Might not be my place to ask, but it would be cool if sometime you posted one of these where you talk through your thought process on the mission. Even some on screen text or tts would be cool if you arent confortable putting your voice into the internet. Anyway, im gonna watch the vid now, have fun spreading more democracy soldier!
That's extract was impeccable and the resupply from the beginning and the end! Circle of resupply! You put it there in the beginning just so you reach the top of the rock! Absolutely incredible
14:54 just to mention, the hellbomb strategem input always deploys facing the same direction of whatever direction you threw it. so if you want the hellbomb input to be in a favorable position, throw it at your feet facing 180 degrees of where you want the input menu to deploy.
Gotta be my favorite Helldiver on RU-vid. I hope we get a FAL style battle rifle or an SVD sniper type thing some day for this game. But until then, I'll rock the DCS.
24:10 .... Well, alright then. Guess we're going loud lol Great videos Sarge o7 Your content is what I look forward to during the work week! Hope all is well with you 🙏
@@KylewithaKI find the best thing to do when solo is run away and then come back and fight them all on your own terms. Hit and run style instead of trying to stand your ground
@@blacksheddie1972 Yup, do terminals until mobs show up -> throw a barrage and leave for other / nearby objectives -> come back in 3 minutes and p much everything is gone or grouped up by the terminal. Everything grouped up by the terminal dies to an airstrike.
Your content is great! It’s very informative. I think you could grow to be pretty big but I think in order to do that your titles need to be shorter. If you put no deaths and stuff like that in the thumbnail I think more people will watch you! Best of luck to you helldiver!
I use the barrage mostly for clearing occupied extraction zones and side objectives such as detector towers/mortars/AA. Basically throw it and run away. Even if it doesn't clear the entire objective, it will wipe out most of the enemies so the risk of getting stuck in a loop of dropships is way lower. The fact that it has unlimited uses makes it even better for longer missions. I know that it follows certain patterns, but i didn't have time to learn them, so i just throw it in the middle and pray for the best 😉
Excellent work, Helldiver. I was waiting to see how you used the 380 but I suppose you didn't need it. If it was me I'd replace that with the railcannon or rocket pods to delete those tanks.
Great video. Could you talk a bit about your loadout, specifically the rail gun and how it is best used? And how you rate it to the AMR, or Laser Cannon?
Railgun is probably the best weapon to 1 shot hulks. It's also a great choice for devastators and striders, but struggles a bit with gunships and tanks/turrets. Out of the three weapons you mentioned, i still think that AMR is the best all around choice, followed by the LC. Does it make railgun bad? Not at all, especially if you have access to scorcher, which is a perfect pair in my oppinion.
@@dr.a.lo.2437 PP may have good stagger power, but it only really shines in groups. Taking 4-5 shots to kill a group of devastators is awesome. Taking 4-5 shots to kill a single devastator is OK at best. PP also cannot headshot, so there is zero OKHO potential.
Managed to snag that armor set recently, don't much like the helmet though. I pair it with the SA-04 Combat Technician helmet instead, seeing as it's the only one with even a lick of blue on it. Now I just have to relearn how close I can get without setting off the bots.
Is there any reason to take the Railgun over the Anti-Material Rifle? So far I only see a 1 shot ability on chicken walkers and Hulks. But without a scope you lose the range advantage.
I hope that in the future, they make the actual objectives more complex on higher difficulties instead of just make enemies hit harder and take more punishment. Also, is the buff that happened roughly one month ago or was there another buff to the railgun?
Jump height and distance is abysmal if you don’t have any stamina - so you do need stamina to be up. Jump height and distance is also affected by armor weight and whether you are standing, walking, or running. A running start with light armor gives you more height and distance. Starting from higher elevation can also impact travel distance.
Also, if you have high field of view settings like sarge you will have a fish eye lens effect that causes a slight distortion to the edges of your view which makes things seem to speed up as they pass you and gives the illusion of faster travel. So you might not actually be travelling less distance compared with sarge based on that setting. Even if it looks that way
Looks like you used the scorcher to kill a gunship. Is it the red flashlight that you need to hit to kill it? I have been using the AMR to shoot their engines on the side, but I’d love a cleaner solution
After the first shot he reloaded to shoot again, the second shot sounded like it shot twice super fast, but one of the sounds was an explosion and then the shot.
Not sure how to answer that... Have you watched the entire video? I've destroyed 2 gunship facilites during the run and had like 15 patrols combined at the end, so yeah, they're all there.
Can someone explain how there wasn’t a single hulk or walker on helldive difficulty? I play helldive difficulty and fight two walkers at the same time and 3 hulks I saw two tanks in this video that’s it ?
It's a shame the railgun can't take out gunships (unless it can). If it could I would run it over quasar since I use sickle as a primary instead of the scorcher
@@Sarge94 alot of these scopes dont make sense, the dot is too big on some and they just clutter up everything to the point its better to just aim in third person
@@JeremyLaiSixPackLai could be placement as well. I noticed that if i throw the ball in front of me, the eagle will usually drop bombs from left to right, so it would be best to throw it somewhere between the fabs if there's multiple. I have to admit that in this particular case i thought i won't reach both so i threw closer to the right one. Seems like splash damage got it at the very edge 🙂
Unfortunately it’s the only positive aspect of the railgun right now. Against the bot faction overall, it’s inability to deal meaningful structural damage and therefore inability to handle gunships and factory striders (even just the guns on their chins) makes this a generally weak choice. The added penetration has had minimal effects on breakpoints vs enemies it already handled well. Still the exact same shots to kill a charger (for example) to the head and same shots to strip their leg armor except you can now also do it with safe mode or use a lower unsafe charge to achieve the same results. This technically means it’s slightly quicker against things it could handle effectively before. It’s also been slightly nerfed since it’s stagger abilities were reduced during the last patch for no valid (or at least no communicated) reason. Imo there needs to be more reward in damage when to using unsafe mode using the shots/ time to kill of other weapons as a baseline (max/90+% charge should be just below anti tank equivalent options IMO due the the dual risk it poses, exposing you to enemies while charging and potentially blowing yourself up)
Railgun sucks ass still because they removed the flinch effect. People took the railgun for the flinch effect mainly because it not only helps to keep up shots with the railgun but could also use it to help allies out as well. Its like the devs want to actively ruin the game