@@hanshans9902 then you are doing something wrong, has worked like this since release for the regular punisher, slugger and now also does for the cookout
@hanshans9902 you're firing too fast then, you need to wait before the shell is inside your shotgun or you'll cancel the reload and won't shoot right away since you'll still have to wait for the rof to catch up before shooting
Bro stop the whining they didn't nerf the damage at all! All they did was make it's physics slightly different. And it didn't even change that much. I've done plenty of bug missions post update, and it works JUST fine. So stop complaining and get back to the front line soldier.
@@Carnillion you’re not wrong, the flame thrower is still good and usable. But come on dude you don’t think it’s funny to imagine a a helldiver using axe spray and a lighter?? lol 😂
@@lyynde559 I see that lovely kill counter, I also see he probably cut the video because they tore him to ribbons right after. All those hunters should be dead gathered so densely, but the way fire works now doesn't seem to allow it to penetrate density at all anymore if enemies are stacked on each other. There's no reason all those guys shouldn't be dead that close to the pod, realistically you're not going to get opportunities like this, and if THIS is underwhelming, imagine every other scenario.
Will be talking about all new enemies here later on today in a few hours! Matter of fact, i only didnt release it yet to push for this video, but back to it!
@@KnightsofTitan Cool, but weapon still struggle, sometime it doesn’t even one shot warrior with direct impact, and the explosion damage fall-off make it bad to deal damage to anything around, had a scavenger (smallest melee bug) survive 2 shot on the edge of the explosion while i was shooting warrior down... Good for taking out nest too, if you have fire cover from teammate, even on 10
Lack of solid “new” content I think. It’s been shown that new warbonds don’t really get people to stay playing, and most of the complaints I see from the more general audience are things like repetitive missions and no new mission objectives. People attribute nerfs to a lot of the playerbase dropping off but I feel like that’s mostly only for the most hardcore players.
Yeah, need real content. The new enemies were definitely cool for a second but following that was a garbage warbond that has PRE nerfed weapons off rip, they didn’t even wait 2 weeks for people to buy it 😂 NerfDivers2 strikes again!
@@hrespin7682 definitely a combination of the lack of content, bugs, and nerfs. But the less content has been the thing I’ve heard the most complaints about from casual players for sure
@hrespin7682 yeah I came back to last month for abit for the new ship upgrades to see how the game would feel but still felt like a slog to play and after this new patch and war bound I've uninstalled it all together. It was tons of fun at launch but the magic is gone and I've left the discord all together. Too many people argue on the wrong things and overall criticism isn't heard or taken well at all. Then the people that for what ever reason like the direction it goes will still slowly eat away at the player count cause they bash everyone with just get good mentally when the devs don't even know what to do. They change one thing like 3 or 4 times and just settle on it in a not good state and gaslight people by saying its for "realism" when I game is a game and fun should come first.
Im still playing regularly and enioy the new stuff except the automaton secondary objective really tickled me funny. I dont remember the last time i played terminids (and i still love the game 300 hours in only play 50% of its content) but the new secondary objective was literally just "destroy a research lab" but reskinned... Not new content, quite literally recycled with a new face, after so much time :')
I got to say I don't agree on the shotgun verdict. For me it has replaced the incendiary breaker. Because the first thing this shotgun did for me when I started using it was absolutely dominate several stalkers with its knockback. Unlike the incendiary that they just walk through, this knocks them back with every shot. I was able to juggle several stalkers this way, and if you shoot one point blank in the face it's just dead. Now for sure heavily armored units aren't with this thing is for. My normal loadout is shield/Arc/precision/commando. If anything heavily armored is coming after me, I've got tools for that. My primary has to deal with more general problems. .. Regarding the reload, massive disagree there. Being able to reload individual shells is the most ammo efficient reload in the game. So when you have a choice between the incendiary breaker with its four reloads, or being able to fire off a few rounds and then constantly reload whenever you are running? I have always liked the individual reloading weapons for this very reason. I'm constantly relocating, so after popping off a few shots I just top the weapon off again. I loved the punisher shotgun when I was fairly new to the game for the same reasons. Crazy knockback and great reload. This is like coming back to a weapon I really enjoy that now also lights things on fire.
