A lot of stuff should be basekit for certain things. For instance the ammo booster could easily be basekit for how often people take it. It's almost mandatory. Makes the booster meta stale.
@@nooby762 maybe stun shell pellets detonate with ems so it goes through armor just like stun and ems strike. I noticed those small pellets explode into tiny blue spheres adn they are very prone to ricochet on the ground
@@nooby762 The fleshy orange parts from the chargers back and belly have armor 2 so the light pen stun pellets register damage, you need several pellets to connect to these orange bits to proc the stun effect and since the spread on the stun configuration is huge you must stand really close to the charger.
Yeah, this is exactly my issue with it. Tried it last night and liked it mostly, but it's just too clunky to keep switching back and forth in a fight (also don't like that they have the ammo type selection where fire rate normally is, rather than on the left)
I was using the autocannon with it on bugs and it was really annoying trying to switch the firemodes between the two weapons because they are different buttons
Game theory: This SMG is just a test to see how many people use it compared to other SMGs and ARs. Then AH can come out and say this is obviously where ARs should be at and buff them all to feel like the new SMG while slightly buffing it by giving it 30 rounds and taking away 1 mag.
They need to do much more than that, this gun has weird flaws that get in the way of it's design. Example: -They either make it like the Dominator, hard-htitting, slow to control but pretty accurate still OR -They make it handle like a dream but be useless outside of short range. Unfortunately they are trying to make it both and oh boy is it bad. The gun is ok, mostly only good for bugs, but when even the Constitution feels better for bots is pretty insane, but that's what horrible accuracy will do to you.
One thing I did notice about the stun rounds on the halt is that they can stun chargers mid charge if you shoot them in the face/jaw area, really good to hold them down or stop them from ploughing you in a microsecond. Also on the bot front, it's super useful for making heavy devatators put their shield down for a bit.
@GGBlaster honestly just having the armor be "heavier" in the sense that you don't get thrown as hard/ far from ragdolling would have been an excellent addition
@@chimbo7787 What I would like to see helmets have is some kind of enhancement slot and for players to be able to use an augment of their choice for that slot. That way players can wear whatever matches their outfit but still get a benefit of their choice. Best of both worlds.
Assault rifles… you’re probably onto something there. What AH could do is give ARs higher total ammo capacity - more and bigger mags. They can be somewhat mid-tier in other categories, but as long as they can last longer than other weapons, they could become more relevant.
Ars should have higher damage than the senator following real world premises but if not at least give them 15 added damage to everyone one of them with higher armor pen on average having say medium with adjudicator getting heavy and the pen lib getting heavy thus making every ar absolutely peak
@ yeah, real world premises would probably not work as nicely, as it leaves most secondaries as redundant, if not useless. What it’ll ultimately come down to is AH asking itself what general identity they want ARs to have, if there’s an unexplored/unfulfilled niche, and why a player would choose an AR over some other weapon. I suggest ammo capacity because the lighter ARs struggle to compete with the Sickle’s infinite ammo. So some damage buffs could be in order, but ammo would also be useful, as 5 100-round mags, for example, would be functionally equivalent to infinite ammo, given typical supply drop rates and ammo pickup spawn frequency.
All of the single perk armors should get the better recoil while crouching or prone perk. It's already there in the game code and it's the perfect blend of not too weak, not too strong.
I absolutely love this warbond so far. For me, the submachine gun is perfect - but I almost exclusively play with a squad, and let them pick the gimmick weapons allowing me to run automatics for cleanup and mowing small enemies down and/or cover them if they get overrun. The tenderizer was my personal fave for that, but with the medium pen of this weapon I think this'll take the cake easy. The plasma pistol is *just* out of reach atm, but I definitely want it. Am a huge fan of plasma weapons, I love each and every one of them - was so looking forward to the pistol and am so glad to hear that it's good! Love your videos btw!
I'm just sad we didn't get a toxic sludge thrower. Fuck gas, I wanna be a "Captain Planet" villain and kill the enemy with the caustic run-off from the Super Lithium mines used to produce my Space Phone.
