▶ Let's talk about Chemical Agents...Is it Meh or Misunderstood? ◀ ⬇⬇ Head over to Twitter and show this new cape concept some love! ⬇⬇ Link To The Top 3 WFB Cape Twitter Post - Go Give It A Like! x.com/LtBuzzLitebeer/status/1836765223446831486 Link to yesterday's Helldiver 2 Full Patch Notes Breakdown Video th-cam.com/video/5ZSUg_l74lQ/w-d-xo.html discord.gg/RNeJA8cVqb www.patreon.com/ltbuzzlitebeer www.twitch.tv/ltbuzzlitebeer www.youtube.com/@LtBuzzLitebeer twitter.com/LtBuzzLitebeer Official Buzz Merch - buzzs-boutique.creator-spring.com Top 3 Comments! 🥇 @robertartigue5541 🥈 @SweetEndSourr 🥉 @eliasjabbour31337 CHAPTERS 0:00 - Intro 1:21 - Brand NEW Armor Sets! 2:13 - We Are Losing...(Major Order) 3:34 - Chemical Agents Is A Gas... 4:58 - Meh, Or Misunderstood? 7:38 - It's NOT All Doomdivers... 10:23 - It's Making Headlines! 11:35 - Another W For Arrowhead 12:14 - THIS Simply Doesn't Happen (That Rebound) 14:04 - Reddit With Mine Knowledge 14:59 - Your TOP 3 Comments! 17:37 - Hit Subscribe & Drop A Comment!
Sprayer needs more range or a lingering cloud/"flame on ground" effect. Blinding gas is amazing. Gas grenades good. Gas armor is... eh? Easier to stay away from gas than fire, since the sprayer doesn't cloud things up. Edit: gas blast as cover for going into a mob sounds like fun, will have to try.
I think it'd be interesting if both armors and helmets could have effects- they'd stack if they're the same effect, and they can also be mixed and matched.
@@weaponizedcropduster I do remember a while back helmet’s having slightly different HUDs was in the works, like a Medic helmet having access to a slightly more detailed ally health pool and one of the scout helmets being able to see enemy outlines things like that. It was originally cut to ship the game on time but was stated that it’s not off the table permenant
Problem is there wouldn’t be a reason to run the helmets that don’t have any effects. Punishing players for not using the set cosmetics is kinda lame. At least all the armours have smth decent about them
Wound licker is a fantastic name, give it a really short range electric weapon for enemies like, literally melee range and just say its an offensive defibrilator
Don't sleep on the gas grenade, it's a bigger, longer lasting stun grenade that also softens the targets. Several hulks who would otherwise be one shotting you with a laser cannon stumbling around hitting each other while you pick them off... Beauty.
@@TheBigHAYes, all gas sources make both Bugs and Bots swing and shoot wildly while affected, lose the ability to see and hear you, and of course take damage for the duration.
Not gonna lie, Im not really a fan of stratagems in the warbonds. I would much rather spend req slips on them considering im always maxed out on them. Also they should just remove req slips from the mission loot pool. Nothing is more aggravating than opening a bunker to find 3 req slips that dont do anything because im already maxed.
@@rowanhill9854I actually like clothes as gifts. I also hate opening a pod or vault and getting an arc thrower or something. That's actually the worst
Yes lol they make noises that I had never heard before, I stopped to listen, wondering what it was, when suddenly I saw two stalkers running after me 😂
First I’ve heard this (haven’t played post update yet), but I’m not sure how I feel about that one. Kinda nice cause you can anticipate them sooner and maybe not die instantly, but also not as nice cause it kind of ruins the point of them catching you by surprise.
I shot a stalker with an arc thrower abt 7 times and then they did things to me😂maybe im bad but should they really eat that many fully charged arc thrower shots
Ironically the best things from this warbond are the changes to the gas strike and the new grenade, the actual stratagems are kind of awful. Using the primary flamer and gas grenades together is actually a great combo because flamer doesn't stop enemies from running through it and attacking you but the gas does.
Fun thing I noticed if a Charger or an Impailer walked through the gas they would become erratic and attack any nearby bugs. So it’s a nice distraction passive.
I’ve been running sterilizer with a buddy running flame thrower and the two together work in a way that’s better than two flame throwers imo. The bugs just run circles in the fire and you don’t even have to run from them, just stand your ground and cook them.
Hi Buzz, i can confidently say, you are using the new gas wrong. It's not only supposed to be used as a support role, but something like a harbinger of chaos; rapidly hit multiple, and i mean MULTIPLE, bugs and watch them tear themselves apart. You can shut down 3 breaches with a Gas Strike, and spraying everything like your a child with a hose. By yourself.
Me and my kid are very excited about all the buffs and we can't wait for Saturday morning to dive in, gear up our dynamic duo and bring hell on those bugs.
I feel confident in saying that this warbond is for those of us that like to play the "agressive support" role. Instead of supporting the team with supplies or a shield, we are supporting the team in a way that compliments their damage output.
The gas weapons niche is in dealing with numerous problematic enemy types such as chargers, or high density scenarios where you're not in a position to clear it efficiently. Having hive guards, chargers and commanders turn on their own, even hunters, racks up a lot of kills and relieves pressure on you, to better reset and assess. The gas is great, its just not going to be for everyone. It will do what its meant to do, and do it very well. Geological survey and hivenuke missions will be much easier with one person using a gas loadout. You'll never really be in a position where you'll be overwhelmed.
I haven't messed with it yet, but I imagine the gas being highly effective in big swarms. A common criticism is that fire kills faster. But the enemies ignore fire until it kills them. I think these weapons will shine on evac and drill missions when the swarms become insane
I just played a mission where I was in the center crater of a large active bug nest (don’t ask I’m dumb), and a bug breach happened that was 80% hunters, and I thought “well f@&k I’m dead,” and did a 360 with the sterilizer fully accepting my fate. Then I was able to stim and walk out of that situation while the bugs killed each other. I don’t care what people say, no other weapon would’ve got me out of that situation alive.
Brand new diver here, I've been watching your news videos for a long time now and I'm glad to join up. Now that the supply and logistics issue has been resolved and the dissidents have been removed from our supply chain i'm happy to be a diver.
