Lets test out the new Bushwacker and AR-23A Carbine against the heavy pressure from the terminids. Enjoy! Timestamps: #helldivers #helldivers2 #helldiver
only tangentially related, but the railgun having its sight changed is probably one of the most unintentionally impactful buffs in this patch, went in for a few bot missions and being actually able to see where you are shooting in terms of weakspots makes such a huge difference.
All the ARs in this game need to have their magazines increased to a standard of 60 across the board for the weaker variants, while 45 should be the bare minimum for the stronger variants. It just isn't fun to be constantly reloading, it's like all the weapons before they get their capacity upgrades in HD1.
AH made a comment about how it is difficult to increase mag size. I don't remember the specifics but they said the model for mags is actually functioning like a real gun. so if they increased the mag size they would have to remodel to actually hold those extra bullets. i am probably butchering their explanation (this was months ago and im not going to look it up) TLDR: It's not as easy as you would think
I just want to say thank you for your helldivers content. Your delivery, objective takes and steady attitude are fresh air to me. All my post patch testing has felt very fun so far!
Short answer: no The shotty is okay, but kinda fun to use; there's much better secondaries The throwing knives are just a missed opportunity; if you could have picked them up off the ground and enemies and used it as a melee weapon as well, they could have been decent...
The carbine could use a buff, like ammo capacity wise to make it more appealing. But other than that, the shotgun is awesome. The throwing knife doesn’t offer anything but roleplay really.
Carbine desperately needs an ammo capacity buff imo, otherwise it’s kind of the same problem with the Knight SMG (remember that thing?) I’d rather just use the normal Liberator
Completely disagree on the knife, it has heavy armor pen and u can one shot light automaton striders with it. And u get 8 knives that refill to full from 1 resupply. It rocks
Bushwacker could use the same treatment the Senator got where you reload the whole thing at once if you empty it entirely. Especially since you can do so in one pull of the trigger in the triple fire mode. Other than that I'd rate it as firmly solid but not impressive, which is most of the secondaries, so.
You can really feel that Orbital Gatling Buff. I liked it before the patch, but now with double the salvo size and the shorter cooldown, you can constantly have an orbital gatling barrage firing for about 25% of the mission.
Gatling (and airburst) are just kinda completely outclassed by gas strike in the same slot/type. Dot that doesnt miss at all over over a larger area, with the lowest cooldown.
@@meinnasei would disagree completely. They all have their own niches now Gas is the best DoT option, great for bug breaches and area denial with a good CD Gatling is much stronger than bugs on bots, since its damage allows it to kill bigger things like tanks, hulks, devestators, etc. Also best uptime of all low CD stratagems rn Airburst is a stronger option than gas for bug patrols or hordes chasing you, since it’s direct burst damage instead of DoT.. can also kill chargers. Decent against bots. Its best advantage imo is orbital scatter modifier does not hinder it, while it renders the gas too inaccurate to be of good use. Tldr: I use gas for bugs. Gatling for bots. If there is orbital scatter modifier, I prefer airburst.
@@meinnase Gatling is definitely way better than it used to be. Did a few games with it yesterday on 7 and it racked up the kills. Does gas do dmg to med/heavy armour?
@@ChrisJohnson-ez5jq its simply a static dot on everything inside of it and completely ignores armor. Kills devastators relatively reliably, supposedly it also damages all other enemies besides titans and striders, but the damage is too low for that to be really noticeable.
The chargers are behemoths because you're playing on 9. Their new balance puts the tougher versions in based on difficulty, so more behemoths on nine, maybe 50/50 on 7, etc.
The Gatling barrage was amazing before the update. Throwing an incendiary grenade and that on top of a patrol, is a for sure way to not have a bug breach called on you. But now it’s just TOO GOOD. It stays out so long the first time I used it i died cuz I ran in thinking it was done but it kept blasting hahahhahahahah
They mentioned in the notes that Charger behemoth is their way of reducing total Chargers on high difficulty by replacing them with this tankier variety. I don't think it's unintended that almost all of them are behemoths.
