I've always found the airburst to be fun. But the shortened reload time is so noticable, and the rocket will kill a behemoth if the rocket hits its torso. Not insta kill, but it bleeds out pretty quick :) GG
2:26 someone made a Reddit post a while back in how to consistently destroy Fabricators with the ABRL prior to the Fabricator health change, where you aim for the center of the illuminated side panel closest to the Fabricator doors instead of trying to get a bomblet to land in the vent. One of the bomblets clips through the Fab and ends up in the vent this way.
I'd like if they made the airburst kinda like a super utility launcher. Give it a few programable ammo options, none of them should be the best option, but all should be good, the traditional round. An AT round of some kind, maybe it has high armor pen, but it two shots a BTs head. Then give us a napalm round option too.
@@ironmaiden93ofangmar this would certainly give it a very unique use and keep it from being too close to the Recoilless. Programmable ammo with standard cluster and/or incendiary, gas and stun rounds.
@@ironmaiden93ofangmarthat isn’t how programmable ammo works. You don’t stuff HE bomblets and napalm and gas in the same rocket and ‘switch’ between them. All you’re switching is the fuse or explosive mechanism.
@@brilobox2 The realism is already out of the window in this regard - There isn't a practical way to build a toggle to make a HEAT round just explode bigger in a useful way (which is what the current Recoilless programmable ammo does), or to turn AP Autcoannon rounds into proximity detonating flak either. We could handwave it by saying that the Helldivers universe has some new metamaterials that can switch from being hard to brittle and from stable to explosive based on applied current/ magnetic orientation/temperature, or something like that, but at that point we could just as easily say that they also have a gas that transitions from being corrosive, to flammable, to extremely explosive under some conditions like that.
You know what would be a good alternative fire mode for the Airburst Rocket Launcher? Remote Detonation. When you shoot the rocket instead of it detonating in proximity to the closest valid target, instead it will just lodge itself into the ground, wall, enemey or anything that has a valid solid surface and you can trigger when it will detonate and unleash it's payload. If you're skilled enough you can trigger the the detonation mid air so like you can shoot it over a wall and detonate it just when it crosses over and hit the enemies behind it or various other scenarios where the target is covered by something. Further more if they added and tuned it a bit more maybe you could also set them as traps from a patrol, shoot them into the ground and when they walk over it detonate them wiping them out.
or honestly just make it travel a minimum distance before it arms itself. Like a 50 meter fuse or something. The grenade launcher and crossbow already have that so shouldn't be to hard to figure out
Just increase the arming distance there is no reason for it to immedietly activate the proximity fuze upon launch other than "lol you blew yourself up"
The airburst RL has always been my go to for eradicate missions (other than the period right after escalation of freedom where I couldn't stay alive for more than 30 seconds at a time) but now that it's buffed I'm using it again and it feels so good
I think if it had a arm timer it would be a lot more useful. That would prevent too early explosion since why would you want it to blow up on your face anyway.
It used to be the case that you could "turn off" the proximity trigger by shooting while prone or diving, now that doesn't seem like anymore, and its also triggering on corpses, which makes it extra dangerous with parts flying around.
What i really want from the game is more mobility stratagems & strong but niche stratagems. I want to really experiment with all the weapons, but for now there's too little in my opinion! Don't get me wrong, i think the game's fun as hell right now. I want more goofy and funny things to play around with. 🙂 Ps, imagine, a grappling hook secondary! Absolutely no damage but a fun grappling ability.
They are detonated by bodies, sometimes (I hope they fix that) You straight up shot the wall lol. 8:45 And again 10:58 Actual body trigger, I hope they fix that for real next patch. Very noticeable on the Flak Autocannon. 12:51
I would say it gets outperformed in most situations by the grenade launcher, but the airburst is finally at a level where it does its job and it’s fun to bring it in missions just for that
I don't think the buff is sufficient. I'd still prefer the devs to change the Airburst to an expendable launcher type, which would eliminate the whole reload process, and lets you take another backpack if you want. That would increase the versatility of it and encourage more people to use it.
