You can tell Kai is a military veteran. His use of "mike mike" for millimeter, the joke about eating crayons with clearly USMC camo pattern sleeves, the way he draws his squad movement diagrams. As a veteran myself, I appreciates it.
One of the coolest changes ArrowHead could make is to change the way assisted reload works, so that the gunner could carry his own backpack as normal but teammates could hook onto him and reload out of that pack for him. It doesn't make any sense that you can only reach behind your own back to load.
This bugs me so much. It’s a forced teamplay mechanic that is detrimental. Shit would be so dope if we could just unload whenever a teammate is nearby. Only instances this current method would be beneficial over your method is stupidly implausible circumstances.
@@giygas9305 They want to encourage teamplay, but the current mechanic is just needlessly complicated and punishing, even for friends. It doesn't even work that well, and half the time you fall off your buddy when he moves. I think if they gave a second look at it they could make it a fun, spontaneous way to play together even for public matchmaking.
In HD1, the support pack was the same for RL and MLX (commando) etc etc. Maybe for HD2 which is slightly looser, either the ammo backpack serves the "you can reload anyone anywhere" function (from Airburst to Spear, I've got you covered) Or, as you say - any team mate can do it. I think I prefer your way, considering how the game actually plays. It's a bit harder to see who needs the reload, so it could bear to be a bit more opportunistic...
It would be great, but it's not going to happen. Here's why: - Press E on player to stim them - Press E on player to resupply them - Press E on player to team-reload them There are so many overlapping controls there has to be SOME condition that has to be met for it to happen, else there'd just permanently be that option and you wouldn't be able to stim or resupply that player. Also, keep in mind the controls also have to accommodate controllers, which is why the one key and circumstance is shared between so many actions. Not to say it's impossible, just saying it's very unlikely to happen until they start making changes to how the game works.
@@malkrie1444 So, how does it work with the current system? Obviously there are still 3 states where you hit the same button to interact. I assume there's a priority to each function. In any case, I'd also guess they could make it a button hold instead of a press. Or one of the other dozen buttons.
I might have to find Kai's Commandos because playing with randoms often feels like "...a bunch of drunken toddlers with access to military ordnance..." LOL 🤣
It’s very common trying to build for a loadout that works for for every situation, but this looks so much fun. Doubling down for your strenghts and relying more on your teammates to do their part. ”Opens up a lot more variety for loadout options”
Thank you! We really worked hard on this one. Dutch gave us an incredible strategy, and it was our duty and honor to make its video the best we could ❤
I watched the video. First, I propose to create a petition to award the commissar the title of senior officer for democracy of the Hell Divers Fleet. Secondly, it's gorgeous. That's what I subscribed to this channel for, joined Discord and that's why I love this game.
For the bots: Castle: swap napalm and gas for orbital gatling and shield relay. Maybe some smoke grenades too. Maybe swap the arc thrower out, not sure to what yet, perhaps AMR. Blitz: up the punch factor by going from grenade launcher to either autocannon or railgun, maybe HMG. Swap napalm and gas for airstrike and 120mm barrage. Maybe another shield relay for digging in and holding your ground. Bouncer: upgun to the HMG to overmatch devastators and swat gunships like flies. Consider taking thermite grenades for when your buddy is out of reach. Wardaddy: mostly unchanged, consider a diligence cs, dominator, or eruptor as a primary and smoke grenades to cover an advance and mark targets. Tell the gunners to hit that smoke.
