6:14 - ThiccFilA found out that if you land 2 shots on ONE the bottom doors of the strider, it'll kill it, but if you hit both doors, then it'll take more shots
If you poke out of cover to the right you can get body shots and headshots with little danger from their weapon. The closer they are to you the more room you have to poke out due to the angle of their gun and that it's always in their right hand. It's still not a whole lot. But once you get it. It makes them pretty trivial with a precision weapon. I find you can get an angle where they can't shoot back well either poking over a sand dune sometimes.
I took out the gunships with 1 missile to it's engines. Just hard to hit 2 shots to the eye can drop a factory strider. But of course that means you gotta get rid of the mini guns You can also close bug holes from any direction... you don't need to shoot the actual hole Tbh I think the commando might be my new favorite support weapon
Can confirm 1 hit to gunship engines. I have done this multiple times. I even missed hard but managed to swerve the missile back into the rear engine for a 1 shot kill once.
You can also take out hulks with one rocket to their face, if I recall. I might be confusing the MLS-4X with the Railgun (And yes, I am saying that the railgun can one-shot hulks if you hit their heads.)
When Bile Titans are spewing, their "head" killbox moves to their cheek area where the head armour meets the jaw. If you aim there when they spew, you'll get consistent 2 shots.
And there is only one strength of stratagem jammer. The “weaker” one only dies because the attached factory is destroyed and explodes with a higher demolition force than the missile.
@@Ellinkaiprobly aim was a bit off and he hit the hull of tank is my best bet. Alternatively could be a slight hitbox issue if he was in a session with a bit of lag.
Cool thing happened the other day. Was playing with a pick up group and all of us watch your videos! It was a cool interaction. Real Helldivers watch Takibo!
Some corrections: Tanks take 2 shots to the turret not 3 Gunships take 2 shots to the body but only 1 to the engine Factory Strides can be killed in 2 shots to the eye
Commandos (450 damage) are weaker than EATs (650 damage), but with Behemoth's they both take 2 to the face because it has 850 HP. (for anyone interested behemoth legs also take 2 commandos, but you can one tap the legs if you move forward while firing an EAT/RR/QC.)
True but honestly I'd rather do a quick 2 tap to the face than use an EAT most of the time. I think they work really well together, since they're both similarly great at most stuff and slightly better than each other in other situations
something people need to understand is the commando is designed for long distance targets where you have an easier time using the laser to guide the missle into the target
Right, like how the normal machine gun is "redundant" because of HMG since they're both machine guns? Commando is basically the middle ground between EAT and recoilless
I do prefer the commando most of the time but the spear gives you the ability to reload and also refill it with ammo boxes, for utility the spear is still better at least against spore spewers and shrieker nests, about equal against fabricators but the commando is more flexible and more reliable at close range
Dont really know what to say, was taking out numerous factory striders on the base defense missions with 2-4 shots to the face. Teammates were remarking on the fastest factory strider kills ever.
I 4 shoot factorystriders in the face every time during the defence campain and in games yesterday aswell, something was very off with that 16 shot tests, especially since the light in the face only takes 2 shoots to bring it down
He wasn't aiming. His shots were hitting the face & neck. Honestly not a great video, missed quite a few details. Sure it kills grunts if you headshot them - but what about splash damage ? How many grunts can you kill with one rocket, and how far can they be spaced ? Same for striders - it one shots them anywhere on the armored top, but what about legs ? Can splash damage leg a strider ? It doesn't kill shield devastators if you hit the shield - ok, but CAN you break the shield with rockets ? Could the splash damage from hitting the shield kill the head if it was weakened ?
The issue is that the general face area isn't a weakspot it has a very specific spot, @mattparent the splash damage is about one meter you won't get many splash damage kills but I can't say how many hits a shield would take. One of the few things I'd say he got bang on in this video is that devastators and beserkers aren't worth spending commando shots on unless you were about to call another in anyway
The hulk will still take damage when hit there though. The point is that if you have to burn all 4 rockets to kill a hulk through leg shots, it doesn't matter If you cripple the hulk and hit the busted kneecap or take out both legs (which results in an instakill regardless of the hulk's actual health). Given that you can kill on 3 to center mass and the commando is rapid fire (vs Spear/RR), you're better off aiming for the torso unless circumstances recommend otherwise (for example, having only 2 missiles left and cooldown active so you want to cripple the hulk since you can't guaranteed kill it right away)
i loved this thing in the Defense of X-45 and I still love it now. I had a match earlier where i killed a charger with 2 of its rockets only to turn around and stare at a bile titan. I waited out its breath, shot the remaining two rockets at the titan's face and boom, dead.