Yours is staggering stalkers??😂 I’ve even shooting them and still being ragdolled regardless if I’m hitting them or not lol. The things stagger is terrible compared to other weapons.
Seems like the Firebombs booster favors solo divers: 1) There won’t be any accidental friendly fire if you don’t have a team. 2) It allows you to be super agressive with your resupply since no teammates would need it. Bonus) Pair this with EATs for extra fun!
Lol. AH: Gives buffs the Slugger, Crossbow, Guard Dog, Walking Barrage, and 120. Only makes a major nerf to the Breaker Incendiary and to the Flamethrower. Y'all: STOP NERFING EVERYTHING
Don't forget that the Cookout loses 20 damage the second it fires due to damage fall-off being rounded down and calculated per pellet. If your pellet deals 3 durable damage that's a 33% DPS loss instantly. So... just keep walking forward 24/7 to somewhat mitigate this.
Still can't understand why someone at AH believed that we needed yet another fire shotgun but worse. Genius! An assault rifle or SMG with incendiary rounds would have been a way better idea for a truly new fire weapon. Really useful to quickly and precisely spread fire in a crowd, maybe not as good on that aspect as the incediary Breaker if you face a very large crowd, but it can do that at a much longer distance with better accuracy than a shotgun.
Personally I prefer the punisher knockback and round reload so I would've instantly dumped the breaker for the cookout. Tragically the low durable damage makes it a hard sell for me now.
The fire shotgun should have been a punisher variant since the start IMO. The slow fire rate and high stagger synergise with the DOT better, and it fire more pellets at a wider angle. Plus you can reload and fire at the same time, so sutainability isn't too bad either.
@@Nat-ri3ip exactly! The whole idea behind fire damage is to let the flames do the work, but the breaker lends itself too well to spamming your whole clip and wasting the DoT effect. Never felt like the right match
I hope that they give the flamethrowers some sort of stagger in the future. because right now the torcher is one of the worst primaries against hunters... Even if you start spraying them, they will still jump you because the flame has 0 stagger and if you start spraying them to late, they even get their follow up attack after the jump off, before they die to the fire dot. I tried it a lot today and really wanted to love the weapon, but since hunters are usually what you die to and this is so bad against them I cannot recommend the weapon. Also since you have 0 stagger, you will die to stalkers as well as nursing/bile spewers regularly. Also after a reload or whenever you switch to the torcher from another weapon, it has half a second delay after pulling the trigger before it starts spewing the flame. The weapon is really good against hordes of warriors, hive guards and all three different tiny bugs, but that didn't feel like enough to bring it. I mostly tested it on diff 7. I think the best comparison is, that this is the arc blitzer but without stagger.
Hardcore means getting knocked over by a gust of wind and being unable to stand up, having no ammo, and being forced to run away from every engagement instead of staying and fighting
Correction... They want to keep the hardcore difficulties hardcore; you want a more chilled experience, turn down the difficulty :D If you have half the chargers to kill then all of a sudden you dont need your primary to be able to effectively kill them. People can deal with them on 9 and 10 fine, but if you need even more ways to deal with them, then those difficulties arent for you and thats fine! Its a game at the end of the day, make it so its fun for you! :D
@@yann9915 I'm level 120. I've been playing Helldive only since the day I'd unlocked it, and now I only play S-Helldive. Where did I mention I want primaries to kill heavy enemies? I want primaries to be able to kill the BASIC enemies effectively. 4:27 a whole bug breach happened because this wind blower failed to kill a scavenger fast enough, the weakest ass mob in the game🤦
@@yann9915 Ah, yeah. I'd like to see you, the skillful one, doing super helldive with some liberator pen and a dagger and say people just want a chill experience
As someone thst uses the eruptor alot the only problem i have wirh it is dealing with enemies that get too close. Ive alwsys used to smg pistol to counter that problem but the crisper sidearm looks perfect to deal with enemies thst get too close while I continue to snipe enemies and bug holes from afar
Mostly Bot diver here, I think this warbond's main appeal outside of the fire weapons is the fire resist armor. No longer will planet like Wezen or Hellmire scare me since with the fire resistance, I have more than enough time to react now. I can forsee it having an extremely niche appeal if one find themselves dying to Hulk Scorcher a lot. I find most of the weapons to be alright honestly. Cookout ain't no Breaker Incendiary but it has much better ammo economy and the extra pellets do help with setting more things on fire and thus killing more chaff. The 2 flamers are really fun primary and secondary options. Despite the misinformation that flame weapons are "nerfed" (they were fix to no longer glitch through charger leg armor which is an exploit), the flamers can still pretty reliably pop charger butts under 5 seconds. Just need to either kite them to a wall or use stun grenades nowadays. Also not important, but the drip from the warbond is pretty sick. I love my bright orange mechs :D
@@frostpst477honestly, that's cope, you just gotta focus more on being the guy to clear little bugs now. I still love the flamethrower when im running with friends, because it can solo clear entire bug breaches aside from the big bugs, meaning teammates can bring heavier weapons and breeze through missions.