I Think people would like it better if it was a bit longer range and the effect spread better among enemies, i am all for the team play aspect so i don't mind that it only kills little things quickly.. but i really do want them to add the *Caustic* effect from the acid rain/winds to it.. so it weakens Armor/makes them more susceptible to damage, this would make the trade off of damage worth it to the team. Kinda Wish the *Resistance* Armor's scaled with its weight class Light: 80% / Medium: 88% / Heavy: 95% We used the new Gas in combination with fire on an Elimination Map last night and no one died against bugs, only needed 1 person with flamer and 1 with chem and 1 with AT for Biles Titans and we just corralled the bugs into submission (if you don't sprint around making tons of noise they just attack each other at the same time) Jump pack: Multi Use (3x) would be nice but i also think we should get a *hover pack* where we can boost up into the air and hover in order to shoot for a limited time and then have a soft fall like the current pack.
I would love some type of combustion effect if fire is around or if someone does a combo effect with the gas ⛽ and flame thrower, but that could possibly backfire, I think a pistol or rifle with bullets infused with gas or poison would have been cool.
I would love to see in the future having a side objective as we turn on some radar we are able to change our strategem layout once per player at the radar site...
Honestly ? I love the concept and implication of the Gas weaponry, and I think it's missunderstood. It's a very CC and Utility focused warbound, sure... But since so far we had only options to kill hordes, in all shapes & forms, I'll take things like that aplenty to change the taste and varry options in gameplay. Hell, I'd love to see things like a engineer warbound, a true field-medic, Infiltrator, Enforcers... There's lot that can be done goin' that road. My only problem with the warbound would be the drone's weapon. It works well, but it works like the ballistic one : focusing way to much on one singular target at a time _( and from what I saw, it cannot spread the gas as good as the two other available weapons : strata & grenade )_ . If i'd make a suggestion specifically for this warbound, It would be a wilder AoE cone, so it can potencially spread on two to three units totalat1-2 meters of distance each when packed.
I don't really see the point of the new gas stuff, the confusion effect is not good enough and long lasting enough to make it worth a damn, the flamethrower's kill ability is far far more valuable in a game like HD2 than CC, doubly so since you are paying 10 bucks for only these 2 strategems we'd used to get for free. The patch was great, the warbond is not.
@@nethandelwampa116 Could help give it another use case but that would still only work with the orbital gas strike and gas grenade, it wouldn't help salvage the sterilizer or sterilizer guard dog
Honestly. Its the same thing we got with the fire warbond. They nerfed it the day before it dropped. I think the recent changes to the gas mechanic nerfed this warbond into the ground.
The Torcher feels so good now. I was burning the hell out of things and could actually kill Hunters before they jumped at me. The Eruptor feels really solid as well. Both are strong but have a drawback as it is easy to hurt yourself if you aren’t careful. I also tried the Liberator Concussive and now I really like it. The massive magazine gives you crowd control and enough constant damage to hurt larger targets. The new poison spray is… interesting. Watching the bugs go crazy and not attack is cool, but they take a while to die. I used it in a two man run and it didn’t really work that well. I don’t think it is bad, but I think it is for full groups only.
The G-4 gas grenade and the orbital are good to use for CC, I found the sterilizer just taking up a slot. it works but its use case is pretty weak. The greatest strength is really keeping a bug breach contained, or taking the pressure off objectives that have bug breaches
As soon as gas war bond was announced I knew that it was going to be just a worse fire. The orbital gas strike is alright, but it is not limited to the war bond. At least the theme is pretty good.
Gas is actually rather neat if you have a Bug Breach and spray into that, Drop a stratagem on it and just wait without half of them running after you and leaving the impact area.
Saw Crazymrpipz's video earlier about the strats and it was as I suspected. They are weak, slow, unimpressive, impractical and ineffective. So I decided to get the Detonation Warbond instead because I knew the Thermite had more of an immediate impact than this Warbond as a whole. I'll get it at the end for the skins unless they buff the Warbond...
I feel this type of Daze and confuse tactic would work a heck of alot better with a paintball like delivery system, kind of like the pepper rounds that some swat/police forces use. give you a bit of range but trade off is it takes 3-5 rounds (depending on size) to enable the full gas effect on a target
I really like the theme of a gaswarbond but the gas animation from the sterilyzer loks like from a Ps2 game, we have our beautifull Flamethrower animation back and everyone is loving it and then zhe sterilyzer looks like this? also the way it just applies a sort of debuff on the enemies and it doesnt kick in instantly, doesnt really klick with me here are my recomendations to make Sterilyzer and Gas-drone better and have more "exterminator vibes": -Change the gas animation too be more "puffy" -Let the gas deal a little more Damage (not too crazy it still is a dot-weapon) -Let the gas that it shoots stay whereyou shoot it for a few seconds like with the Orbital gasstrike (I guess this is what everyone epectetd and wanted from the start anyways)
They should pair the gas stream with flamethrowers. The gas should be able to ignite and cause massive fire damage if hit with a flame. Would be cool to drench enemies with the gas stream then hit them with a crisper or other flame weapon. Would make for a nice team work opportunity as well
Helmets need their own passives. Having the gas effect in the helmet makes more sense than the armor. Also it would help to wear gas damage prevention and fire damage passives combined into one. It would open doors to same loadout builds.
EDIT: I wish to issue a retraction, It just needs a better visual indicator for reach! I do think its kinda Meh, I think if you extended the effect for the sprayer it would be more effective. it still does damage but with how Short it lasts and how much ammo you get it goes WAY too quick. Now if it lasted longer. I expect it will be VERY useful especially for making enemies panic. I also remember seeing people talking about making it reduce armour value temporary as another buff for it. Its close to being doable But right now just out of reach.
3 things. 1 break action shotgun for primary or even support. 2 computers across from the loadout need to serve some utility. 3 hellcliner for the flat screen.
Ngl, from what I see with the bugs and the new stratagems, it looks like the gas actually blinds them because they kept turning away from you when you were spraying them with it.
I think laser (beam) weapons should apply an armor debuff to armor. This would give them a a unique use as compared to other weapons. Allowing someone to soften a heavy target for their team mates or a whole squad to focus fire and melt a target.
The gas from these new stratagems need some kind of acid raid effect that lowers armor on enemies and does more of an AOE covering more ground like a puddle for longer amount of time.