@@raidman3733 Got a better one. The ability to ignite the gas for a bigger explosion, DRG style. It'd make such a good synergy between Pyro and Gas builds
About assault rifles. Automatons(Light Pen): Almost useless, unless you have med/heavy pen support weapon and/or secondary weapon. Without it any striders is huge pain in the ass. Automatons(Medium Pen): Nice but high recoil ruins them, also they consume large amount of ammo. B-1 backpack is required. Bugs(Light Pen): Must be used with backpack due to high ammo consumption(shit ton of bugs), though it isn't bad for Quasar users. Can't effectively kill hordes of bugs, also struggling with Hive Guards, Alpha Commanders and Bile Spewers. First due to them having Medium armor, others just take too long to kill them. Bugs(Med Pen): Same as for Light Pen. Can't as well kill hordes of bugs; Alpha Commanders with Bile Spewers take too many shots to take down. Recoil still an issue. Summary: Assault rifles generally worse weapon choice because player can't really assault enemies with them and has numerous disadvantages while fighting enemies.
@@Mr-Hakim Yes, but there is only one bug type and one subtype with medium armor. Of course if we exclude chargers and further which are somewhat equal to Hulks and further. Yes, most of automatons aren't that big of an issue with light pen. However all striders will make you pay for that. Even one strider becomes quite dangerous, not mentioning if it is with other bots or there multiple of them with other bots..
True, but i dont understand why recoil is an issue. To me high ap = more gunpowder = more recoil, i f.e. dont appreciate that the lib pen deals less damage than lib base since it must have either a faster or heavier projectile. I use lib pen on burst because of the recoil. I think ap3 ar's should do more damage, but smaller mags (larger brass) and a lot of recoil. Burst should be standard for accuracy, as with faster, higher ap bullets, 2-3 shots should be plenty to shred an automaton head or joint.
@@zachryistre9895 Did you tried 7-10 diffs? For these diffuculties you very preferably need somethng strong against many Hulks, Tanks, etc. If not , then you already have weapon against smaller bots and destroying them in mass quantities is your contribution in the team.
For spewers, i prefer the GP. Since they usually bunch up: a single grenade to the sack detonates all nursing spewers, 2 takes out the bile spewers. It also one-taps striders in a pinch. I usually ran DCS /GP / Spear combo for bots, but right now I am loving the full auto diligence (AKA the new "SMG")
Halt seems like a very nice shotgun but my all time favourite is still the cookout, the ability to stagter enemies, light them on fire AND have rounds reload makes it feel like a better breaker incendiary :)
That whole fire warbond is actually so good now, the torcher is so good for bugs and clearing out hordes it’s not the greatest for the big threats but I always have a stratagem for them. Torcher and the cookout are amazing
I really struggle with low fire rate primary weapons on terminids, I always find myself overwhelmed, any tips? I’m perfectly fine with things like the sickle and the breaker though. But I’ll never be able to enjoy the eruptor or the cookout like the rest of the community seems to, feels like I’m missing out haha
"there's not a heavy armor variation" oh believe me, that will come to the superstore in maybe a week, devs always release the new armor passive in new shop armors (those that u have to pay like 300 SC)
<a href="#" class="seekto" data-time="271">4:31</a> nah i actually never knew the automatons did that😂just watching them take turns punching him is hilarious then the other one came up like “y’all need help?!” And quickly slashed him lol
It's weird that they call it unflinching when you still flinch and get interrupted whenever you try to heal. I still feel if you're aiming a rocket and you get hit you will miss your shot. They should have drastically removed the flinching by 90% or removed it completely no questions asked. And I agree unflinching should be a base standard default effect on heavy armor same with explosion resistant
the new shotgun is literally the perfect primary for machine gun/heavy machine gun mains. the stun potential is huge. not for helping with reloading, but rather for stopping stalkers and heavy devastators and hulks. for hulks i can already see dealing with scorcher hulks and getting easy headshots with the heavy mg. but i would prefer the new smg for bugs, and would pair amazing as a recoiless rifle carrier in lvl 9-10. still good for mg carriers too. the new shotgun however for bots looks like the new king. i love it. these weapons actually add alot of fun factor trying new loadouts for me
@Ibra-fx1dy i agree we could be due for some new weapons. Ive been an mg43 and heavy main from the start before the buffs (well the heavy mg after its first buff). Still waiting on backpack belt fed minigun
the new smg as well as the assault rifles give me something the "Meta" weapons can't give me, and that is the vibe. No matter what game, I always preferred the more down-to-earth weapons to the over-the-top plasma/laser weapons.