i think you might be underrating the cookout a bit. it can keep several enemies in stagger while letting them burn the entire time, which does decent damage + you can shoot, reload, shoot, reload to never need a loading downtime while enemies cant really get you. but i see bit low damage is true
I know where the problem, guys! Based on what we saw on live event at 6 aug, I think the all weapons balanced for 5-6 lvl. And keeping this in mind - all is good at this lvls, even overpowered! So that's the problem, dev didn't play on 9s, unfortunately
I just want to say that I appreciate your content bud. I don't even play this game that much any more, but I'm getting all the news about it from you... I like your style... keep up the good work man
At medium range the cookout dominates. The spread allows us to set flame to a group of enemies killing horses of hunters with the fire alone. Then the spread will allow you to stagger lock most of a group. Also loadouts are a thing. If the shotgun sucks at dealing with brood commanders, but you have the auto cannon it doesn't matter. As such the cookout is a fantastic part of certain loadouts. It deals with stalkers, hunters, and other unarmored bugs beautifully.
1 shot on bile titan back is really very strong for the booster but it's gonna be completely meme pick to use it with random which communication almost never exist, We going 0 reinforce at first 10 mins with this one 🔥🔥🔥
Arrowhead: oh no, hard difficulty is going to be easy. That's not the superhardcoregamer like! *dropkicks the nerf button* Ghost ship: explosive autocanon - check the mounted one caliber autocanon - check geneva banned one - check the fire one? *looks at angry driller* mortar rounds - check *balance team office later* Arrowhead: What do you mean it was the player who just gained enough skill to handle helldive and not is too powerful weapon!? Ghost ship: Players get enough skill to complete hazard 5 without any trouble and asking for a challenge? Feed bugs cocaine.
@@LaserTractor I can only imagine what AH's minigun would be like... one magazine, same 50 dmg per bullet as Knight smg, magazine empty after two seconds of firing.
I don’t think that each flame projectile corresponds to 1 fuel usage. For the regular flamer you need about 25 fuel to pop a charger butt. The butt has over 1000 HP, so either each projectile hits 10+ times or you get multiple projectiles per fuel
going to share some research notes a pal did when experimenting with the current stratagem flamethrower: ⬇ "The change is that the flamethrower no longer pierces. Instead, they changed how the pooling mechanic works, so if you shoot an enemy, it will pool where the enemy was hit by the flame stream, virtually guaranteeing that the enemy gets subjected to the full damage (flame+AOE Burn+Afterburn). Not only is this much better against crowds than it was, it also takes a lot of the guesswork out of the weapon, since it's not causing the fire patch on random ground tiles in the AOE. The problem is that this makes it so that against heavier targets (like Chargers), the fire no longer scores multiple hits as it passes through, which is why you were able to burn down chargers with it in like 3 seconds (2 with upgrades). The AOE Burn was unreliable and the Charger didn't really care about the Afterburn so this effect was why it was good against Chargers specifically. The Flamethrower can still very much kill Chargers in a short time, just.... Around 5 seconds rather than 3, and you actually have to aim at the butt as opposed to vaguely getting Charger's leggies." Edit: more accurate time measuring found that you only need 3 seconds to make the Charger reach the deathbleed state instead of 5 seconds. But it will take an another 10 seconds for the bleed state to fully kill it if no further attacks are done.
I don't know whether your pal is playing on diff 5 or if he enjoys sarcasm, but there's not a single world where you can go around a charger, spend at least 2 stun grenades, stand still for 5 seconds while 100 enemis are jumping on you, and repeat the process for the 30+ chargers you'll face in diff 9, much less in diff 10.
