@@bluemew6457 if you crouch or prone with it on your back you end up not being able to stand up until you equip it in your hand, apparently because they coded it to count as a piece of wall(?) so that grenades bounce off it, however doing so collides with the player model
@@maximumzozzle4699 🤓 Apparently, when AH was experimenting with equipment skins, they applied a tortoise shell pattern to the Ballistic Shield and, well....
Ive literally had to only run autocannon/AMR due to all the ships! It’s even worse that maps with a lot of stalker nests because you *need* really specific strategems to deal with them
Curious if you've had any games where patrols/spawns were insane? I've played a couple ops for the MO on VW and Marfark, and noticed some games are...very populated. Bot drops seemed on shorter cd, 4 patrols coming your way any given second, etc. Others seemed calm. Happened on both gunship patrol modifier and non-gpm operations.
Had some pretty nutty games yeah on both bugs and bots, have some waiting on the upload list. Even this run felt busier than some of the older runs I've had, though not the worst. Doesn't seem like it's intentional but I'm enjoying the extra challenge!
It feels like they made factory striders so much tankier. I used to cleanly take them our with a well placed OPS + Eagle Airstrike but it seems to take a few more strategems after that now to take em down. I don't mind them being more durable to a point, as they often were easier to take out quickly than Titans (for me), but I had a mission last night that had 1 walker per bot drop and it could rapidly get out of control if it wasn't managed efficiently.
Not sure tbh, if I wasn't going for the belly kill I was usually going for 2x 500kgs, so I'm less familiar with how quick the other strats went. Belly kill does seem as fast as before tho.
Def agree with that. Found myself just going for the classic "remove the chin guns and shoot the doors" strat to kill, or as I like to say the "chin scratch to belly rub combo", when I needed them gone fast.
When you take out a fabricator with the autocannon make sure to aim at the top of the vent because the chances of it bouncing in are much higher than if you shoot the bottom of the vent
@@newspiked7385 That's my go to for bots is the AMR right now. Granted it can't do environmental damage against illegal broadcasts, fabricators or spewers but against heavy enemies it's very effective.
@@newspiked7385 Idk if you're looking for suggestions/ideas or you have a deadlocked loadout for bots but my current go to is the OG liberator assault rifle, Grenade pistol, stun grenades, AMR, supply pack, Eagle airstrike, and Orbital precision. I spent about 2 hours the other night testing out loadouts that worked for me and this was the most well rounded one. Only thing one could change besides the 2 offensive stratagems would be the primary. But I wanted a primary weapon that was automatic and had a large capacity mag to deal with smaller and some medium bots.
I'm glad to know the Rocket pods can still one-shot the Tanks, cannon turrets and fabricators. I was wondering how the reworked damage and penetration would affect its overall output. The inclusion of shrieker and gunship patrols also looks wild. It's going to be crucial to prepare for them in higher difficulties.
Apparently it's only on missions with the modifier that isn't displaying properly on the mission screens currently, so you can prepare for it at least!
Any chance of putting the mic audio a little louder next time? I know you don’t talk a great deal but I did struggle to hear what you did say against the game music and FX. Loved the video otherwise 💪
Yeah they added something that really makes Automaton missions really special to me now. Seeing lines of gunships sweeping through the air looking for Helldivers is really cool to see.
I'm sorry my dude but this wasn't a tenderizer mission, and definitely not a bushwacker one because you didn't even shoot it once... What it was is an autocannon mission, like almost everyone is running regularly. Don't get me wrong, you did the job very well, but in no part you used your primary for more than a few shots here snd there... Therefore, this mission isn't testing anything new, just showing the autocannon is great, like we always knew
I make no apologies for the title lol. I used the Bushwacker for Berserkers at 2:20 where they're too close for the AC, and later on for some quick trooper kills. Likewise used Tenderizer quite a few times for troopers, where the faster aim makes it better than the Autocannon. Not sure what you're expecting, as those are exactly the use cases for those weapons for when fighting Bots, the sawed-off is a 3-shot short range weapon with individual reload, and I'm on a long range map, the Tenderizer is accurate but light penetration only, so best for quickly sweeping trooper kills before they can sound alarms. On bug maps it'd be a different story, but we had kids to save.
Just an FYI: if you think the jetpack is broken, it may be because you have your dive button set to spacebar. The jump pack now has its own keybind, and by default it's spacebar. They will conflict and mess up with the animation. Just change the keybind to something else. Personally, I changed mine to the same button I have for my supply backpack.
I think most people were happy with the direction and intention of the changes. The main gripe seems to be the heightened spawns, which I actually enjoying lol, but appear not to be the dev intention. Better that the direction is right but with more fixes needed than everything working as intended in a way no one wants.