On the subject of gattling barrage, i never used it previously either. It just didnt seem to offer anything compared to the ‘meta’ nukes already available. However after the more recent patch, figured id give it a try and i am infact loving it. Destroys spore spewers, heck even takes out shrieker nests. Not to mention it deals significant damage to BTs, chargers, hulks etc. And if you put it down on a breach or bot drop, it really saves your neck when you’re in a bind.
i wanna see a tractor beam gun that locks on to an armor plate and strips it after holding for a while. That would open up for some really cool teamwork type shit
Shotgun sidearm is nice, but 100% agree that carbine is way too unwieldy and has way too little ammo for how much ammo you have to dump into even smaller units and how inaccurate it is for bigger units. Can kill several times more enemies with a breaker/breaker-incendiary. If it’s gonna be a weapon I have to unload full mags on then it should have more mags to run through
The carbine is really good along with the base mg, since the carbine doesnt have armor pen the mg makes up for it with super good synergy, especially after it got buffed, i usually wear heavy armor with it tho so i can tank a hit or two while i reload the mg if i need to
The new carbine makes me think they should design a planet to be more enclosed, or have structures that create tighter space. Due to how open the planets are in the game, short and quick guns have less time to be effective than ones with longer range, even if slower. Or it could a type of mission on planets. Like an extraction mission one a super earth complex. Grabs sample and get it.
I can see the commando armor sets being my go to against terminids since I like to use machine guns and stalwarts with anti armor stratagems against them and the ergonomics are the biggest limiting factor for that style
Only thing I'd think to change is to give it more mags, rn it is a direct sidegrade to the base liberator, but the higher recoil leads to it being less ammo efficient.
The shotgun is my new favourite secondary, the assault rifle has really grown on me especially in first person, my only real grievances with it are the ammo or lack there of, either add a little more ammo to the mag like a small drum mag or add 2 or 3 more mags to reserve, that fire rate feels real good when you want to kill what’s directly in front of you but damn do you burn through rounds, I find it best to just tap fire or put it on burst, the throwing knives are cool… that’s about all I have to say about them, and the predator armour set is also my new favourite, I’ve been running the flame thrower and napalm with an exo religiously on bug missions, it just feels right lol
Love the bushwhacker Set it to unload all 3 barrels in one shot and split berserkers in half from full hp in just one mouse click it’s so damn satisfying As for the carbine it’s pretty good better then other libs except pen but it needs a lot more rounds per mag like 75 or 80 ish per mag 40 bullets with 7 total mags with that fire rate just runs out too quick but solid B or Low A tier on the weapon tierlist
I feel like the ame got way harder since the Update. We had no problems yesterday against Automatons on lvl 9 but today it was just hell. Unlimited Automatons with no time to breath. Like they threw everything at us. Won 2 out of 8 Game. Usually it is around 4 to 6 out of 8
I think the Bushwacker is actually a solid automaton pick. It does exceptionally well against berserkers and it's a good "get off me" tool when you have a lot of small/medium bots really close to you . The triple burst EATS mid sized enemies
Rocket pods vs 500kg. 2 pods to kill a Titan meanwhile you have to get the 500kg just right or it takes 2 itself. I'm lazy so the rocket pods might be a better choice. Especially since you can use them on Chargers where as the 500kg takes a lot of maneuvering or luck to get it close enough with it's small blast. Precision strike needs to be tested. With it's fast call down it might be a better option than the 500kg.
The main problem now is the ridiculous number of jumpy bugs that also call in a bug breach. By the time you have taken most down, another breach is called...I understand the patch, I understand the reason, but what I don't understand is how the dev's think this is better? I love the chaos of high-level Helldivers, but I'm struggling to move across the map because I don't have near enough firepower to cover all the jumpy enemies now, feel like a mini-gun stratagem is needed now 😅. Great video by the way, and a perfect example of every bug mission since patch
Not gonna lie. The Tenderizer buff makes me use it a lot more even without a Med pen. Especially with the nearly nonexistence recoil it has. The new Liberator Carbine definitely needs a better buff in its damage, mag size, and recoil. As of now, it's a weaker version of the MP-98 Knight. I love the side arm shotgun. Three shots, or you can use its alt to fire all three rounds at once to shred the bots and bugs. I'm still working on getting medals to get the knife grenade??? Which is an interesting choice but fits the new warbond.