The art team did amazing for this warbond. However, the fact that we not only didn’t get a heavy set (and they overpriced the hell out of the superstore items) but also got a ass backwards passive shows me the incompetency of whoever pitched and greenlit this into the game. I don’t want to be harsh but I really can’t understand how they looked at this, designed and tested it, and said “yeah, this’ll be great.” Unfliching should be a stat, not a passive. Furthermore, I think ALL resistance armor passives should come with a sub-passive if they’re not going to be immune. For example, arc resistance armor should also apply to EMS and reduce stagger/flinching from arc attacks. Make it make sense. To give the devs credit, I believe one of the community managers said this warbond has been in the works for a long time so maybe this is simply an outdated idea. However, I don’t realistically see the devs changing it. The guns also seem to be pretty good and the booster is a decent option depending on who you ask. I like the warbond overall but I hope the devs can look at their passive design philosophy and improve upon it.
I think the problem with assault rifles and automatic weapons in general in this game is the fact that our supplies are often so limited, and assault weapons are so greedy when it comes to ammo consumption (thanks to their damage being distributed more slowly through more rounds down range, instead of each bullet dealing decent damage.) that they've become super impractical to bring, in pretty much any instance. Why bother bringing a weapon that fires more - but weaker rounds - when you can bring a harder hitting weapon that just requires you to be more conservative with your aim, and supplement that with a sentry.
I have just got back into playing Helldivers a few days ago having uninstalled it months ago (just after the viper commando warbond). This is SO refreshing to see, multiple extremely viable options on one warbond as opposed to the utter garbage (like tenderizer on release).
Dead sprint feels like it should just be ship module upgrade for the individual helldiver. Arrowhead usually has good ideas but for some reason they only put one layer of thought into these things and then they just simply make it happen. There are so many ways to make the game more interesting and fun but they just kinda undersell their own capabilities it feels like. A good example would be that the grenade launcher going from 2 to 3 mags was nice but why wasn’t the 1 mag jump an upgrade to purchase for the gun instead of it just being a blanket wide buff? I never get to spend my requisitions or samples or anything except medals & super credits every so often. So much underutilized potential in this game but perhaps things will one day change. Love the new Warbond.
(I'm just a guy, and I know little about developing live service games) Overall, the progression system in the first game was significantly more engaging than this one. Some good changes were made, such as implementing different currencies, and the inclusion of warbonds. Big difference, to me, is the way the tech trees are somehow simultaneously more of a resource sink, AND less modular. A single mid game upgrade costing hundreds of samples ultimately feels unfulfilling, while in the first game, a few missions worth of samples could result in one or two incremental upgrades for a stratagem or weapon of your choice. You're dead on that a lot of the issues with weapons and stratagems could be resolved with a better progression system, and it's such a shame that the game released without that system in place. I imagine balancing is only going to get harder, and we're likely going to need higher difficulties as weapon customization releases, because the baseline performance of weapons has, thankfully, been raised. The development focus on drip feeding new content is producing great results, but with a better foundation on release, so many issues we've run into could have been dodged.
I know your a solo player in all but the passive is better when paired with vitality booster, like you are able to sprint 3 times as long I would say, its a lot better
I've been hoping for black-and-red themed stuff for a while and I couldn't be happier, I've yet to try the weapons myself but I'm super ecstatic about the paintjobs and the theme of the whole thing.
I think the SMG may be a good backup choice for AMR users. Having a solid all-round high damage option is an ok choice. It's hard to argue that much past it, especially not as the "optimal choice" when the crossbow can destroy fabricators and bug holes but at least it's AN argument to make for it
<a href="#" class="seekto" data-time="193">3:13</a> Ironically when talking about the new Unflinching armor passive. The Diver gets flinched by a light shot that stops the Stim from being administered. Personally I dont really care about being aim punched. I care about my stims being administered or typing out a stratagem being canceled by light impacts. I'm not a drip diver, I'll probably never use the Unflinching armor in its release state. Just like Inflammable, Electrical Conduit, Democracy Protects, Servo-Assisted, or Advanced Filtration.