I would absolutely not suggest this route for bots. One rocket or cannon/heavy laser strike is all it takes to blow your team reload connection to bits, and then you're all scrambling for the hills split up while the AT man has no ammo to fire and everyone's scrambling to fire off whatever stratagem they have to kill heavies. Bots have far more buildings than bugs, so I'd suggest simply going far more heavy on the AT, and additionally the bots don't charge like bugs so fire has far less limited value. I'd honestly say go with two pointmen with chaff clearing weapons such as HMG/railguns with one supply pack with them along with impact grenades or thermites, and two separate recoilless supporting each other. Or two quasar dudes - it's got less punch, but that'd keep the team flexible so the team reload mechanic that is far less reliable with bots isn't used at all.
this hit so close to home, especially the stroopwafel I thought of the same metaphor and stratagems provided back when I started playing during the assault on tien kwan
13:38 as the Kommando’s customary bird named Wiwi, I would like to apologize for accidentally dropkicking the absolute shit out of you with my dead body, Commissar.
I love this kind of playstyle! wish i could find a squad to run stuff like this. running around getting 800+ kills and 0-1 death is great and all but id rathe have some weight lifted off my shoulders and work as a team to take stuff out XD. Great video showcase as always!
love the video! you should try out a build ive made, you use the eruptor, grenade pistol, grenade launcher with supply pack, hmg emplacement and any stratagem of your choice, basically you dig holes with the explosives and shoot out of them, it is possible to dig ones deep enough to put the hmg emplacements in
A variant on the Team Lead is Artillery. Bringing an Eroptur, Recioless Rifle, 500kg, Orbital precision, Autocannon turret and Servo Arm to make sure stratagems reach the front. Your duty is to overlook the battlefield and wipe out any heavy units that dare threaten your teammates and to throw out well aimed shots to clear important targets for your teammates so they can focus on their jobs. Keep moving and take strategic high ground to any fight so you can rain down hell on anything whilst your friends run in to mop up the grunts. Be prepared to need lots of ammo at constant demand so having an ammo budy and setting up resupplies at strategic fall back points is key to your success. Done right you should also focus on calling reinforcements. You should not be getting over run and so have plenty of time, taking another burden off your frontline teammates.
I started watching this accidentally muted and was REALLY confused at the avant-garde "helldiver standing in front of a tv staring at me in silence"thing
Hell teamwork works wonderfully just as long as one person plays support. Joined randoms on the bot front, two guys with recoilless, one with autocannon, and me with a laser cannon, medic armor, stim pistol, and an ammo backpack. Im ammo effiecient and hardly need resupplies, really just kept everyone topped up on health and rockets, and we wiped the floor. With me constantly refilling them (on top of calling in resupply pods to refill the backpack, so they had to stick with me) we stuck together and they could save their stims for actual danger and not just patching up after falling 2 feet. Love support Side note, for bots, I can't think of any better utility and support weapon other than the laser cannon. Can eliminate really any bot with some accuracy, and is invaluable when your squadmates are pinned down and being hammered by those command bunker turrets (the ones that pretty much one shot you or put you close to death) not to mention destroying gunships, mortar/AA implacements, open shipping containers, and quickly dismantle factory strider gatling guns
This is just a 2x slower method to deal with bugs basically but for bots with randoms i totally see this working. Tho it comes with the downside that you need teammates and not monkeys
@@dripwastaken7884 Vs bots, your AT will be a joke the first time a rocket or heavy laser blast hits you and that 0.9 second reload becomes a 30 second one while you get separated from your reloader. Bugs don't have that issue since as long as you aren't hit by a charger or impaler you're not going to get ragdolled out of nowhere. For bots, take twice as much AT to deal with the armour and buildings.
@@225Reaver only bots that kinda require at are the strider and tanks rn and those are pretty rare , maybe only 2-3 per bot drop so its totally managable for a dedicated at team to stop them all
Funny that this video came out right after some bot games where I ended up buddying up with a server member running Recoilless. The usual AMR - Supply Pack loadout worked out quite nicely when we two-manned as a squad with constant communication.
I want to see more small unit tactics used in Helldivers. Evacuating to the LZ and you’re being chased? Break contact/aussie combat peel: alternating covering fire with “rearward advancing” (cuz helldivers don’t retreat) lmao. Bot/bug patrol? Explosive initiated L shaped ambush. So much potential. 😩
I'm part of the team working on a bot-front strategy. We have a dedicated two-man anti-heavy team with a Recoilless Rifle and a Spear. Our RR man is reliably able to shoot down 2/3 dropships.