Sure I wish the gas did more damage, but I do enjoy the almost pure support aspect of the purifier. I was never really sure what the range on the flamethrower was but I know the purifiers range is at least 35 meters so you can start blinding heavies from pretty far out, avoiding their blind swings. I like to pair it with the thermites for the 1 hit anti armor and focus down Broods, warriors, Guards and occasionally sweep scavs in that order as scavs die pretty quick from the paltry DoT. Chargers get the thermite ASAP and dodge if theyre on me, get the gas if theyre on a teammate. Still has a problem with hunters as they typically jump in from outside your range like the flamethrower but cant be killed quickly once they land like the flamethrower. If I could buff it, make it blind a bit faster and last maybe twice as long. Make it work on Titans too for the fun of it. Maybe buff the damage a little bit but im not too worried about it. The range and effect makes me like it as something different, while understanding its not the best option, but still fun and viable. I haven't unlocked the Dog Breath yet but im curious to use that in combination with the Flamethrower as a double DoT crowd control one being damage and the other the status debuff for focusing heavies, letting they twist and cook at the same time. Since the chemical sprays dont leave area effects i could use the flame resistance passive to do essentially the same time (but taking more damage). Sounds fun and different.
I found the Sterilizer to be extremely effective, but not on it's own. It does confuse the enemies very quickly, which then appear to attack the closest target. The confused enemies are very easy to pick, especially with a friend or some high fire rate Primary. It seemed to pair extremely good with the Inciendiary Breaker. Spray a burst of Gas, switch and Spray a Burst of flaming bullets. You can do that a few times per mag. Warriors and Hunters didn't really get to me anymore, as long as I kept a certain distance and spewers didn't directly aim at me. The Gas-Grenade is also very nice to keep enemies at bay while reloading the MG for example.
I love the gas mechanics. The grenade is a bit better than the sterilizer. It works like a stun grenade, but with a lingering effect and strong tick damage. When playing solo I will do a cooked throw at an enemy patrol, which will disorient and damage them. Then push into the gas with a shotgun. This works on bots and bugs. The enemies basically can't hit you, and with the gas armor, the gas effect is negligible. Why not use the stun grenade? The gas makes the enemies attack randomly, often enemies will just turn on each other and cut or shoot each other into paste. I had two bile skewers kill a charger for me. At the cost of 1 grenade. Additionally the gas armor let's you fight inside of the gas strike. So you can call in a strike on a choke point, and the move in and slaughter all within. This has an added bonus of effecting all enemies that try to reach you through the poison smoke. The more they push you, the more they die. The tick is so slow that I lose maybe half a health bar to a single gas strike. Which a stim easily negates.
I feel like a player using a flamethrower, and another person using the chemical sprayer in tandem would be a devastating combo. Just constant streams of dot and cc
i think the gas rework is good, but the gas (at least from the sterilizer) needs to blind enemies better. when i blast a warrior point blank, it needs to lose all ability to track me or my team. too often have i blasted a huge cloud of gas onto a hoard only for most of them to keep chasing me. it would be really good if not for this shortcoming in my opinion.
I think you might have missed a detail in your footage, at 5:03, notice the bugs started attacking the the gassed target. Remember, the patch notes mentioned "Confusion" being an effect. I don't know if you've ever played old school JRPGs, but confusion usually leads to your confused teammates attacking random targets, including the team. While the DoT is there, I do not think this is the main point of the effect, try it on a swarm. PS: I do not have the warbond yet.
I think the gas should interact with fire by damage boosting and igniting the gas and targets, encouraging teamplay with fellow Helldivers using fire weapons or using a thermite to assist. Synergy 👌
The only significant gripe i have right now (only tested with bugs so far) is that its like every time i get hit its a broken limb. I dont want to HAVE to stim after every hit, granted our HP isnt very high anyway but still....
>Arrowhead wins an award >Competition is a DEIslop movie tie-in and two literally whos Flexing that win is like being proud of winning a trivia game against a dementia patient.
I feel kind of let down by gas. As someone who actively uses smoke, this feels more like an offensive smoke variant. It's still unique, however, I can't help but feel like we missed a huge opportunity to crack a niche wide open for weapons with high damage but low armor pen and/or durable dmg by corroding durable and armor values. Chemical weapons are a treasure trove of utility and offensive support and we kinda just... didn't.
Damn, i was kinda hoping that it would be like the Tox launcher in HD1, where it would do good damage over time but most inportantly slow down the movement speed of anything under the effect of the sludge, wich was nice.
Been having a blast facing the bugs, though I am concerned with the increase in body shot damage to Helldivers verse bots. Every now and then I’ve noticed on bugs but keeping your distance and using our newly upgraded equipment seems fair enough against them. But the bots on higher difficulties just seem to never miss their mark and their mark is most commonly on our hearts, not our heads where they made it 50% less damage, seeming counter intuitive. Hope this is reverted at the very least, as I’d take the random headshot death over every part of my body being a kill shot.
With the anti-tank mines.... they need to make them so that only tanks/vehicles/large enemies set them off. A helldiver's foot shouldn't set them off, and quite honestly, they should be much bigger. You can stand on WWII anti-tank mines (not recommended) and they won't go off, they need a lot of weight to set them off.
I feel like a good combo I want to try is using the new rover to spray gas to control mobs as well as have gas grenades on hand. However using the flamethrower primary and some other support weapon instead of the sterilizer, i feel like all of one thing is never good….unless its fire.
What would have been nice is if you drop Orbital Gas then use the Crisper to ignite the causing either explosion or igniting causing a new napalm strike.
Super dives used to be worth 50+ war score points before this patch, they’re currently worth 15…. We’re definitely failing this order because arrowhead can’t let a good thing be a good thing
I'm going to try all elements. Arc blitzer, sterilizer, crisper, thermite, orbital gas and ems and napalm barrage. With medium engineering armor. I'm hoping it works well.
With the rework to gas and the new war being pretty weak, it makes me think the devs are going to go right back to nerfing. The new update was nice, but i was Expecting every weapon to get at least one buff.
Personally, I like the chemical stuff,. The grenades are surprisingly strong against mixed bot patrols, sometimes they shoot each other if bunched close enough. They also pair nicely with the scythe with it's new (?) set on fire effect
I think that the single best thing in this warbond, is the fact that the builds are really diversifying, we finally have a supoort role, which I think that is why the weapons or tools is "weak". Nonetheless, I love the comeback, I really do 🎉❤
In helldiver's 1 there's a mech whit a tank cannon arm and a flamer arm I'd love seeing this one back. thay could even replace the flamer whit a high pressure lingering gas luncher. imagine walking whit your mech front line whit 100% gas resistance choking/confuse everything while your squad destroy everything else
Yeah the gas stuff as a support just isn't strong enough to justify itself. The gas thrower for one needs you to be way too close and it only effects one target at a time. It'd be way better if it had twice even three times the length and left a cloud of gas. So you could make a wall that slows and weakens enemies as they come. Same with the rover which should just put a wall of gas between you and the enemies giving you time to mow them down. The grenade is a better stun, rendering the stun useless. I'd increase the smoke cloud again making it an emergency wall of gas and make the effect less of a stun and more of a vision impairer.
