heavy armor is supposed to be difficult to deal with but chargers aren't even super bosses and I will get swarmed by 5 of them if everything is on CD because I can't reload fast enough before they charge me again while my ammo bounces off 95% of their body. At least let me slowly break off their armor with explosive ammo, why does explosive ammo bounce off heavy armor. Makes no sense to me.
This tier list is pretty perfect. Personally, I would rate only a couple things a tier higher than you did: AMR and Stalwart deserve to be in A tier. AMR is basically a slightly weaker railgun with higher capacity and fire rate, it handles EVERY bot threat if you know the strat. Stalwart is like a personal minigun, minus medium armor pen. When I take Stalwart with dominator primary, I could constitute my teams entire trash clear on bug missions, plus it just feels amazing to use, hip firing at charging bugs like you're Rambo is a big power trip.
I use the EAT offensively, you can consistently attach it to a charger for example every 70s and one shot it - then get your normal 2 uses
Bamf
I personally would bump up the gas strike to B it’s great for getting swarms and choke points shut down, has a quick input code, and a really fast cooldown. Yeah it’s not the most deadly or flashiest but it’s extremely consistent and is always there when I need a quick getaway
Holy a good list, only a few i disagree with but only by one place which basically means its perfect as tier lists go.
Anyone who plays DRG knows how the big shield can be improved. It needs to be a reactive call down and it needs to prevent enemies from walking inside of it. The gunner class in deep rock has this exact ability but it’s a panic button for when you see high damage coming your and your teams way. I know that the module upgrade makes it a bit more reactive but perhaps a 3-4 button call down and again the ability to disperse and repel melee and range enemies off your location. Given the 90 sec cooldown it could use a shorter cool down too but mainly it’s the length of time to call down and deploy plus it not creating space for your team.
In general it should be a “oh shit we are getting mobbed tool” and I think it would be much more fun. It should be the ultimate tanking tool and all of us ex overwatch players know a tank needs to make space.
I'm doing my part!
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W extra parts!
500 kg bomb is by far the strongest airstrike out of all of them. It absolutely eats anything in terms of bile titans and tanks and bases. The orbital laser is also good but it just isn't as consistent as it can only kill 1 and a half chargers and a couple of tank bots. grenade launcher eats as well and i think it does need a slight buff against chargers as you can dump ammo really quick
I cluster bombed the entire team last night.
Enjoying my new promotion, for libertyy!!
With time and practice you will find that the 500Kg is the key, especially after the ship upgrade that gets you 2 per resupply. Also if you are playing against the Robots the Shield Generator Relay can clutch, especially with its low cool down.
One of my fun load out is :
Manned turret / deployed shield generator, motor / laser drone
You are the culling of any small/ medium sized enemies ,
Tier list aside, I like that you can make anything work with your playstyle in this game.
What if The Shield Generator Relay could feed off of Shield Generator Packs inside it's radius to make it stronger and last longer and maybe even increase the radius?
I don't think we need to make the shield gen pack any stronger tbh
@@1Strawbs if the relay uses the battery of the personal, how exactly would that make the personal stronger?
Think my favorite chill music jamming group build atm for like 7-8 for term is A/C with a full eagle package feels so bad ass with the extras eagle strike for all 3 soo much fun. Cluster 500kg and airstrike.
The EMS strike generally seemed to work well when paired with the grenade launcher, you can use it to stun a bug nest while you walk in and shoot the nests down
Shield generator should have a terminal on it and you can empower it by tapping in the increasingly difficult directional inputs like Stratagem Hero. So the shield can be manually empowered if somebody manually handles it successfully.
Yo this is actually the best idea ive read and it actually sounds really fun and interactive I am 100% putting this in my feedback for stratagems with ur name beside it. Thank you!
if they add the illuminate and have them deploy lightwalls we may see more value from jump-pack and the spear (shooting a rocket over the wall the destroy enemies). also burning enemies (flame weapons/strategems) more effective against illuminate as they cant regen shields if they are burning
I would say Grenade launcher is high A tier due to its versatility, against bugs its only have problem against chargers and bile titans, against bots it only have problem against Hulks, and its obvious flaw is the shorter range than other options. I find it very enjoyable against bots since you can take out anything solo except hulks or shredder tank since the grenade on direct hit against the heat sinks can destroy tanks, cannons, and it sweeps any infantries and striders. Also can take out the barracks.
I think the gas strike is a solid A, at least on easier difficulties as I didn't test it past level 4 yet. But, even though I only have lvl 1 ship upgrades so far, a single gas strike thrown on a bug breach spot simply kills all the bugs that come from the breach that are not bile spewers or chargers. Maybe on higher difficulties bugs have more HP or something, but when you're mediocre player like me, whenever you see that bug breach smoke, just simply throw a gas strike on it and you're free to go.
Also it has INSANELY short cooldown of like 1 minute or something, so you almost always have it at hand. Recently I started going with gas strike for breaches + cluster strike for big wave clears and it seems like it's working. Of course priorities might change once i progress to higher difficulties, but I think it's solid A
A tier list for lower difficulties is useless as almost anything works at those levels and you are never in a situation where you really need the best stuff. Also best stuff works on them as well.
Eagle Airstrike and Gren Launcer are my go-to for clearing spawners. I always bring EATs because the cooldown is so forgiving compared to the Recoilless.
I run 4 eagle stratagems every game. The strafing run is very effective for taking out enemies in a straight line. It comes in fast and allows for extreme accuracy. It's very good for taking out the horde of enemies, chasing you. I regularly get 25 kills with it.
I run 500 kilograms bomb, Cluster strike. airstrike and strafing run.
Rocket sentry does what autocannon does, but It's faster. I use it in conjunction with cannon to cover each others weaknesses. Positioning is still key.
I still need to learn rocket better for sure if you have some clips of it drop them in discord for me. I would love to figure it out faster.
I have been in 1 game where there was a Tesla Tower on the team and it legit killed more teammates than bugs... specifically 11, and mostly cause that was all the reinforcements we had at the time the guy started using it. It only killed 2 bugs btw.
So I personally would put the Tesla Tower in Dumpster Fire tier, but to each their own I guess
I do agree with the Arc Thrower: good performance against even heavy armor, but it does struggle against higher tier enemies like tanks or titans.
i like the gatling barrage. it affects armour and the CD is so fast. I use it when I run the dominator on 5-7. every 80 sec you can toss it that's like 20 in 40 min.
Possible fix for the shield generator: make it something that someone can operate to increase it's HP and regenerate it faster
Great tier list
Yeah fire damage should definitely be buffed especially against robots. Think about it machines in general have a huge problem with overheating like the PC we use, cars, etc. I can only imagine how much cooling would be necessary for robots to run. Fire should literally shut them down from overheating or at least slow them down like an EMS would while bogging their fire rate and accuracy as well.