Whenever I play by myself, I assume the role of support and it's lead to some of the best games I've had. I'll grab a supply backpack, and stuff to deal with swarms while my team mates take care of the big guys. Having the Stim Pistol is a great way to force yourself to stick with someone else.
Arc thrower CAN take care of chargers in multiple ways.. mainly, it stuns them.. this is very helpful.. Secondly it will eventually kill the charger.. as for bile titans, it too can eventually kill them. While it doesn't stagger them, it can pop the belly preventing them from spitting
Commissar Kai Just wanted to say keep up the good work love the channel. The vibes are rock solid. I want to extend a line of communication on what you just did with this video. I think that you’re onto something here and I think I’ve developed a bit of an algorithm to help even more so if we can contact on the back channel, please let me know huge fan. With the sanction of the Democratic officer and your permission (in that order) I may or may not be in the possession of intelligence that would invigorate super earth intelligence
Watching this video makes me realize I play Castle by design lol. The Arc Throwing Democracy is my only intention and all I was missing was the main strategems up until recently.
I feel that you could simplify the roles into crowd control, assault, support and anti tank. That way you can use any stratagem that fits that role and not the specifics. As for leader any role could fill that if necessary. Though a leader might not be needed. While people have their faults like, over relying on their weapons, being strategy illiterate and generally thought and communication adverse, they are not stupid. If you give them actionable intel they will generally come up with a sufficient solution to a problem. Ping or pin everything. The more info you can give the team the better their decision making becomes. Having a dedicated leadership role has its pros and cons. As dose not having one. Not everyone is willing to follow orders and a good way to find out who is who is to start pinging and pinning your intentions and see who follows. The only thing necessary for team work is a common goal. On load out building I tend to run more crowd control or support builds, but I find that having at least one off class pick for emergencies is nice. Like an AT specialist taking frag or gas grenades for crowd control or your crowd controller taking an anti armor stratagem or grenade. It rounds out peoples load outs and gives them more options in case of emergencies.
I would suggest having one of the front line guys bring a Sentry (preferrable the HMG Emplacement). The Automated Sentries are great on the far flanks and in front (preferably at a lower level) as they attract enemies, and bring additional firepower. I say the HMG Emplacement as it can shred through most enemies easily, and you dont have to worry about being killed by an unlucky shot.
my self and a few guys go the energy rout, 2 with shields and quasars and two with shields and laser canons , everything else is a choice, we dominate everything
doing this same strat but one group of two does recoilless and supply pack while switching backpacks, and the other duo does the same thing but with airburst to nuke every patrol, then everyone just take some chaf clear primary and panic button stratagems like railcannon or gatling barrage can be really fun as long as the person spamming airburst is the person with the most brains so they dont obliterate your entire team in one shot
When I play, I always split into a combat unit and a scout in a 3:1 ratio. The scout has one job, to do all the side objectives, such as terminate transmission or other jammers. While the rest deal with larger outposts and primary objectives. usually works. in a more coordinated team you can even play secialists, like you say in the movie. Scout - light armor (I recommend the passive 'scout' [no shit Sherlock], but engineer will do too) And the rest is up to you.. although Mr. Commissioner presented it very nicely. I think scouts can be paired with 2 damage dealers and one tank that acts as a chaff cleaner
My loadout philosophy is literally the exact opposite of this. My goal is to make sure I have at least one answer for every enemy/situation I could encounter
A cool other type of helldiver could be the over-watcher where they are on high up points of advantage with an auto cannon and eagle air strike eagle strafing run and eagle 110 rocket pods or on orbital barrage to provide heavy fire support from a vantage point while the other Helldivers complete the missions
"getting random strangers to work together is hard, so here is this strategy that works only if you get 3 other strangers to equip exactly the things you want them to use and also doesn't account for late joins or you joining mid-mission AND requires people to actually listen and follow the orders of a leader role." Video is good, but I feel like the introduction could've been better as this has nothing to do about getting random gamers to actually play together
I always try to shadow the AT guy but instead of the MG 43 I like to rock the railgun. Instead of calling it Bouncer, you should call it the Brides Maid.