Hey Takibo, I really enjoy your videos and have been watching them for months now. I don't know if you still do this, but I was hoping you can try a meta I use while playing Helldivers 2 and see what you think. I call it the "Crowd Controller" and it consist of: Stratagems: -Grenade Launcher: which can double tab most medium armored enemies along with a couple of shot to Tanks and Turrets. -Shield Generator: this is for protection because sometimes you get close to the enemies in this build. -Railcannon Strike: can one shot Hulks, Tanks, and Turrets so it's good to help get out of a pinch. -Rocket Sentry: This can help deal with big crowds of medium to heavy armored enemies, but most importantly it helps deal with gunships which this build lacks in weaponry to deal with. Loadout: -Standard Breaker: this can rapidly deal with smaller enemies along with Berserkers and Devastators. (though you can take the Dominator if you feel it to be a better choice since it can take out Striders from its under belly) -Grenade Pistol: great utility weapon for factories and Walkers. -Thermite Grenades: surprisingly good weapon for dealing with Hulks which you can take out with just four grenades on any part of the body. -Armor: use an armor set that has the fortified passive to help deal with explosive damage. (though you can get the engineer passive if you want more grenades) -Booster: it doesn't really matter which booster you use it's up to you. This meta is great for crowd control and there are a few weapons/stratagems that help deal with heavier armored enemies that the Grenade Launcher may struggle against. I've had fun with this build, and been using it for months now so it would mean the world to me if you gave it a try.
I pop two missiles back to back and then just follow the gun ship. It guides both in. It's absolutely easier if they're mering your friends because one rocket barrage and your laser guidence is gone
I just tried the Commando and it kicks so much ass. The accuracy & range on this thing is out of control. Takes out factories in one shot. Striders go down 2 shots to the eye, 2 shots to take out turrets, hulks can be 1 shotted. I just need to get used to the laser guided feature more, but overall this thing shows no mercy to bots.
love this thing, I play with VoiceAttack so just made it drop when I say "Request Arnold" some reason it didn't listen well when I said "commando". I love the EAT but this thing takes the cake!
One correction, it only takes two shots on a tanks turret to destroy it. Even from the front, but don't hit the barrel, hit to the right or left of it. This also includes tower turrets.
I feel that arrow head has stepped in the right direction when adding this weapon very well versatile and not overpowered right direction making powerful but balanced weapons
Indeed. I just wish they brought some of the other options up to par. This thing makes the EAT look pretty lame by comparison - It has more consistent shots to kill on most things, can destroy objectives in one hit from any angle even though it deals less damage, the uses are way more granular because the effect of 2 missiles is split up into 4 that can all be carried at once and fired with no reload or prep time, and it's extremely forgiving to use because of the laser guide + no ballistic arc on the rocket + even if you mess up you can just fire again immediately. The only cost is that the cooldown is slightly longer.
It’s also 2 shots for the tiny tiny tiny nearly invisible, might as well not be, face weak spot of the factory strider. Or I think I saw that on Thicc’s walkthrough of the weapon.
5:50 you have to shoot at the same door because there's 2 doors otherwise it will take you more to destroy the Factory Strider, same thing with every single weapon that can damage them underneath.
I definitely wouldn't recommend it against Shrieker Nests. I'm not sure if they are always in clusters of 3, but it was painful trying to take them out with a Commando.
Spear is best for long range shrieker nest kills, if you have a solo nest and another commando off cooldown it's probably worth it to avoid them spawning but I'd generally just use a stratagem if I'm running commando
It takes 1 rocket to gunship thrusters but because of weapon handling, rocket velocity, and the speed at which gunships strafe, it's hard to actually land those shots.
A tank takes 2 shot to the turret from any direction not 3, and if you hit the heat sync once it takes so much damage you could throw a rock and it'd die, don't waste a second rocket, pull out your primary 👍 (same for stationary turrets)
Ok hear me out For bots you have to have following load out cannon sentry Rocket sentry Mg sentry Secondary either auto cannon or any other rocket launchers. Or Eagle cluster bmbs. Primary: Plasma punisher shotty or scorcher Grnd pistol. Mg stry, 1 min to recharge keep s bots away for good. Rocket and Cannon they just take out whole drop ship units including Devastators, tanks,hulks from a very long distance. Hard for striders cause they go for sentry and destroys in 1 shot with cannon.