My idea for buffing assault rifles is increasing their bullet penetration so they damages 2 enemies per bullet. The one you're shooting and the one behind him. (All this is based on the type of armor penetration the gun already has).This would increase their crowd control ability and you could also buff marksmanship rifle like this except they hit more enemies 3-4.
Imagine the knight smg with medium pen. Low damage but high ROF relatively controllable and able to take out striders and devastators. Also would make sense because the p90 can penetrate some armor
The shotgun can actually stun chargers. It's very picky about placement but I've been able to stun chargers and make sticking thermite grenades trivial. Not to mention those annoying spewers are far more tolerable, even if you need a more powerful weapon, not getting puked on from every direction makes it my favorite all-purpose shotgun
Considering the superstore was full today with an extra player card and Cape. I would assume when the superstore resets, that's when we're getting the heavy armor they just couldn't put it all out there at once like they normally do.
Dead sprint can be pretty good in squad play if someone has vitality, dead sprint takes such a negligible amount of health when vitality is on. Also, should be noted that dead sprint cannot kill you
The new booster is nice, but the devs really, REALLY need to make sure the UI will clearly tell you what's going on by having the booster icon visible over your stamina bar.
The reason I will be using dead sorting is because I’m a search diver it will give an extra option to zoom through the maps while avoiding enemies to get my precious samples.
I'm so excited about the skill expression possible with the new shotgun. Hot switching between round types and making sure to keep both types reloaded is going to be so engaging and fun. Here's hoping they tweak the armors and maybe add a heavy armor with the flinch passive some time soon.
Why would you even be switching ammo when it 2 shots all mid enemies lol the "skill" in this game has been reduced to pick mid pen weapon, win. That's what the vocal minority demanded.
In order for assault rifles to become relevant again they would have had to commit to the idea of high damage fall off for smgs. That way assault rifles could actually fill the nice they're supposed to. Powerful mid-long range weapons. That's kind of how it already is to be fair but with weapons like the liberator carbine which is a glorified SMG its hard to actually figure out what it needs to be.
I am quite happy. Especially with the style of the armor. Now I can be a truth speaking commander without a thought and bring managed democracy to the universe! And I do like the weapons, they are rear-end load of fun and overall, this is one of the best day 1 warbonds so far for me. Stay crunchy.
Imo if you just remove the stamina booster from the regular boosters you run ( hellpod, stims, stamina, vitality) then you can add the dead sprint you'll not only have more stims 99% of the time but run way further than having the stamina booster. ( this new booster is cracked for groups )
I wonder bout that question you asked. Im a lvl 20 player and dont have that much stuff available, and I personally feel the liberator penetrator is an absolute favorite weapon for me. Especially against bots. It gives me enough firepower to kill some important types of enemies (especially striders!) Without spending support ammo, and still has enough ammunition both in mag and in reserve for me to defend myself with if something sneaks up on me or I have to start running.
Thats my fave wep and i have all weps unlocked, new contender is this reprimand but but lib pen way more accurate way better range. And it used to be weak as hell so now it feels like i have been rewarded for sticking with my baby lib pen lol. Now if theu un-nerf my slugger il be happy.
I think if they made a AR with the Halt shotgun ems stun with combined with the tenderizer's ammo count or lib concussives drum mag it might get people to use ARs more
That was scary AF when i didn't see warbond yet but someone from the squad used this killing booster 😐 Damn it! I just couldn't understand wtf is killing me! 😆
I have definitely same feeling as you regarding AR'S, they are just so irrelevant it's funny, every single one of them. On bugs they do not clear swarms fast enough and do not have a lot of ammo, on bots you must have pin point accuracy to deal with heavier armoured opponents. On bugs you have tons of options to clear waves in instant, and with bots things like crossbow, purifier etc exist, they are far better options for multiple of reasons. I have no idea how to make them relevant, DRG somehow did it with Deepcore GK2, even without overcloks
I think they should make more stats for weapons like with smg you run faster, better handling, quicker reload so we would be more eager to change our loadouts
I don't quite agree with your hype for the halt and reprimand. The Halt is a cool tool for the stuns, as they allow you to kill and contain(!!!) a charger by yourself with it and thermite, this makes machine guns more viable. But as a straight up shotgun it pales in comparison to the sheer brutality of the Punisher. That one does not only have more damage, it also has a larger (unified) magazine and, most importantly, staggers enemies. The Halt CAN stun, but the stun rounds deliver much less murder than the flechette ones. The reprimand is cool for a few things, too. But its large spread, low velocity and high recoil make it less suitable at medium or longer ranges. Which is like all of the automaton fights outside bases on open terrain. If you want to go sicko mode super aggressive against bots it may be the right tool, but if you just want a gun that kills stuff from safe distances, the DMRs, the lib pen or the adjudicator are much safer options.