As a lover of the clunky options, ill probably enjoy this. Now if only I had friends so we could have one player each using gas, fire, arc and explosives kits...
I think the warbond has potential. The gas grenade seems pretty good so far, and the gas thrower needs a few tweaks but its almost there. It just needs to either leave a gas cloud behind or last longer than 2 seconds. otherwise it is, 'I spray a group of enemies and they keep running at me because I'm still the closest target.'
I hate the fact that on certain maps you can’t see the vfx of the gas thrower, it’s hard to see where the cloud is at all times when going for weak points. It’s too dark.
For now I prefer the dog breath rover bcus is a little ai companion where you can still equip any support weapon and have the buddy CC and weaken them while you don’t need a teammate to kill mostly.
Loving the chem! It opened me up for new loadouts! The confusion alone is op especially whwn you are running the football ro mission objecrive locations with the rover.. it sprays and the enemy's dazed so i dont have to stop and deal with em
How about they add some flamable effect to gas ? Like...enemy that affected by gas blight would take much more fire damage. Also, the flamable effect should be amplified by the area that covered by gas.
What if the MO how AH is measuring the impact of the buffs and player return, to gather data on how to throttle future MOs based on our capabilities and how "easy" they've made the game? IMO, I think the difficulty is good. You can deal damage, but if you get stupid, you get killed.
How did I have access to the "expert exterminator" badge on 9/17/24 when I played that afternoon? I figured it was something that was handed out to the community, my buddy said he didn't have it when I asked and I thought it was weird but didn't think much else. Looks like i had access to a badge/title from the third page of a warbond that wasn't even out yet? Am i wrong? I equipped it and everything.
Now that Arrowhead understand how to rework their stuff, I'm less worried about that a little rework of the those new Chemical weapons will be done in a near future ... ...?
I am divided on the new Orbital Gas Strike. I love the crowd control but I miss the old dmg. If it's intentional to use some other stratagem with it, it's bad for me, I don't like to spend 2 of my stratagems to cover one bughole.
The update is amazing and this warbond looks interesting, I may try that strat with the orbital. Although I feel like they gave tokyo drift capabilities to the chargers and it's some bs lol.
I was thinking about it... Shouldn't anti-tank mines only go off when exposed to an explosion, a weapon impact, or a larger than humanoid enemy?? Say striders, tanks, heavy devastators or walkers? Or spewers, chargers and titans?
Seems like the gas thrower could have been more useful as a fire and forget grenade launcher or dispenser of some kind. Quick gas to stun, finish with fire or other weapons.
People have a real problem with the strategy: concentrated fire. People are trying to liberate way too many different planets. Claorell and Trandor are both currently at 0.5% decay. Those are the only planets that should be attacked right now.
Does anyone else thing armor passives like gas damage reduction should be placed on helmets? I think it would be a little op to mix and match like that but it makes sense for a gas mask helmet to reduce gas damage instead of the armor
People are discovering some bad things about the patch, slowly. Today, I found out that they stealth nerfed the HMG's durable damage by 8%, and this, coupled with the new health and armour that buildings get, has removed its ability to kill shrieker nests. Kinda wild, that they somehow removed yet another gameplay feature from the game, in the patch that was supposed to restore those things, and add more. It was this additional utility to the HMG that made me start using it. It's part of why it's my favourite thing to use in the game. And it just lost that. They need to stop doing that. Making us log in to find that a core mechanic has changed and something we enjoyed doing is no longer possible. It's a really bad feeling. People are also coming to really dislike the change they made to the damage we take. Saying it feels like heavy and medium are pointless now, and changing how much damage we take in heavy armour without also changing the deficits to heavy armour just makes using it feel roughly 20% worse than before. The enemies have all had a buff to all of their damage against us as well, and I can't help but feel a bit betrayed by that. I allowed myself to get so hyped up for this patch. And it's turning out to be a cake in the face.
▶ Let's talk about Chemical Agents...Is it Meh or Misunderstood? ◀
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Link To The Top 3 WFB Cape Twitter Post - Go Give It A Like!
x.com/LtBuzzLitebeer/status/1836765223446831486
Link to yesterday's Helldiver 2 Full Patch Notes Breakdown Video
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CHAPTERS
0:00 - Intro
1:21 - Brand NEW Armor Sets!
2:13 - We Are Losing...(Major Order)
3:34 - Chemical Agents Is A Gas...
4:58 - Meh, Or Misunderstood?
7:38 - It's NOT All Doomdivers...
10:23 - It's Making Headlines!
11:35 - Another W For Arrowhead
12:14 - THIS Simply Doesn't Happen (That Rebound)
14:04 - Reddit With Mine Knowledge
14:59 - Your TOP 3 Comments!
17:37 - Hit Subscribe & Drop A Comment!
It works really well with all of the green stratagems. You can keep things off of them really easy
Sprayer needs more range or a lingering cloud/"flame on ground" effect.
Blinding gas is amazing.
Gas grenades good.
Gas armor is... eh? Easier to stay away from gas than fire, since the sprayer doesn't cloud things up.
Edit: gas blast as cover for going into a mob sounds like fun, will have to try.
it is support Weapon give enemies "Confuse" and "Blind" status. so using solo not mean much
@@unrelentingduress Interesting 🤔
gas works amazing vs a bot assault
The advanced filtration effect should have been put on the helmets, not the armor imo
I think it'd be interesting if both armors and helmets could have effects- they'd stack if they're the same effect, and they can also be mixed and matched.
@@weaponizedcropduster I do remember a while back helmet’s having slightly different HUDs was in the works, like a Medic helmet having access to a slightly more detailed ally health pool and one of the scout helmets being able to see enemy outlines things like that. It was originally cut to ship the game on time but was stated that it’s not off the table permenant
Problem is there wouldn’t be a reason to run the helmets that don’t have any effects. Punishing players for not using the set cosmetics is kinda lame. At least all the armours have smth decent about them
@@drpatrickmorbius5966 Right, I meant to say that we'd apply effects to ALL of the helmets correlating with the sets they each go with.
@@weaponizedcropdusterright like fire and gas proof!! Yeet!
We need a guard dog that automatically shoots stims at wounded helldivers. Call it “medic” or “wound licker”
Wound licker is a fantastic name, give it a really short range electric weapon for enemies like, literally melee range and just say its an offensive defibrilator
This is a way better idea than the stim pistol, imo.
