Caught this comment, chuckled a bit, sat down to watch the video, forgot about it. Had a fresh new 'oh, _shit'_ moment when I saw it. Them's the breaks, though.
@@ryanvacation7319 Yeah, I'm guessing it was unintentional. In the patch notes they mention that they lowered the angle bot shots can deviate from the muzzle of their weapons because it was so wide they could shoot effectively sideways, which is obviously not ideal. The end result is that they have a tighter shot groups across the board. ¯\_(ツ)_/¯
Pristine run. I've got to try the crossbow now. Somehow, when I bought it, I thought it was a secondary-which I'd gladly trade for the grenade pistol. Imagine my disappointment when I realized it was a primary, and that I'd have to give up my precious Sickle. At 66 years old, I thought all my hard life decisions were behind me!
That mortar destroying the hellbomb next to the airship tower hurt my soul a lil. It was repaired when said mortar was reduced to rubble, the airship tower soon after.
Even though hellbombs seem a little tankier now, i still feel like they should have more hp or some kind of force field protecting them. Bots melt through them like hot butter.
@@Sarge94 I feel like a different fix would be simpler. When the bomb is armed, any damage makes it detonate like an idle hellbomb. Never understood why an armed hellbomb could be damaged and not explode, but a hellbomb just, lying around, explodes from the slightest provication.
Awesome to hear that! It also works for one specific detector tower layout, the one where the tower is right at the edge. I hope that helps a bit during your runs!
Welcome back, good to see you around again. Looking like crossbow's actually pretty good now, I'm half tempted to give it a go. Looks pretty tight on ammo, but the ability to pop fabricators is worth having. Those gunship patrols are looking fairly concerning, not sure how I feel about that change, and I _really_ dislike how one of the last ones appeared to spawn from a broken gunship fabricator. Taking those offline should remove (or bare minimum, greatly decrease) chances of a gunship patrol popping in. New AMR (and DMR primaries) sight _slaps,_ hard. Incredible improvement.
If you look at the start of the video when Sarge has the Effects tab open, you can see a malformed entry with no text and half of the icon cut off. That's the new mission modifier which causes there to be gunship or shrieker patrols. Obviously, it's not supposed to look like that, but Arrowhead, so.
Frankly I feel like taking out bases should actively reduce patrols on the whole, because otherwise it feels pointless trying to take them out for any reason other than completionism/exp purposes which personally I stopped caring about a long time ago. I am well past the highest level needed to unlock everything, so at this point gaining experience is meaningless since all it does is just let me unlock new titles which I frankly haven't bothered to change since Skull Admiral. Different types of fabricators/bug holes should both spawn different types of patrols, and taking them out should eliminate those specific units from patrol spawns. Thus taking out bases/nests would actually have tactical benefits, since taking out a gunship fabricator would remove gunships from patrol spawns, taking out a hulk fabricator (I know they aren't a thing, but could be made for this idea to work) would eliminate hulks from patrols, ect. If you actively take out every single base on the map... patrols stop and you now have a clear map to complete objectives... but doing that also costs time so you need to make the decision on whether to complete the main objective first or clear out bases first. Reduce mission time if you want to make this choice more meaningful if necessary. Same could be said for map traits like 50% increased calldown time for strategems or 25% increase in cooldown time... make those map traits based on a specific secondary objective on the map, one that you can prioritize taking out... and thus remove that trait for the rest of the run. Hell, even something like making jamming stations map wide and thus something you _have_ to take out in order to complete your main objective could add a much bigger tactics factor, rather than them being something you can safely ignore if they aren't anywhere nearby where your main objective is.
Thank you! The new crossbow feels way better now, i'm really glad it can finally destroy fabricators. Gunship patrols are quite annoying indeed, especially when combined with ground patrols that seem to be spawning at the same rate as before the patch. And yeah, i love the new AMR scope!
Hi Sarge! I had a question for you that came into my mind during the stratagems selection. Do you ever considered to pick the diligence counter sniper rifle instead of the AMR? I'm trying it in the last period and it's not that bad, it's medium armor penetration allows you to one tap/double tap the vast majority of the automatons ground troops, hulks excluded, obviously, and leave you with a stratagems slot free. Anyway, great video like always, keep it up🔥
Hi! I love the DCS and already covered it a few times, however you always need to pair it with something capable of destroying gunships and cannon turrets/tanks. I will definitely make another DCS video so stay tuned :)
This is so amazing! Did you get Atmospheric Monitoring? Do you think it's helpful to reduce the spread of the 380? I haven't gotten it because I call that stratagem the "base eraser". I didn't know if its more effective with a smaller spread
I did, quite some time ago actually. Feels way better with it, highly recommend the upgrade, especially against annoying objectives like detector towers and command bunkers.
I love your videos. But i would to see more bugs, especially after recent patch. Also you can destroy tanks in a back pannel now with AMR, not only radiator
Glad to have you back diver. I was wondering what happened to you, been missing this good no commentary game-play. I hope that now that the Sony sabotage is (hopefully) wearing off, AH can start making the game more difficult in ways that don't just make the enemies take more damage and hit harder. An idea that I had was that on say Helldive, the mission objectives are more complex. Using this mission as an example, perhaps they could make it so you have to destroy the bunker and something else. Furthermore, it could be random so you could have to just destroy four bunkers, or up to four bunkers and the something else that goes with each one.
Personally I would like to see AH add in new mission types along the lines of infiltration style missions where the Helldivers have to head into some interior location like an instillation that's been taken over by bots/infested by terminids. The enclosed quarters would give a great deal of incentive to players to use much different loadouts that do not rely on orbitals/eagles, and would be a refreshing change of pace from the same old 'drop down, complete same objective, extract. Lather, rinse, repeat'
Mixed feelings about it. We got some nice weapon buffs and fixes, which is great, but the long promised patrol rebalance never happened. In fact, it's gotten even worse, cuz now we also have flying patrols. On top of that, i've read about countless new bugs and game crashes and i'm really not surprised that people are slowly quitting the game. Arrowhead needs to properly test new patches before releasing them, otherwise the game will just die.