@@MasterChakra7 it's neither diff 5 or sarcasm. It was just isolating a charger on an assassination mission for experimental purposes. The difficulty didn't matter as long as we got reliable data. i only need 1 stun or someone that can peel the armor off but i do understand that you usually don't get ideal conditions that enables that even if the flamethrower deletes all the small/medium bugs getting in the way of a clean shot.
Been using the cookout for a while and i think it is good, especially after the breaker incendiary received an ammo nerf. The cookout packs the stagger while retaining the incendiary trait, much needed for the annoying stalkers. For other armored enemies like bile spewers, alpha brood commanders i will use my trusty AC for them so yeah the cookout is good for me.
IMO from what I’ve SEEN the warbond doesn’t seem too bad. Better than polar patriots on release if you ask me. Ironically that’s probably only because of the fire change as from all the gameplay I’ve seen, the torcher pretty much does everything the flamethrower can NOW with upside that it isn’t a stratagem. No point in bringing the flamethrower anymore smh
I actually like the Cookout. I expected an incendiary shotgun with stagger/knockback, and that's what I got. I think similarly to the Incendiary Breaker now, you just need to let the DoT do more work and apply its damage. That said, this is finally a fire weapon that has its own form of "slowdown"-adjacent debuff, that is simply knocking enemies back. The flamethrowers are both nice. Stratagem flamethrower has 100/4 so 400 total but much more damage. Torcher has 80x6 so 480, but it's less, and lower range. Crisper has 30x4 so 120, but you can run-and-gun and light-and-forget bugs that approach you, so it's really golden. As guns we drop in with, these are pretty nice when used to their advantages. I really like this warbond for the terminid front, and I've found the recent changes acceptable anyway.
The nerfed fire damage however against chargers which was like 90% of the reason why I brought them. You have to shoot them side on or from the rear now and that is really hard when chargers have had their turn speed silently increased.
Let me guess you’re not playing on lv10, the folks complaining are playing on the highest difficulty. It takes a full clip to kill a single hive guard variant assuming you’ve hit the head every shot and no one has time to wait for the dot. When I used it I had to keep switching targets and tag everything at least once. This is tedious, even other weapons can do the same thing but faster.
Just stop listening to whiners on YT, Reddit, Discord etc. The game's fun, new weapons are fun, new enemies and difficulty are interesting. Many issues and glitches were fixed, especially the Social tab. Now you can finally befriend people, join their squads, even with cross-platform.
Explains why steam reviews are tanking and even the discord survey majority aren't happy with this warbond, probably because of the fire nerf. Narrowhead are going to have to come up with something big to save themselves here.
Well at least AH are aware that they messed up, and willing to fix it. Looking at one of their latest posts in discord - they are thinking about how to balance flamethrowers properly now. So I'm assuming we can expect some buffs to our Flamers soon.
5:20 it is still decent at dealing with Chargers. You just have to go for the butt like every other primary, though its worse than Scorcher and Incendiary Breaker for it. But it's stronger in other areas to make it up. Crisper will probably be my go-to bug secondary when I don't need the grenade pistol in the build. Also: Cookout it perfect for builds that run an anti medium support weapon like AC.
Would love to see you upload your gameplay so we can see what difficulty you're on and how trivial you make them. On low difficulties sure, but on higher difficulties when you have 3 to 5 chargers at the same time in fights on top of alpha brood commanders, etc, that's just asinine
@@serket6807 to be fair, the flamthrowers are the only primaries/secondaries with 100% durable damage. There isn't many weapons in slot better at dealing with ABC and chargers.
@@Nat-ri3ip sure but you also have much lower range and the possibility of setting yourself on fire compared to said weapons. The flamethrower and BI were in a totally fine spot and didn't need any adjustment, their reasoning for nerfs are just asinine. Popular does not mean broken, it means maybe you should look at what makes it popular compared to other guns and how to bring other guns in line with it if it's not broken. Nerfing BI because 30% of players used it against bugs is just laughable
@@serket6807 On high difficulties, you need to specialize in something. Especially on 10. Dedicated AT person, dedicated horde clearer, etc etc. High difficulties require more coordination than ever before, and it's great. You specialize in horde clear - cover your AT teammates while they deal with tanks. And vice versa.