This is actually a really cool idea
We already had one in Helldivers 1 with a healing beam. It's probably coming, just not gas-themed.
Youre looking for the Angel Drone Backpack from HD1
Don't sleep on the gas grenade, it's a bigger, longer lasting stun grenade that also softens the targets. Several hulks who would otherwise be one shotting you with a laser cannon stumbling around hitting each other while you pick them off... Beauty.
This
So gas does confuse bots into friendly fire then?
I been thinking about the gas grenade being the best form of using gas cause you can shoot other weapons while enemies are gased while at a distance
Can you close bug holes with it?
@@TheBigHAYes, all gas sources make both Bugs and Bots swing and shoot wildly while affected, lose the ability to see and hear you, and of course take damage for the duration.
Not gonna lie, Im not really a fan of stratagems in the warbonds. I would much rather spend req slips on them considering im always maxed out on them. Also they should just remove req slips from the mission loot pool. Nothing is more aggravating than opening a bunker to find 3 req slips that dont do anything because im already maxed.
One of the reasons i stopped playing since i was maxed on everything but sc
Yes stop putting req slips in vaults. The disappointment when you get them instead of super credits is awful
It's a real "receiving clothes for Christmas" moment, isn't it?
I just wish we could donate req to SEAF to count as one "win".
Or even half of a win.
@@rowanhill9854I actually like clothes as gifts. I also hate opening a pod or vault and getting an arc thrower or something. That's actually the worst
They must have hired Opra with how generous their buffs were… but can we talk about how the stalkers make loud sounds now????
Yes lol they make noises that I had never heard before, I stopped to listen, wondering what it was, when suddenly I saw two stalkers running after me 😂
First I’ve heard this (haven’t played post update yet), but I’m not sure how I feel about that one. Kinda nice cause you can anticipate them sooner and maybe not die instantly, but also not as nice cause it kind of ruins the point of them catching you by surprise.
I couldn't hear them over all that freedom!
When I played last night, they made no noise, idk if it was bugged
Edit:it had been bugged i heared the clicking when playing just now
I shot a stalker with an arc thrower abt 7 times and then they did things to me😂maybe im bad but should they really eat that many fully charged arc thrower shots
Ironically the best things from this warbond are the changes to the gas strike and the new grenade, the actual stratagems are kind of awful. Using the primary flamer and gas grenades together is actually a great combo because flamer doesn't stop enemies from running through it and attacking you but the gas does.
Fun thing I noticed if a Charger or an Impailer walked through the gas they would become erratic and attack any nearby bugs. So it’s a nice distraction passive.
I’ve been running sterilizer with a buddy running flame thrower and the two together work in a way that’s better than two flame throwers imo. The bugs just run circles in the fire and you don’t even have to run from them, just stand your ground and cook them.
nah
the rover is awesome
the sterilizer is good for objectives and teamplay
@@AmelpsXett And the rover shoots lasers and is always useful, the sterilizer is just a straight downgrade from the flamer in team play.
This warbond is open new way for teamplay, but most people expect to every warbond one shot bug
Hi Buzz, i can confidently say, you are using the new gas wrong. It's not only supposed to be used as a support role, but something like a harbinger of chaos; rapidly hit multiple, and i mean MULTIPLE, bugs and watch them tear themselves apart. You can shut down 3 breaches with a Gas Strike, and spraying everything like your a child with a hose. By yourself.
Me and my kid are very excited about all the buffs and we can't wait for Saturday morning to dive in, gear up our dynamic duo and bring hell on those bugs.
Saturday Morning Gaming, 21st Century answer to old-school Saturday Morning Cartoons. I play this with my 21 year old when he has time, enjoy!
I was expecting the gas weapons to leave a cloud, similar to the gas strike, or like the flamethrower that leaves fire on the ground.
I feel confident in saying that this warbond is for those of us that like to play the "agressive support" role. Instead of supporting the team with supplies or a shield, we are supporting the team in a way that compliments their damage output.
Exactly
Meanwhile the Plas-101 is still a marshmellow launcher. The buff diver patch didn't answer my prayers. I still wait and I still lament.
The buffs arent done, 25 or so days left in the 60 day
It's my favorite primary also, I wait
Notice any difference with the change to armor pen? Genuinely curious since it would seem you have tried it since patch.
Tenderizer still sucks
@@reaper_exd7498 you suck, plain n simple
guard dog rover NEEDS same flight behavior as Dog Breath lmaooo
The gas weapons niche is in dealing with numerous problematic enemy types such as chargers, or high density scenarios where you're not in a position to clear it efficiently. Having hive guards, chargers and commanders turn on their own, even hunters, racks up a lot of kills and relieves pressure on you, to better reset and assess. The gas is great, its just not going to be for everyone. It will do what its meant to do, and do it very well. Geological survey and hivenuke missions will be much easier with one person using a gas loadout. You'll never really be in a position where you'll be overwhelmed.
I haven't messed with it yet, but I imagine the gas being highly effective in big swarms. A common criticism is that fire kills faster. But the enemies ignore fire until it kills them. I think these weapons will shine on evac and drill missions when the swarms become insane
I just played a mission where I was in the center crater of a large active bug nest (don’t ask I’m dumb), and a bug breach happened that was 80% hunters, and I thought “well f@&k I’m dead,” and did a 360 with the sterilizer fully accepting my fate.
Then I was able to stim and walk out of that situation while the bugs killed each other. I don’t care what people say, no other weapon would’ve got me out of that situation alive.
Brand new diver here, I've been watching your news videos for a long time now and I'm glad to join up. Now that the supply and logistics issue has been resolved and the dissidents have been removed from our supply chain i'm happy to be a diver.
I Think people would like it better if it was a bit longer range and the effect spread better among enemies, i am all for the team play aspect so i don't mind that it only kills little things quickly.. but i really do want them to add the *Caustic* effect from the acid rain/winds to it.. so it weakens Armor/makes them more susceptible to damage, this would make the trade off of damage worth it to the team.
Kinda Wish the *Resistance* Armor's scaled with its weight class Light: 80% / Medium: 88% / Heavy: 95%
We used the new Gas in combination with fire on an Elimination Map last night and no one died against bugs, only needed 1 person with flamer and 1 with chem and 1 with AT for Biles Titans and we just corralled the bugs into submission (if you don't sprint around making tons of noise they just attack each other at the same time)
Jump pack: Multi Use (3x) would be nice but i also think we should get a *hover pack* where we can boost up into the air and hover in order to shoot for a limited time and then have a soft fall like the current pack.
