The new MG-72 Pummeler being stress tested in helldive difficulty solo, on a terminid world, i actually really like it! Enjoy! Timestamps: #helldivers #helldivers2 #helldiver
already got the final weapons and tested them out :D Tomorrow gameplay video on the final primary + sidearm and another video later on tomorrow reviewing the entire warbond! Enjoy!
I think the hardest bug planet is hellmire. Kicking you off the objectives and the possibility of a fire tornado sneaking up on you combined with the fact that you lose stamina faster makes it really tough
@@hubris6567 It was even funnier in the 1st month when sandstorm visiblility was next to nothing, especially at night, had to value every dim light around and listen to sounds to figure out what's going on. I loved it in a way, they should make it a notch crazier again.
Yeah and because it stuns them you can easily snipe the head with a couple of shots. Also shooting 1-2 bullets at headless brood commanders is a great tactic to stop them from charging you
Really appreciate how you take the time to do a full run with each weapon to give it a chance rather than just rushing out a video with an uninformed opinion. Keep up the good work, soldier.
Entire warbond felt underwhelming, even the booster. Really unfortunate. Appreciate you stopping into the stream btw. You caught me when I was really focused on gameplay so didn't see your comment until after.
it's the first warbond that I won't be automatically buying. Everything in it is bad to meh except the grenade. Armors are boring when they had the chance to make some cool new modifiers that could help out on snow planets.
@@PRC533 agreed on the armours bit - right now we're just getting cosmetically different armours without any interesting properties. however, I wouldnt say this warbond is bad. The Pummeller absolutely shreds bots, especially bersekers - go try it. and I think the Verdict is now my favourite secondary. Couple them both with the ballistic shield and it's quite fun. The purifier is absolute unusable shit, just like the crossbow. but the rest of the warbond is fun imo.
gave this thing a try against bugs today. I wasn't amazed, but positively surprised. for essentially being a slightly worse defender on paper, the stagger brings a lot of value and a niche hardly seen until now. the pummeler is my new go-to weapon for arc/flame builds. both the arc and flamethrower have an optimal engagement range, this gun helps you keep all enemies within that range. you can also use the stagger to keep them inside of dot areas, or prevent them from destroying a tesla tower, turret, etc. it's a great primary to use when paired with an all-rounder support weapon. still, I think it could use something more. a larger magazine would help it offset the dps loss to the defender, so it can still take out an equivalent amount of enemies in one mag, at a slower rate. it wouldn't hurt to slightly bump up the damage of both guns, either.
…and the Academy Award for most nail-biting finish goes to…😂 That was just an amazing final ten seconds, man! So glad you recovered the samples before you extracted. And yeah, did you land on a Charger ranch, or what?!?!
My favorite way to take out Bile Titans has been to shoot out the sacks with the Autocannon and then finish it with a Railcannon strike. Take stun grenade to easily shoot Chargers in the ass by crouching and firing full auto. Then I take the Eagle Napalm Airstrike for hoard clearing and Eagle Airstrike to help with outposts and to finish bile titans in rare cases where they do manage to survive the Railcannon. The Orbital Railcannon Strike also synergizes with anything else that can effectively take out the bile sacks, including the grenade launcher, grenade pistol, and even impact grenades if you can hit them. Though you'll want to include another way of dealing with Chargers in a loadout like this.
@@wubzt3r his build does sound like one of the best. which one would you consider more effective then? at 8+, bile titans are the main plague to consider.
@@b0nes95 I like Quasar, EAT, 500K together, then add your favorite backpack. Might seem like overkill with the anti-armor stuff, but it's really nice being able to instantly delete any charger, titan, shrieker nest, or spore spewer. Breaker incendiary, impact grenades, and your sidearm can generally deal with the rest.
@@naturalkind5591 i personally prefer orbital precision over railcannon strike cos it has a bigger aoe and has a way shorter cd, works very well for biles on planets without orbital scatter or 50% call in time. Downside is it requires stalling but other than that it's pretty insane. Alot of ppl sleep on it just cos it's the 1st orbital u get
Imagine a "Distraction Grenade" like the monkey bomb from Cod Zombies, that attracts all the enemies to get you out of a bad situation/helps with killing most with stratagems
Not the same necessarily. But the stun essentially does the same thing. Run in circles to get them grouped up, throw it and stun all of them, then call in a precision strike. Taken out 2 chargers and some chaff at once using that method
I love the grenade the best. Great for bug holes as the impact kills a spewer and the fire takes out the adds. Also good for approaching bug packs while you are awaiting extract
This is probably one of my favorite guns vs the bugs now. The stagger is so nice, and its a very convenient middle ground between the damage of the defender and the stagger of the concussive
Did Chargers get a stealth buff? The amount of times I've seen them seeming spawn from the ether, already sprinting at me,the past few days has been alarming. Seems like their hurt boxes are larger too. Maybe I got complacent fighting the bots and just forgot how to fight bugs, but they seem way more oppressive.