I'm still waiting for them to release some nice carabiners or lever action rifles. I also hope they add some skins with black & purple color, cause I think that would look nice.
When I was looking at the first infos about this warbond I thought it's gonna be meh, another SMG that has horrible spread, not even one handed like the others, another shotgun that why do we even need after a bunch of shotguns, gonna skip it just like Chemical Agents...but pretty much all guys I follow love this new warbond, so I had to buy it. I was so wrong, I love both new primaries, can't say that they're meta, I'm not sure if we can name outstanding meta choices after the big buff patches, but these new weapons are definitely in the super helldive viable fun tier even if not top. It's not the best warbond ever, but it's one of the better ones so far, worth super creds for sure. In my opinion it's hard to rival Steeled Veterans that has the Breaker Inc and Dominator, plus servo assisted armors can be useful for strata throws too. My 2nd or 1st place tie choice is Democratic Detonation, it has the explo crossbow, thermite grenade, CE-07 demo specialist light armor, the Adjudicator AR and Eruptor deserves love too. Cutting Edge is a must because of the stun grenade and the Sickle is enjoyable too. I love Viper Commandos' Experimental infusion booster, the title and peak phys armors can be useful with some heavier weapons. Polar Patriots was underwhelming back in the day, nowadays the Purifier is really good and the other weapons are welcome additions too. Freedom's Flame would be skippable without the Cookout, but it's so great after the big patches that it's a must experience thing. Chemical Agents also has some fun additions, especially it's grenade and stim pistol, but nothing must have in my opinion, it's the only warbond I don't own and don't want to own so far, it's a clear last place.
the booster and the armor passive should have been switched. for team play a lot of people aren’t going to like dead sprint and forcing it on a squad of randoms feels bad, but whole squad flinch resistance would be way more awesome than one person, plus that would let it apply to heavy armor. Huge missed opportunity IMO
The reprimand is my new main I nearly doubled my average kills in my first game with it and that wasn’t a fluke I layer multiple other games with even better results I managed to clear a large amount of the map out on level ten so yes it’s good
I could see the new Dead Sprint booster be a troll for people to pick it coming into an SOS. People sprinting around and looking at their surroundings might not notice their health dropping. That would really annoy me if it started happening out of the blue in a team game.
Yeah, had someone join mid mission using the booster and I was confused as to why I was suddenly ranking damage. Maybe if they made it so you have to press the sprint button again when you're out of stamina for it to start being used?
Am I the only one who thinks the shotgun is bad? After a couple super helldives, I just dont think it has the damage output. You'll pop 2-3 rounds into each medium armor enemy alone. And when you're swarmed, the shotgun becomes irrelevant. What people are really sleeping on is using the buffed liberator guard dog. It uses the penetrator ammo now. Absolutely chops through bugs. Combine it with the OG machine gun and a machine gun turret, you can really lay the heat. The shotgun is good against robots though. Also has anyone noticed that even after all the railgun buffs, it's still really bad? Like you'll put 8-10 unsafe shots into the head of a bile titan and it keeps coming. Same with behemoth chargers.
Best drip warbond by far, but I dunno about the weapons, played with the SMG and the Shotgun, the SMG does great damage, but the low ammo count and high recoil makes you miss a lot and reload a lot, also not being able to use the shield removes the main advantage of an SMG. And the shotgun also suffers from low ammo count syndrome, I don't want to reload after every shot, that shouldn't be a requirement for the weapon to be usable.