I would love some type of combustion effect if fire is around or if someone does a combo effect with the gas ⛽ and flame thrower, but that could possibly backfire, I think a pistol or rifle with bullets infused with gas or poison would have been cool.
I got another idea for the jump pach: how about if it had 20 charges (no cooldown) per ammo box and could be reloaded just like any other weapon.
I would love to see in the future having a side objective as we turn on some radar we are able to change our strategem layout once per player at the radar site...
Needle gun ftw
Honestly ? I love the concept and implication of the Gas weaponry, and I think it's missunderstood.
It's a very CC and Utility focused warbound, sure... But since so far we had only options to kill hordes, in all shapes & forms, I'll take things like that aplenty to change the taste and varry options in gameplay. Hell, I'd love to see things like a engineer warbound, a true field-medic, Infiltrator, Enforcers... There's lot that can be done goin' that road.
My only problem with the warbound would be the drone's weapon. It works well, but it works like the ballistic one : focusing way to much on one singular target at a time _( and from what I saw, it cannot spread the gas as good as the two other available weapons : strata & grenade )_ . If i'd make a suggestion specifically for this warbound, It would be a wilder AoE cone, so it can potencially spread on two to three units totalat1-2 meters of distance each when packed.
The new Helldiver 'spray and pray' combo.
Its time for color palattes and perks to be applicable to any armor. Lets fucking go... Lets just fucking go. Its been time for a while now.
I don't really see the point of the new gas stuff, the confusion effect is not good enough and long lasting enough to make it worth a damn, the flamethrower's kill ability is far far more valuable in a game like HD2 than CC, doubly so since you are paying 10 bucks for only these 2 strategems we'd used to get for free. The patch was great, the warbond is not.
Try the Gas Orbital and Nades. Theyre amazing! The Sterilizer doesnt leave Gas clouds, thats the problem
What about flammable gas?
@@Alsborg The orbital gas strike is the only good one, the gas grenade is good but not 10 bucks good
@@nethandelwampa116 Could help give it another use case but that would still only work with the orbital gas strike and gas grenade, it wouldn't help salvage the sterilizer or sterilizer guard dog
I like the dog breath rover because I can use pure dps and it keeps everything blinded and cant move, kinda like a shield but it does dmg
Honestly. Its the same thing we got with the fire warbond. They nerfed it the day before it dropped. I think the recent changes to the gas mechanic nerfed this warbond into the ground.
Try it v bots please and get back to m
The Torcher feels so good now. I was burning the hell out of things and could actually kill Hunters before they jumped at me. The Eruptor feels really solid as well. Both are strong but have a drawback as it is easy to hurt yourself if you aren’t careful. I also tried the Liberator Concussive and now I really like it. The massive magazine gives you crowd control and enough constant damage to hurt larger targets.
The new poison spray is… interesting. Watching the bugs go crazy and not attack is cool, but they take a while to die. I used it in a two man run and it didn’t really work that well. I don’t think it is bad, but I think it is for full groups only.
The G-4 gas grenade and the orbital are good to use for CC, I found the sterilizer just taking up a slot. it works but its use case is pretty weak.
The greatest strength is really keeping a bug breach contained, or taking the pressure off objectives that have bug breaches
As soon as gas war bond was announced I knew that it was going to be just a worse fire. The orbital gas strike is alright, but it is not limited to the war bond. At least the theme is pretty good.
Gas is actually rather neat if you have a Bug Breach and spray into that, Drop a stratagem on it and just wait without half of them running after you and leaving the impact area.
Saw Crazymrpipz's video earlier about the strats and it was as I suspected. They are weak, slow, unimpressive, impractical and ineffective. So I decided to get the Detonation Warbond instead because I knew the Thermite had more of an immediate impact than this Warbond as a whole. I'll get it at the end for the skins unless they buff the Warbond...
@@Poncholives 👍
I feel this type of Daze and confuse tactic would work a heck of alot better with a paintball like delivery system, kind of like the pepper rounds that some swat/police forces use. give you a bit of range but trade off is it takes 3-5 rounds (depending on size) to enable the full gas effect on a target
Tried the new stuff in the warbond for one game and then went back to using my old loadout
Honestly I like the gas thrower, it doesn't do much damage but it can allow you to escape the bugs pretty effectively as they try and fight nothing
I really like the theme of a gaswarbond but the gas animation from the sterilyzer loks like from a Ps2 game, we have our beautifull Flamethrower animation back and everyone is loving it and then zhe sterilyzer looks like this?
also the way it just applies a sort of debuff on the enemies and it doesnt kick in instantly, doesnt really klick with me
here are my recomendations to make Sterilyzer and Gas-drone better and have more "exterminator vibes":
-Change the gas animation too be more "puffy"
-Let the gas deal a little more Damage (not too crazy it still is a dot-weapon)
-Let the gas that it shoots stay whereyou shoot it for a few seconds like with the Orbital gasstrike (I guess this is what everyone epectetd and wanted from the start anyways)
They should pair the gas stream with flamethrowers. The gas should be able to ignite and cause massive fire damage if hit with a flame. Would be cool to drench enemies with the gas stream then hit them with a crisper or other flame weapon. Would make for a nice team work opportunity as well
its absolutely wild that a game will get such a surge in players from a patch that was only balance adjustments, no new content
Helmets need their own passives. Having the gas effect in the helmet makes more sense than the armor. Also it would help to wear gas damage prevention and fire damage passives combined into one. It would open doors to same loadout builds.
EDIT: I wish to issue a retraction, It just needs a better visual indicator for reach!
I do think its kinda Meh, I think if you extended the effect for the sprayer it would be more effective. it still does damage but with how Short it lasts and how much ammo you get it goes WAY too quick. Now if it lasted longer. I expect it will be VERY useful especially for making enemies panic. I also remember seeing people talking about making it reduce armour value temporary as another buff for it. Its close to being doable But right now just out of reach.
Still wondering how that Interplanetary Battle-station is coming along, as it’s been about 3 months since we succeeded on X-45.
3 things. 1 break action shotgun for primary or even support. 2 computers across from the loadout need to serve some utility. 3 hellcliner for the flat screen.
Ngl, from what I see with the bugs and the new stratagems, it looks like the gas actually blinds them because they kept turning away from you when you were spraying them with it.