Here's "Fuck you we FAST ball" build: Scorcher, Redeemer, Impact Grenade, Scout Armor, 500KG, Orbital Rail Cannon, Orbital Laser, Orbital Precision Strike, Increased Radar Radius Boost: Basically you drop, find the closest MAIN MISSION OBJECTIVE and RUN towards it. Avoid EVERYTHING you can, patrols, points of interest, hive clusters, you name it. On bug side, Scorcher one shots Shriekers, Hunters with a well placed shot, Shield bugs take 4 shots to the cranium, Hive Queens (ones that call reinforcements) take less than one Redeemer clip to the head if you crouch, aim in auto mode and land all shots on head, warriors take 3 Redeemer shots to the head, Bile Spewers and Nursing Spewers take 6-7 Scorcher shots to the butt. Chargers take 1 well placed Impact Grenade and several Scorcher shots to the butt. Use 500kg/Rail Cannon/Precision on Behemoth & Bile variants and Titans. No Support Weapon & Backpack means you can either pick up your dead team mates discarded weapons or support weapons found in points of interest throughout the map. Another benefit of not bringing no support weapons is that it keeps you extremely mobile and mission focused: No need to go all the way back where you died to pick up your stuff.
1:46 I am exactly one of these players. Though after plenty of trial and error, I've gotten pretty good at it. And my loadout makes armored guys feel like chaff. 😂 Got a cannon turret harassing you across the mountain range? Not for long.
The single thing that decides if the game is impossible or a cakewalk, on any level, is the teamwork and organization. Its makes me not want to play with how uncoordinated people are. We have the weapons so thats not it anymore.
Is it possible there was an editing error around (2:30) ? It looks like one of the Backline guys is being shown with a RR instead of the frontline guy that should be shown with the Granade launcher. Not a big deal, just an observation in case anyone is confused. Regardless, amazing work on this video and thanks for sharing the knowledge. For DEMOCRACY.
I would love to see/ develop this same strategy but for bots, I feel like bots are as much as twice as difficult as bugs and could really benefit from this kind of team strat
If you get a random team that communicates before the drop i try and get similar set up but with more sheild packs and less supply packs but as long as you got 2-3 people capable of handling heavy+ troops and atleast 1 to just spary the little uns you can go through most missions with ease, if you stick together. But if you get good teammates and can go 2 teams of 2, try to split up so you have atleast 1 guy who can handle heavys at range in each team. Hope this helps helldivers! For democracy! 😂
I’ve been tryna liberate lesath with my buddy. I been taking quasar cannon, rover, mortar(or 380mm) and 500kg. My buddy uses 500kg, orbital gas, orbital rail ans spear. He just camps the result on his own and since lesath is cold enough, I can use the quasar cannon as a primary weapon.
Another possible "class" could be a scorcher. Full flame loadout with fire resist armor all flame weapons and napalm barrage and air strike and flame thrower and shield back pack and stun/impact incendiary nades. This could be an alt castle build and with 2 this is how I would see it working. You lay fire down on bug breaches and create a wall of fire the bugs have to pass through to get to you if a charger comes mark it and let it pass you so the at guy can get it. Make sure to light it on fire. The shield pack to to help prevent dying because you will get swarmed. bigger enemies might get past you but your job is to take out everything small bugs and hunters. Another primary to use would be the cookout as it can stun or launch most mid size bugs backward into the fire. I have shove alpha brood commanders far back with it. (it can also stun lock heavy and rocket devs). So to sum the Scorcher put destroy all low lvl chaff and if anything big gets past it takes a lot of damage before it does so. And damaging bugs on arrival from breaches.