@@serket6807 IB was, and still is, capable of ending a patrol in less that half a mag. It was broken. The flame change wasn't needed for balance yesterday, but it was definitely needed for the new weapons and the flamethrower is still fine.
Went on a super helldive yesterday with fire armor incendiary grenade, cookout, flamethrower bushwacker and supply pack, had gas and napalm airstrike as strats, worked pretty well on crowd control, managed to keep hordes off the team or at bay to be finished by the team or for the team to do objectives, don't chase metas, chase teamwork, and it starts how you choose your loadout, fill what your team needs, not what your ego needs Disclaimer: I don't play with randoms so maybe that's why my opinion is what it is.
Keep in mind Takibo is one of the more positive HD2 creators while also being insanely skilled. He can make pretty much any loadout work so his take on this warbond is like the best possible outcome for these weapons
you're incorrect on the damage values with the flamethrowers cuz its not 1 fuel to 1 projectile its 10 fuel to 144 projectile for flamethrower, and 125 projectiles for the torcher and crisper
I cannot fathom why they can't establish a baseline testing area where you make sure that each weapon has a comparable damage-over-minute "yield". Once you establish the baseline clearing tempo, you can take this into account and compensate with: ammo economy, incendiary effects, knockback, stunlock, etc. Then you test the weapon again, see if it feels any good, especially compared to other staple primaries: is it fighting with another weapon over the same niche, is it too generic, or is it too weak against certain enemies, is it strong against specific enemies or situations (swarms, fliers, durable enemies, chokepoints, open fields, high ground, melee ...), and so on. Back and forth, back and forth, until the weapon clearly stands out in some shape or form and is worth picking up. This kind of testing takes, in my opinion as a game dev, around 3 days, and if you have dedicated QA people it should take 2 days at most. It's also important to understand that this is a game, and so weapons should only slightly resemble true firearm, perceptually and flavor-wise, instead the ergonomy of the weapon should consist of the clicking patterns and its tactical application in terms of range, splash, aoe, knockback, spread, armor pen, ammo economy, etc. because that's the actual reason to have a different weapon in this game. In the case of Cookout if it's sharing the same clicking pattern as Punisher but feels worse, then what's the goddamn point other than to pretend it's "new". There are so many primaries I have picked up only once and never again. I really don't understand such design. It's a waste of development time.
A little note: The Flamethrower definitely does more than 300 damage per canister. That's less than a single shot from the Breaker, you know. The mechanics behind Flamethrower damage must be more complicated than 1 ammo = 3 damage because it can deal thousands of damage per canister.
Yah hard agree on the warbond options, the best piece for me is the Crisper. I like the idea of the other weapons but in both solo and team play I’m just not feeling it. After the nerfs (especially this most recent one) it feels kinda meh. Admittedly the game is still fun as hell. My main issue with the new pieces is how absolutely chaotic some players are in team play with the fire weapons; few and far between but when I see players with full fire loadouts I try to steer clear when I can, or the TKs just bleed our reinforcements. I can get much better and safer clearance with solid shots, EMS/stun grenades, and an AC turret. The Pummeler has stagger and pretty good damage and is GREAT for crowd control, especially against Hunters. I have noticed tho that the Crisper handles hunters without them turning into flaming projectiles so that has been REALLY nice. I’ve swapped out my grenade pistols for the Crisper a few times and I honestly love it. Doubt it’ll become a hardcore permanent addition but for Evacuate and Eradicate missions, it’s very good. The armor in the warbond is okay, the stuff that’s came out in the super store is great. Wild that we have to spend Super Credits on the warbond AND super store for decent items, but AH either makes us grind for those or pay for them, and I refuse to pay for something that I can earn in-game.
These developers are clueless. I’m just glad they unlocked this fun idea and genre. it’s only a matter of time before a competent studio will create something similar but superior.
somebody doesn't know you can reload a round between each shot with the punisher/slugger/cookout effectively having full uptime and a magazine of 77 shots
They should just make it so the flame thrower can pen armor and the new stuff can't. I think they nerfed fire against chargers so people can't kill them with a primary/secondary, the flamethrower was caught in the crossfire.