I think laser (beam) weapons should apply an armor debuff to armor. This would give them a a unique use as compared to other weapons. Allowing someone to soften a heavy target for their team mates or a whole squad to focus fire and melt a target.
man a gas guy paired with a fire guy against a swarm of bugs would go crazy
The gas from these new stratagems need some kind of acid raid effect that lowers armor on enemies and does more of an AOE covering more ground like a puddle for longer amount of time.
Sure I wish the gas did more damage, but I do enjoy the almost pure support aspect of the purifier. I was never really sure what the range on the flamethrower was but I know the purifiers range is at least 35 meters so you can start blinding heavies from pretty far out, avoiding their blind swings. I like to pair it with the thermites for the 1 hit anti armor and focus down Broods, warriors, Guards and occasionally sweep scavs in that order as scavs die pretty quick from the paltry DoT. Chargers get the thermite ASAP and dodge if theyre on me, get the gas if theyre on a teammate. Still has a problem with hunters as they typically jump in from outside your range like the flamethrower but cant be killed quickly once they land like the flamethrower. If I could buff it, make it blind a bit faster and last maybe twice as long. Make it work on Titans too for the fun of it. Maybe buff the damage a little bit but im not too worried about it. The range and effect makes me like it as something different, while understanding its not the best option, but still fun and viable.
I haven't unlocked the Dog Breath yet but im curious to use that in combination with the Flamethrower as a double DoT crowd control one being damage and the other the status debuff for focusing heavies, letting they twist and cook at the same time. Since the chemical sprays dont leave area effects i could use the flame resistance passive to do essentially the same time (but taking more damage). Sounds fun and different.
I would like to see more support class items that can buff or heal allys, being a field medic or a flag holder would be cool
I found the Sterilizer to be extremely effective, but not on it's own.
It does confuse the enemies very quickly, which then appear to attack the closest target. The confused enemies are very easy to pick, especially with a friend or some high fire rate Primary.
It seemed to pair extremely good with the Inciendiary Breaker. Spray a burst of Gas, switch and Spray a Burst of flaming bullets. You can do that a few times per mag.
Warriors and Hunters didn't really get to me anymore, as long as I kept a certain distance and spewers didn't directly aim at me.
The Gas-Grenade is also very nice to keep enemies at bay while reloading the MG for example.
I love the gas mechanics. The grenade is a bit better than the sterilizer. It works like a stun grenade, but with a lingering effect and strong tick damage. When playing solo I will do a cooked throw at an enemy patrol, which will disorient and damage them. Then push into the gas with a shotgun. This works on bots and bugs. The enemies basically can't hit you, and with the gas armor, the gas effect is negligible.
Why not use the stun grenade? The gas makes the enemies attack randomly, often enemies will just turn on each other and cut or shoot each other into paste. I had two bile skewers kill a charger for me. At the cost of 1 grenade.
Additionally the gas armor let's you fight inside of the gas strike. So you can call in a strike on a choke point, and the move in and slaughter all within. This has an added bonus of effecting all enemies that try to reach you through the poison smoke. The more they push you, the more they die. The tick is so slow that I lose maybe half a health bar to a single gas strike. Which a stim easily negates.
I feel like a player using a flamethrower, and another person using the chemical sprayer in tandem would be a devastating combo. Just constant streams of dot and cc
They definitely should reduce cool down on orbital rail cannon. It just doesn't correlate with numbers of huge enemies
i think the gas rework is good, but the gas (at least from the sterilizer) needs to blind enemies better. when i blast a warrior point blank, it needs to lose all ability to track me or my team. too often have i blasted a huge cloud of gas onto a hoard only for most of them to keep chasing me. it would be really good if not for this shortcoming in my opinion.
being able call in drone strikes, by swarming in area with drones equipped with smgs and gasthrowers
I think you might have missed a detail in your footage, at 5:03, notice the bugs started attacking the the gassed target. Remember, the patch notes mentioned "Confusion" being an effect. I don't know if you've ever played old school JRPGs, but confusion usually leads to your confused teammates attacking random targets, including the team. While the DoT is there, I do not think this is the main point of the effect, try it on a swarm.
PS: I do not have the warbond yet.
I think the gas should interact with fire by damage boosting and igniting the gas and targets, encouraging teamplay with fellow Helldivers using fire weapons or using a thermite to assist. Synergy 👌
The only significant gripe i have right now (only tested with bugs so far) is that its like every time i get hit its a broken limb. I dont want to HAVE to stim after every hit, granted our HP isnt very high anyway but still....
>Arrowhead wins an award
>Competition is a DEIslop movie tie-in and two literally whos
Flexing that win is like being proud of winning a trivia game against a dementia patient.
I feel kind of let down by gas. As someone who actively uses smoke, this feels more like an offensive smoke variant. It's still unique, however, I can't help but feel like we missed a huge opportunity to crack a niche wide open for weapons with high damage but low armor pen and/or durable dmg by corroding durable and armor values. Chemical weapons are a treasure trove of utility and offensive support and we kinda just... didn't.
Damn, i was kinda hoping that it would be like the Tox launcher in HD1, where it would do good damage over time but most inportantly slow down the movement speed of anything under the effect of the sludge, wich was nice.
Been having a blast facing the bugs, though I am concerned with the increase in body shot damage to Helldivers verse bots. Every now and then I’ve noticed on bugs but keeping your distance and using our newly upgraded equipment seems fair enough against them. But the bots on higher difficulties just seem to never miss their mark and their mark is most commonly on our hearts, not our heads where they made it 50% less damage, seeming counter intuitive. Hope this is reverted at the very least, as I’d take the random headshot death over every part of my body being a kill shot.
With the anti-tank mines.... they need to make them so that only tanks/vehicles/large enemies set them off. A helldiver's foot shouldn't set them off, and quite honestly, they should be much bigger. You can stand on WWII anti-tank mines (not recommended) and they won't go off, they need a lot of weight to set them off.
I feel like a good combo I want to try is using the new rover to spray gas to control mobs as well as have gas grenades on hand. However using the flamethrower primary and some other support weapon instead of the sterilizer, i feel like all of one thing is never good….unless its fire.
What would have been nice is if you drop Orbital Gas then use the Crisper to ignite the causing either explosion or igniting causing a new napalm strike.
Super dives used to be worth 50+ war score points before this patch, they’re currently worth 15…. We’re definitely failing this order because arrowhead can’t let a good thing be a good thing
I'm going to try all elements. Arc blitzer, sterilizer, crisper, thermite, orbital gas and ems and napalm barrage. With medium engineering armor. I'm hoping it works well.