@@brilobox2 That's like saying EAT and Commando are worthless as a throwaway. If you call in and it comes with 2 rockets like the EAT with fast cooldown, it can be pretty useful than what it is right now.
that’s a pretty good idea, I’d actually consider it if it worked like that. A backpack and support slot for what is essentially just a mini eagle cluster bomb always seemed excessive to me
@@IliumGaming And the worst part is, it's only a "mini eagle cluster bomb" in the absolute best case scenario. The cluster bomb is way easier to use, gets the same number of uses before needing to rearm/cooldown, and even with the eagle call-in time, it "reloads" faster between shots than the launcher. And it doesn't proximity detonate on random stuff either - It reliably goes on the beacon. It would already be a pretty bad value proposition if it was just an eagle cluster that also takes up both your back slots, but all the complications on top of that really nail it in the coffin. If it worked like the EAT, the ability to pre-place them and hand them out to teammates for emergency use would at least give it it's own niche.
It’s crazy how much more fun the airburst is now vs bots. I took it like 4 times with buddies of mine and I felt like I was annihilating patrols and killing a hulk with it is pretty damn satisfying I must say.
11:00 I went frame-by-frame, looks like it hit the crenellation. I think the third time you hit the corpse of a hulk dead-on just before it sunk into the terrain and despawned. The fourth time was definitely due to it hitting the ground, not a corpse.
Ffs you can’t stuff napalm and HE cluster bomblets in the same rocket. The only programmable element that makes sense is changing the fuzing or detonating all the bomblets at once for a more intense but smaller explosion.
@@brilobox2 I mean they let the new auto cannon flak vs AP rounds be able to change on a whim. You load 5 at a time yet could switch every bullet if you wanted and that doesn't make a lot of sense so screw it, why not 1 napalm rocket then 1 HE rocket? Are you doubting the genius of Super Earth's scientists? Democracy officer on standby...
If I remember correctly, direct hit with rocket have enough demolition stat to destroy fabricator. Still it sucks that you can't make it burst on target right in front of it, not on dead corps 5 meters up on the hill.
Also enjoy Dilligence CS against bots alot. That, Recoilless, good old Eagle strike, Autocannon sentry and 120/380mm Orbital is a really solid build that allows you to shine on higher difficulties against Bots even if you re quite low level and cant sink hundrets of hours into the game. The beginner version would be basic Dilligence and MG sentry instead. Running it with my lvl 22 char right now and have a blast. Im well equipped against everything and dont need high levels to carry me. Instead i often have to carry some seemingly drunk high levels 😆
Air burst RL has always had some use even before the reload change. But is no where above the likes of Recoil, or any AT rocket launcher. It's just not effective against heavy or super units. Which in higher levels gets spammed a lot. It's too unreliable for that job. I'll argue its way more comfortable to use with the shorter reload. But that's the only change they gave it. It's barely a buff. Realistically its airburst mechanic should be directional based, not 360 as not every enemy patrol spawns miles away for you to snipe with it. You just cannot use it in close range like any other AT. Or it's damage should have been buffed. You may argue that it's needed for the likes of strider and dev spam, but the new revolver can two shot striders in the crotch, and 1 tap devs in the head. Or hell, even the new Liberator dog can kill those for you easy. It's great it got changed but it still needs way more work before its good.
Its damage was indirectly buffed. To 500 because it uses frag grenade damage. It can now deal with almost anything, can't kill big bile titans and factory striders, but it can kill everything else.
Should get alternate fire modes though. And you cannot survive getting blown up in close proximity. But as for dealing with tightly packed patrols, it's damn better than it used to be.
I dunno why they just can't program it to have a direct hit on something then shrapnel is triggered. This change to me would feel more better for us as players to use it, and I'm sure coding it would be a lot easier instead of making tweaks to what's around the rocket in flight.
Just to let you know, since i haven't seen anyone say it yet but the "false triggers" you had in the video were just you firing too fast and shooting the ground at your feet