Coop Helldive, Max Difficulty Lvl 9
Modifiers: Tremors
Planet: Vernen Wells
Patch version: 1.000203
Victory for Super Earth...at any cost.
Taking the Railgun for a spin vs the Automatons this time, where I think it fares pretty well - I'm pairing this with the Dominator, which feels great for bots since its buffs. The bots really threw everything at us on this one - Hulks, Gunships, Striders, the works, but I think this setup held its own.
Big thanks to my teammates on this one: Specter (@originalSPECTER), Glaras (@glaras4681) and Tiberius! If you're looking to join us for some coop games, or do runs with other like-minded players, check us out on Warrior's discord: / discord
[Spoilers: watching that extract still makes my blood boil...even after getting spotted, we had just enough time to get on-board if not for some invisible wall / ragdoll blocking my path -_-. Probably should have stun-spammed instead of taking out the Hulk, as it was most likely its desynced body that blocked me. Still really enjoyed this run though, felt like one of our more tactical runs with some cool moments and nice teamwork! We'll get 'em next time...]
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Build:
While the Railgun's nerfs hit it harder for Bug breakpoints, for Bots it survived relatively unscathed. The only nerf was vs Heavy Devastators, where you're now better off aiming for the head rather than trying to penetrate that shield with the Railgun - otherwise, Hulks are still an unsafe charged headshot kill, and Scout Striders' front shield can still be penetrated.
To deal with Devastators and Troopers, I'm turning to the buffed Dominator - its high damage and stagger now make it perfect for staggerlocking Devastators, and it can even take on Scout Striders if needed by aiming for the leg joints.
Stun grenades make those Hulk one-shots easier, while the grenade pistol means I still have an option for Fabricators.
For my stratagems, I'm running the good old 500kg for hardened objectives and Factory striders; the Railcannon Strike for that reliable kill on Tanks and Hulks; and the oft-overlooked Precision Strike, with its high damage and surprisingly quick cooldowns. The Armour perk for longer throw ranges is particular useful on long range desert maps like this, letting me land stratagems on bases and Factory Striders from the safety of cover.
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00:00 Intro
00:15 Insertion, Outpost 1, Gunship Facility, Mortars, Outposts 2 & 3 / LZ is Hot
13:30 Outpost 4, AA Emplacement 1, Uplink 1 / PTSD Phantoms
22:00 AA Emplacement 2, Outpost 5, Uplink 2 / This is my throwing arm
32:15 Evacuation / 500kgs are 2 for 1
37:40 Extraction / LZ is Hot 2
43:00 Mission Stats / So close yet so far
11 июл 2024