With the rework to gas and the new war being pretty weak, it makes me think the devs are going to go right back to nerfing.
The new update was nice, but i was Expecting every weapon to get at least one buff.
Personally, I like the chemical stuff,. The grenades are surprisingly strong against mixed bot patrols, sometimes they shoot each other if bunched close enough. They also pair nicely with the scythe with it's new (?) set on fire effect
Dark matter jump pack and space marine jet pack slam would be amazing
I think that the single best thing in this warbond, is the fact that the builds are really diversifying, we finally have a supoort role, which I think that is why the weapons or tools is "weak". Nonetheless, I love the comeback, I really do 🎉❤
In helldiver's 1 there's a mech whit a tank cannon arm and a flamer arm I'd love seeing this one back. thay could even replace the flamer whit a high pressure lingering gas luncher. imagine walking whit your mech front line whit 100% gas resistance choking/confuse everything while your squad destroy everything else
Yeah the gas stuff as a support just isn't strong enough to justify itself.
The gas thrower for one needs you to be way too close and it only effects one target at a time. It'd be way better if it had twice even three times the length and left a cloud of gas. So you could make a wall that slows and weakens enemies as they come.
Same with the rover which should just put a wall of gas between you and the enemies giving you time to mow them down.
The grenade is a better stun, rendering the stun useless. I'd increase the smoke cloud again making it an emergency wall of gas and make the effect less of a stun and more of a vision impairer.
What would be cool is if you could use the sterilizer on conjuction with the flamethrower. Like if the gas was combustible.
I'd like to see a SAM sentry in our future. Missile launcher that has seeking projectiles!
As a lover of the clunky options, ill probably enjoy this. Now if only I had friends so we could have one player each using gas, fire, arc and explosives kits...
I think the warbond has potential. The gas grenade seems pretty good so far, and the gas thrower needs a few tweaks but its almost there. It just needs to either leave a gas cloud behind or last longer than 2 seconds. otherwise it is, 'I spray a group of enemies and they keep running at me because I'm still the closest target.'
I hate the fact that on certain maps you can’t see the vfx of the gas thrower, it’s hard to see where the cloud is at all times when going for weak points. It’s too dark.
For now I prefer the dog breath rover bcus is a little ai companion where you can still equip any support weapon and have the buddy CC and weaken them while you don’t need a teammate to kill mostly.
Loving the chem! It opened me up for new loadouts! The confusion alone is op especially whwn you are running the football ro mission objecrive locations with the rover.. it sprays and the enemy's dazed so i dont have to stop and deal with em
How about they add some flamable effect to gas ? Like...enemy that affected by gas blight would take much more fire damage. Also, the flamable effect should be amplified by the area that covered by gas.
What if the MO how AH is measuring the impact of the buffs and player return, to gather data on how to throttle future MOs based on our capabilities and how "easy" they've made the game?
IMO, I think the difficulty is good. You can deal damage, but if you get stupid, you get killed.
How did I have access to the "expert exterminator" badge on 9/17/24 when I played that afternoon? I figured it was something that was handed out to the community, my buddy said he didn't have it when I asked and I thought it was weird but didn't think much else. Looks like i had access to a badge/title from the third page of a warbond that wasn't even out yet? Am i wrong? I equipped it and everything.
Now that Arrowhead understand how to rework their stuff, I'm less worried about that a little rework of the those new Chemical weapons will be done in a near future ... ...?
I reqlly hope these buffs stick around for three months or longer for when i get the chance to get back. I miss having fun in this game
I am divided on the new Orbital Gas Strike. I love the crowd control but I miss the old dmg. If it's intentional to use some other stratagem with it, it's bad for me, I don't like to spend 2 of my stratagems to cover one bughole.
The update is amazing and this warbond looks interesting, I may try that strat with the orbital. Although I feel like they gave tokyo drift capabilities to the chargers and it's some bs lol.
The first helmet reminds me of Leia's helmet in Return of the Jedi.
Wish it looked like gas similar to orbital strike and generated clouds instead of looking like bug spray. Acid rain type of debuff would be cool.
I was thinking about it... Shouldn't anti-tank mines only go off when exposed to an explosion, a weapon impact, or a larger than humanoid enemy?? Say striders, tanks, heavy devastators or walkers? Or spewers, chargers and titans?
the only bad thing about this update is the bots seem to hit their shots 10x more.
Seems like the gas thrower could have been more useful as a fire and forget grenade launcher or dispenser of some kind. Quick gas to stun, finish with fire or other weapons.
Don't know if anyone posted this, but spear now one shots dropships, one hit anywhere and it goes down.
People have a real problem with the strategy: concentrated fire.
People are trying to liberate way too many different planets. Claorell and Trandor are both currently at 0.5% decay. Those are the only planets that should be attacked right now.
A laz cannon , laz rifle and laz pistol build is great fun now. Add a laz dog for more laz fub ❤
👍
Good support to run especially with communication
Man I really hope the stim pistol is good I’ve been wanting to do a medic build since launch
Does anyone else thing armor passives like gas damage reduction should be placed on helmets? I think it would be a little op to mix and match like that but it makes sense for a gas mask helmet to reduce gas damage instead of the armor
People are discovering some bad things about the patch, slowly. Today, I found out that they stealth nerfed the HMG's durable damage by 8%, and this, coupled with the new health and armour that buildings get, has removed its ability to kill shrieker nests.
Kinda wild, that they somehow removed yet another gameplay feature from the game, in the patch that was supposed to restore those things, and add more.
It was this additional utility to the HMG that made me start using it. It's part of why it's my favourite thing to use in the game. And it just lost that. They need to stop doing that. Making us log in to find that a core mechanic has changed and something we enjoyed doing is no longer possible. It's a really bad feeling.
People are also coming to really dislike the change they made to the damage we take. Saying it feels like heavy and medium are pointless now, and changing how much damage we take in heavy armour without also changing the deficits to heavy armour just makes using it feel roughly 20% worse than before.
The enemies have all had a buff to all of their damage against us as well, and I can't help but feel a bit betrayed by that. I allowed myself to get so hyped up for this patch. And it's turning out to be a cake in the face.
Gasing chargers titans or even hulks sounds like it could be fun
I played for like 6 hours today and used a different load out everytime and loved every option. Good job dev team.
I would like the see a slower ammo consumption for the Sterilizer or an increases in damage, not the same as fire just more then what is it.
Too bad they didnt add the ability to set the gas on fire, doing say triple dmg as a combo move