It seems more like a stealth armor set, so it would be good for automatons. If you sneak behind them it takes 2 with melee to kill i think. With that armor and maybe the throwing knives you coukd do it easier.
Assault rifles across the board just need a damage buff or an ammo buff. Either way, They are just nearly worth using. The increased durable damage helps a lot against spewers tho
The gatling barrage is pretty good now, it denies an area for a decent amount of time, at least from weak enemies. But why the hell is it such a long combo? its a quick cooldown strategem, it should be three or four keys like the strafing run and precision strike.
Is there a functional difference between Senators and Bushwackers? I almost always use the grenade pistol and haven't picked up any nuances in my testing.
I wish they gave the ability to put the stats of one armor set onto the visuals of another. I really love the Viper Commando armor but I much prefer other armor for the stats
The reason that there are so many enemies is because in the patch notes they mentioned that they decreased tankier enemy's spawn rates so less bile titans, chargers ect. but increased smaller enemy spawn rates so more scavangers and warriors and basically everything that doesn't have heavy armour. Edit: spelling
@@eyiss7236 I can't say I've ever seen them shoot projectiles, plus I'm not sure what would've set it off (nobody seemed to be anywhere close to it). But it's a solid theory
Yeah, played a mission last night after the update. I felt the need to apologize to my team, because it seemed like I was running around in circles while being chased by an endless wave of bugs with nothing but my pistol. The team completed almost all of the missions without me. lol
Have you noticed any difference in spawn rate after the patch? On four player it feels like rather than maybe reducing it they increased it, maybe instead of quartering the spawn rate from 4 to 1 players they took the artificially high one player and quadrupled it? (Although now that I’ve finished watching the video it looks like they increased the spawns on solo as well) Also been getting crazy numbers of hulks on the bot front, even though they said they were decreasing the numbers of heavies. Plus I’ve seen videos of the handling actually being slower with the new armour. Everything feels a bit opposite world.
There are definitely less patrols, but each of them includes more devastators, sometimes even two dozens or so... So they replaced one or two hulks with 10-12 devastators, that's not a nerf it's definitely harder and more chaotic. Also, the spawns (bot drop) seems more frequent and it looks like more bots are dropping with each one... Overall, it feels like there are many more enemies in each mission, and definitely not less... The only thing that changed for the better is how many random patrols are walking all around the map, which feels like less
@@johnniesalomon1942I agree that overall it feels like more enemies and that the drops are heavier. But I’m getting way more heavies in the drops than usual. Also BTW patrols are the spawns, they spawn on a set rate. I definitely feel like they’re more frequent and from more directions than they were. Drops aren’t the “spawns” technically, they have to be actively called in after a cool down.
I played earlier lvl 6 bugs and the amount of enemies and hunters was almost unbearable. And we had at least 7 bile titans spawn. The entire game we just ran for our lives.
@@johnniesalomon1942 Funny, I feel like reinforcement got smaller this patch. Like, way smaller. At one point I had a bot drop that was literally just a single hulk. On helldive.
That looked rough for a solo run not gonna lie, I think you would have had better success with the Eagle Airstrike, but I understand why you wanted to take the 110’s
by the way, was testing last night as soon as it dropped, the railgun can 3 tap chargers in the head. So the leg isnt the sweet spot anymore apparently, as leg took 4, head 3. was using it unstable for what its worth
Assault Rifles are just reload simulators to me. Even worse that they've reduced the magazine count on a few of them. You just run away and reload. Shoot, run away and reload. You spend more time reloading than you do shooting. Sub-machine guns are better at consistent fire than assault rifles. I just don't find them enjoyable.
They only reduced the mag count on the Tenderiser and that is because it got a massive damage buff. It would be a complete upgrade to the Liberator if mag count remained unchanged alongside mag size.
Nah, it's not just you Takibo. I'm positive the patrols are broken once again. It's the first thing I noticed when diving to a level 6 difficulty mission. I should not be swarmed with Devastators left and right the moment I clear one patrol.
The carbine is absolutely solid. It’s equivalent to the scythe play style, which is much needed alternative on hot planets. Recoil makes sense for the rapid fire rate.
@@franklinclinton3211 The default rifle literally just got a buff, and you're still complaining? Perhaps you know not how to use either of these weapons