I’m pretty sure if you get the factory strider in its eye/nostril on the lower left side of its nose the it dies in like 2-3. I did it on a wall defence mission
The other day, my team failed to kill a regular charger with 4 commando shots to the front, 1 quasar to the side and an eagle strike, but it finally died to a bit of flamethrower
I played mission last night, we dropped in next to a POI that had a behemoth but we weren't close enough for it to spot us. I call in a commando and 2 shot the behemoths head. Later in the mission we had a bug breach with about 6-7 regular chargers (one was already on the obj) and most of them die in one shot but one charger take a quasar to the chest, both front legs are missing armour, it's entire back is missing from a rail cannon strike and its still charging at us for another 15 seconds. The inconsistency with enemies is painful.
2 missiles remove a hulk leg, which has a large health pool, same for hulk arms, which has a much lower health pool than the legs, which is strange because of break points (2 is enough for leg, but over-kill for arm). Useful info for immobilizing them.
Hulk's legs only have 100 more health than the arms, and only 10% more durable (80% compared to 70%, which doesn't affect anti tanks like the commando anyways)
Don't know for sure. I know it takes 2 AC shots to blow off arm, but 4 for a leg. Might be an apples and oranges comparison, Ervin has good data mined info on all this stuff.
@@mattmaffett5879 Hulk's arms are 500 HP, AV(Armor Value) 4, 100% durable. Autocannon projectile is 260 damage, AP(Armor Penetration), 100% durable. Because AP = AV, 50% damage reduction to the Autocannon's projectile. So, 260 / 2 = 130. 500 / 130 = 3.8 (4 Shots) Hulk's legs are 600 HP, AV4, 100% durable. 600 / 130 = 4.6 (5 Shots) The only explanation for the hulk being 2 shot by your autocannon is that the arm was already damaged, whether that be from you, your teammates, or enemy friendly fire. All information sourced from helldiversdotio, and invadersfromplanetdotspace (Replace the dot for a fullstop. RU-vid automatically filters and hides comments that have links in them) I know about Eravin, but don't give him the light of day due to the clickbait thumbnails. Does he provide a source for his datamined info, if any, or did he obtain them by himself?
I really, really, really wish it was closer to the HD1 iteration, with a support backpack to reload, but i get both thematically (commandos thematically feel closer to disposable heavy weapons than reloadables since their missions are typically high priority elimination over prolonged combat) and gameplay wise (it would edge out the Spear) why it's now a disposable
@@PPWRUP They fixed the Spear target lock, it's less fickle now (you still need roughly LOS to some arbitrary center of the target, I think). I still find it as a niche pick, good for taking out bunkers, fabricators, turrets and gunships but edged out in other more common roles. Autocannon edges it out against hulks, and devastators, RR is better for shooting down dropships and taking out tanks/cracking strider armor (both are typically better taken out with orbitals/eagles anyways ideally). I don't complain when I see a Spear user on my team, but as the dedicated Supply Pack rearline, I often find myself using all my supplies to keep him topped off with missiles on higher difficulties since they're used to take out the gunship patrols and eat away at outposts from a safe distance. Give it another try, the lock on feels 10 times better than it did before!
4:30 This is slightly inaccurate. Some variants of the stratagem jammer have a bot fabricator directly next to the jammer. You need to destroy this fabricator to chain into destroying the fabricator. The jammer itself is still immune to direct Commando shots.
I have not had two missiles kill a bile Titan. I've shot Bile Titans directly in the face on different stages of its head just plain head when it's mouth is open and while puking. two shots never killed it lol
Ill put money on this thing getting nerfed, especially the oneshotting the factories from any angle, the only other weapon that can do this is the Spear and that is just the niche the Spear seems to be good for. This thing outclasses the EAT in basically every way.
I've been referring to the stratagem jammers as old and new type, during the first week I had never seen a jammer without a linked fabricator, but after that update that removed the server que issues, I suddenly started seeing these free-standing jammers. Does anyone know if this is actually true?
Aoe explosion does nothing to the head of bile spewers. Most (and I'm pretty sure all) heads are explosive immune, meaning they take 0 damage from explosion.