That would be two different physic treatment for fire particules, and they already have a hard time managing one. If a buff is really necessary, heavy pen would be more practical.
The cookout does make a great secondary if you are a player that use a machine gun / stalwart as your primary One thing ill need to personally try out is that i noticed in my games thencookout seems to set enemies on fire with 1 shot. With the incenderary breaker i at times need multiple shots. Might be lucky or a bug. But if thats how it works it could be good for procking dot on tougher enemies and running away
You're forgetting the fact that the Enhanced Combustion ship upgrade makes Fire stratagems (including the flamethrower) deal 25% more damage, no? That'd make both of the fire weapons from the warbond even worse than the flamethrower support weapon
The Cookout is perfect, imo. If it had strong durable damage, it could end up killing enemies before they burn from the fire damage. I think it’s very well balanced. Fire and stagger at the cost of durable damage.
Last warbond was also mostly for bugs too. I like the idea of the carbine and bushwacker but light armor pen and high recoil are rarely goo va bots not named Berserkers
That booster is absolute chaos when playing with others. can't tell how many times i died as some one order resupply right next to me and i got blased >,>
The primary flamethrower is such dogshit at the thing it "should" be good at, which is horde clear. It took 8-10 seconds of continuous fire to kill a singular hive guard while I was playing (not hitting its armor, AND torching the ground to try to ignite it). The range is so short that anything you are trying to kill you will simply attack you and ignite you within moments of being torched. And the niche it COULD have had, a primary that kills chargers fast, was prematurely gutted. Genuinely cannot fathom what difficulty they are testing on because alot of anti-tank options feel worse every time they add new enemies. Quasar is too slow, recoilless makes you stop to reload, EATs don't kill charger behemoths in one headshot. Commandos are good though. They want loadouts to be diverse but pretty much every loadout I see is Blitzer, Grenade Pistol, Stun grenade, and like, EVERYONE's stratagems being the same shit every game.
The cookout is nice, it's a good sidegrade to the punisher against bugs. It feels nice to use and performs a bit better against small bugs and weaker against medium bugs compared to the punisher, less effective against big groups or flyers but better against small groups or medium bugs compared to the IE breaker. It's not top tier, but it does what it says on the tin and that all I expected it to do. It's an alternative, not the new meta.
I'm not a fan of the recent fire changes (particularly the graphics), but I've had success so far with the Cookout against the bugs. The stagger is really nice and if you can get around the side/back of heavier units, the damage seems ok. But that's just me, I'm biased toward fire weapons.
I like how with the first shotgun you said it had horrible durability damage and then continued to shoot the most durable part of the enemy. The head isnt always the answer. The legs are far weaker and very easy to rip off with shotguns. Ripping off 3 legs instantly kills a brood commander. Im not saying the gun is good, but maybe you should consider altering your tactics instead of trying to brute force everything.
Sure, on Brood commanders. Remember that Bile Spewer and Charger asses still exist though. This is supposed to be the heavier duty fire shotgun, and it performs worse at killing these bigger units than the Incin Breaker.
The legs of an alpha commander are still 50% durable, meaning the cookout is still only doing 9 damage per pellet there. That comes out to 180 damage per shot assuming you land every single pellet, so best case a 6 shot kill going for the legs since each leg has 200 hp. Aiming for the head, you're dealing 60 per shot factoring in armor and durability, which would be a 5 shot kill since the head has 250 hp Basically it's a wash and you should bring a support weapon to deal with more armored targets
This is now the second "quality" warbond that they have put an extra month of work into. Once again, it is just an underwhelming reskin of the og weapons. To me, Arrowhead is the boy who cried wolf. They're excellent in wordsmithing and marketing, only to repeatedly let down their loyal fan base upon release of content and warbonds. I've been fooled too many times. It's time to move on.
3:45 this gun could have been amazing (cheers) if they didn't nerf flame penetration (boo) because it would have been able to deal with literally every sort of enemy on the right half of the galactic war except the two biggest enemies (confused murmurs)
@@el-low6663 It's a punisher that can kill 10+ small bugs in a couple of shots in medium range, and still has solid damage and heavy stagger in close range. It's great.
@@el-low6663 It's "lesser" only in terms of DPS against one single enemy. It makes up for it with it's ability to light on fire and kill many enemies at once. And each of those 20 pellets stuns enemies too.