My thing with the prescision strike vs 500kg is that when I hit a bile titan head on with the PS its a guaranteed kill, while even if the 500kg lands directly on the titan it doesnt die sometimes.
great video , i remember the anti tank rocket you could throw it on the enemies it stucking to them like glue, maybe they fix it , that was really a good way to kill chargers even bile titan. Gotta check it again maybe its still works
About the autoclimb, I have my dive on space bar press and vault on long press. It lets me vault and dive consistently. As for the jetpack it still works. If the jetpack is charged, and you long press space, it will fly. Otherwise, if not charged, you vault as normal. I believe that is is the best keybinding for autoclimb off.
The only helldivers 2 youtuber that dosent needlessly complain and actually knows what he's talking about, thanks for making helldivers 2 content enjoyable for me Edit for those who have reading skills: I'm not necessarily talking about any warbond or weapon so stop just believing I am based on assumptions, I'm talking needlessly complaining in general.
@@tonyoso1391 There was a youtuber that genuinely said that the plasma punisher pre buff was the worst gun in the game lmao, he even said it didnt kill striders, genuinely spreading misinformation
@@tonyoso1391 He didn't say that wtf, he just said that he doesn't needlessly complain, like other youtuber that only complain and complain and complain about everything
I think they buffed fire so much bc of the DOT bug, they probably couldn't figure out why it was feeling so weak and the balance team kept getting told it was weak weak weak so it was a feedback loop of buffs, then they figured out there was a DOT bug and thats why the whole thing was FUBAR. Thats just my sneaking suspicion though.
Good one! I really like this weapon too. The smg seems to have an ems effect rather than stagger, against berserkers it takes 3 shots to activate! first 2 shots don't stagger them at all, the 3rd disables them for a sec or so. Because of it it seems to work on chargers too, just gotta be able to damage them. It also doesn't stagger warriors because it takes 2 headshots to decapitate, at that point we usually let them bleed out, but it means they will keep advancing.
The biggest benefit for the OPS is that it isn't tied to your eagle rearm. If you bring stun grenades, it makes it a lot better against chargers but Titans it can definitely be tricky to land reliably. Still a great stratagem that pairs nicely with a crowd control eagle, once you get good with OPS that is.
I've been playing more with the Precision Strike too, it's definitely harder to use than 500 kg. The shorter delivery of the 500kg + it coming from the direction you threw it from does make leading enemies into it easier
The tendy is ..... viable.....i dont hate it. Its works, its just not outstanding. The pummeler on the other hand, i love the new smg. Add on top of that the imoact incendiary, which combines my two favorite grenades in one.....HELL YEAH!
It's viable, but I think the better word is "redundant". If you learn to handle the recoil of the basic Liberator, it will be just slightly better than the Tenderizer in every way.
Compared to the liberator concussive, how does the SMG act? It sounds like it could just be a better choice in every aspect. How is the stagger of the SMG against devastators, as that was my only real reason before for taking the liberator concussive.
I didn't see you really do it here, but you can fire any one-handed smg behind you while running as long as you don't aim in. Really helpful when running away from swarms.
Pummler feels pretty good, but my concern is that it seems to stagger in a different way from other weapons. Is it intended to do that, or is it actually bugged and will be nerfed?
Don't forget, you can also run and gun while using this weapon. I'm enjoying this gun even with automatons, using it with Ballistic Shield and Anti-Material Rifle with them. For bugs maybe just a drone or whatever over the shield. Running this with light armor feels amazing.
Can you make a video trying to parry all hunters that jumps to you? If you time well the melee attack when they are about to land, you stagger them and negate the damage. Should be a fun video to watch my man! The Hellparry awaits
I heard you talking about the automatons and the pummeler and I disagree. I’ve been pairing it with the ballistic shield and it’s amazing. It stun locks executioners and can quickly kill groups of lesser enemies. It easily kills heavy devastators too. I’ve paired it with stun grenades, heavy armor, the grenade pistol, arm and whatever heavy killing stratagems fit. It’s awesome. Able to clear 9’s shockingly comfortably since I’m never overly worried about cover and I can stop advancing threats. I know heavy armor and a slow plod isn’t your style, but it’s worked really well for me and thought you might want to give it a shot.