Start making space Marines 2 content man. Nothing has changed in AH. Nothing enticing for me to come back (d9/hell commander). Weapons still suck, nerfs still hot and heavy and did I mention it’s not fun! Bring back the month 1 game so some of the 11,970,000 players can come back.
I agree that Helldivers 2 needs changes, but don’t say a person can’t have fun despite these problems. Especially when they are known for consistently uploading Helldivers content.
will point out, by having a torcher on your team while another brings the MG-43, you basically have a strong Add clear duo without sacrificing AT. also, The Dragon'sbreath punisher is actually really good if you use your shells efficiently and pick your targets. i'd combo it with MG-43 or even the Stewart to deal with targets easier. you're still gonna be an add clear machine and the ability to push back almost every Bug makes it great to even stop Stalkers.
If you’re brave enough, the torcher can melt bile spewers. There’s a spot to aim at somewhere between the head and the spine, you’ll know you’re hitting it when the hit indicator rapidly flashes white and red
Is the cookout damage really that bad? I’m still one-tapping warriors and hunters with it. And the DoT has more time to take effect because of the reduced fire rate. Where the cookout actually struggles is when trying to hit multiple targets that have even just a little space between them. But this I think is a fair trade-off for the stagger, and overall, the weapon handles like a dream.
The way I look at the cookout is this: The Punisher is the baseline. The Slugger is specialized in dealing with medium enemies The Cookout is specialized in dealing with swarms.
Its not just durable damage thats bad on the shotgun. In fact, this is going to apply for almost all primary weapons. The issue is that youre only doing half damage at all time, due to the armour not being penetrated. Alpha commander heads arent actually significantly tankier than brood commanders. 250hp with 70% durability, vs brood commanders 200 hp with 60%. If the shotgun had level 3 AP, itd be doing at max 320*0.3 = 96, + 60*0.7=42, equalling to 138 damage, so 2 shots to kill a Alpha commander. Except were only doing half damage, since our AP is only equal to their armour... 4 shots.
I quite enjoyed using the Torcher but the limited range meant it was incredibly difficult to deal with Bile Spitters without being able to sneak up on them and it can't reach shriekers when they hover getting ready to dive so if you don't have a better ranged option you're at the mercy of team-mates saving you (I brought the recoilless and grenade pistol so I was shit out of luck for that match). I also found it was inconsistent at dealing with armoured enemies, sometimes they'd cook quickly and other times they'd eat most of a canister. The Cookout seems to be the most popular weapon of the warbond that I've seen but it's noticeably less good at horde clear than the IB (which I didn't see once in 6 hours of playtime on difficulty 9), leading to some very spicy extracts.
You don't want to drop turrets in the middle of a swarm, and mines are mostly useless anyways. However, there is a niche but cool build with EATs and Commando. So you could use those as little artillery napalm strikes. That's the best use for this booster I can think of.
I actually prefer the way the punisher style guns reload and make it work really well for me. I was really hoping for a better assessment of how it plays compared to the fire breaker, oh well
The kickback on Slugger or The Cookout is pointless, because just take the Arc Blitzer, it fires almost the same speed, and covers all the stun/stagger you need, with NO RELOAD or AMMO. These other weapons needed to hit like a truck, not be CC weapons.
Super Heeldive run using Cookout, Bubble shield, Stalwart, Napalm Airstrike, Precision Airstrike and stuns = Profit. Shoot the legs of super broods and Charger booty on max RPM
The grenade pistol is best in slot for bugs absolutely no question about it can take out a bug nest with no backup easily. This flame bond is a fail but it's good maybe less flame weapons will be used and that's good imo
Hmm, I liked the cookout at first after they nerfed the incendiary breaker which was all I used, I only play bugs. Taking those 2 mags away I was out of ammo in no time which was always my issue with the regular breaker. I always run light detection armor so when you get overrun and cant run you're screwed, and if you take the shield, you lose a stratagem you could have. I am about done with the game because they keep messing with the stuff people like. Currently lvl 106, so I've played A LOT Putting 1 more stratagem slot in or 2 would make the game a lot funner, I don't care how hard they make it we just never have enough ammo/stratagems and that ISN'T fun, just add more new big enemies, that is fun.