I'm glad I wasnt just gassing myself up with the pummeler. It staggers pretty well, has SMG maneuverability, and is decently efficient. I think its my new go-to when im tired of shotguns
The pummeler is my absolute favorite against automatons in combination with the ballistic shield. Beating the heavy devastators at their own game is sooo satisfying
I find it very helpful when playing with Anti-Tank to throw it on chargers (I do this with Resupply as well and it acts as a delivery system 😂) Throw it on their head while they charging you or when they prepare to charge - just not when they too close as then it will bounce off. The impact either kills the charger or leaves it 1 impact grenade away from a kill. Can do this with Bile Titans as well - however a bit more difficult to land. This goes for the precision strike as well - just drop it on their head.
I’d love to see dual wielding become a thing for the one handed guns, imagine revolver in one hand, stagger smg in the other, or the smg pistol, just be a bullet hose lol
This is to the defender what the liberator concussive should be to the liberator. A more slight loss of dps for all the stagger. And surely durability damage too, but I have not seen anyone with numbers yet. How does it kill brood lords through the head compared to the defender? That would be the quick hint.
@the_takibo if you throw a grenade in those gizers (holes in the ground) it can kill a bile titan if it goes over it, at 14:19 if you had thrown a grenade in the hole it would have kill the BT.
You rebind the stratagem keys from WASD to the arrow keys. You have to take your hand off the mouse to call in stratagems this way, but you can run while doing it so worthy trade off.
The visiblity on Veld is shit without the spore spewers anyway, if you get a spewer map type is annoying as hell cause you cant see them creeping up on you
I really liked the pummeler on bugs, the stagger is insane and the damage is enough to kill just about anything except chargers and up. Amazing vs stalkers!
I think the reason you were struggling with the orbital precision strike was because of the complex stratagem plotting modifier Personally, i run OPS when that modifier isnt on and it works as a pretty solid replacement for 500kg, but the longer call-in time with that modifier on makes it really difficult to use similar story with the expendable anti tanks when it comes to modifier, but i also do recommend calling the EATs in proactively at every chance you get instead before there's even any chargers or titans of reactively, so that way there's a stockpile of them across the map through your routes and near objectives
@@chiyonii. yeah I wish a an AR would be as powerful as a shotgun. I feel like 100 dps would be good. I know they’re aiming for more realistic but at the end of the day its just a game and some people prefer ARs over shotguns. They kind of had the right idea with adjudicator but that was supposed to be a sniper and it feels awful to use and low ammo cap
EATs are best if you are calling them on cooldown. You can easily create a large excess of ammo around the map. But its real strength over the QC is the ability to bring (or pick up) another support weapon. I quite like EAT + arc thrower on bugs; but its significantly better if an ally is providing the support weapon
I think you already know this but you can stick the Expendable anti-tank stratagem on the chargers themselves, it will follow, that will usually kill them if you're lucky. Else, sometimes the stratagem bounces off. So one stratagem call can kill 3 of them every 1 minute.
Im not sure if this is happening to anyone else, but in every mission i've played since the new warbond dropped I can't sprint or open my stratagem menu
Haven't watched the full vid but worth remembering one handed weapons can be hip fired behind you as you run away, so they're great for suppressive fire. Edit: literally right after i wrote this i watched you fire behind!
24:19 "I kinda wish that like, once you made chargers hit their head against the wall they would take some amount of damage. It would be kinda cool if you could just kill them by constantly dodging them" They do, and you can. It's not much damage so it's not really practical to use as an intentional way to kill one but its technically possible.
The difference is stagger output. It can stunlock most enemies (including stalkers, which is huge), so it's great for DOT setups, or keeping a bug horde in place while a stratagem deploys. Probably not the best bot weapon, though.
@@landbeforetimeee it's so hard to gauge the value of some weapons when you get 4 stats then several hidden stats lol. So the tradeoff is less damage and dmg output for more stagger?
Still feels like ARs/SMGs have no place in the game. If I want to take out elites there's the Dominator and if I want to take out smaller enemies there's the Incen Breaker. If I really want to use something full auto the Redeemer exists and I don't lose my primary slot for it.
@@turdbergler657 Dominator 1 taps small bots to the chest, staggers Elite Bots while you tap their heads. Or go with the Scorcher so you can also take out Walkers with ease.
Hey guys, some new information came out regarding patrol spawns in solo play that I think is extremely important. The Redditor gergination, the guy responsible for the amazing post and video that analyzed how patrol spawns work, has released a new video showcasing that patrol spawn rates are the same regardless of group size across all difficulties. This change was made with the recent patch that affected patrol spawns for non-full groups. As it stands in the game, a solo player on helldive will experience the same amount of patrols spawning as a full team on helldive. Not sure if I can link another video on RU-vid, but the video showing this is titled "Patch 1.000.300 Patrol Changes - Helldivers 2" and it was uploaded by the channel Luchs. As a solo player, seeing this shit felt so validating and infuriating.