Some notes: --> Not sure if true, but I wonder if a leg being set on fire eventually blows the mech up (fire slowly damaging it) - just had a game where my mech blew up after having its leg on fire for awhile... --> Tanking a rushing Charger with your side is actually pretty decent at protecting yourself (getting hit to the front will at the very least get you to smoke and sometimes, and the Charger can skip its wind up animation for its attack and 1-shot you with its melee) --> If you walk off an elevated position, you can actually step on the larger bugs and damage them - but its not enough to kill them outright
I had one with a leg on fire for a long time but it never blew up even when left behind once ammo was used up. Maybe mine wasn't damaged enough for it to happen.
Good video. The armor difference on the arms is hugely important by the way. You can actively angle the mech away from certain attacks to take quite significantly reduced damage. A Charger's charge being the best example of this, if you turn to have them hit your arm instead of your front, they'll bounce off and do fairly little damage.
So you are able to roll your armor to spread incoming damage across multiple armor sections instead of taking full damage to a single compartment too? Like in mechwarrior.
@@belorianuskane1952 No, not in the slightest, more like duck walking so the plate in a ballistic vest is more likely to stop a bullet/shrapnel. Turning the mech sideways increases the odds that a area capable of taking the damage/ unimportant or critical if damaged. The arms of a mech aren't able to be disabled so them getting hit has no inherent lose but it does have the ability of no longer having your fragile bits vulnerable to damage so you are likely to walk it off.
The theory I've seen about the stomp, is that the legs only have to be slightly damaged for the stomp to be disabled. The reason you can't even stomp on a fresh mech drop is possibly because the mechs take fall damage when they're deployed, and most of the time it's enough to disable the ability to stomp. The mech should definitely not be taking damage simply from it's deployment, so I hope they fix that, but also I think you should still be able to stomp unless your walker's leg is damaged to the point its limping.
Great damage breakdown, thanks for this. All of these interactions make total sense playing with it all weekend. The thing im hoping they address is the insane explosive weakness, because a lot of terrain especially on jungle and forest maps seems to 'explode' when broken causing the mech to simply explode out of seemingly nowhere for no reason.
Even once its ammo is expended, it can still be useful. You can use it as mobile terrain to help bottleneck enemies, distract them into attacking and detonatong it, or detonate it yourself from a distance for extra kaboom
A game mechanic I'd really like someone to dive deep into would be how Outposts work; everything from how they spawn enemies, to what their radius is, to how much destroying them actually affects the enemy spawns, and how much light, medium, and heavy outposts contribute to all those factors. Its so weird to me that the game's been out this long but I can't really find any solid info about that beyond, "Destroying outposts lowers enemies somewhow... We think..."
It probably does nothing but increase our payout. Had a dive in which we cleared everything there was. At extraction we still got swarmed and nearly overrun by waves and waves of bugs who just kept spawning.
Subscribed since you started doing Darktide content, always enjoyed your in depth mechanics videos! Really happy to see you're doing Helldivers stuff now :).
Wow, so that's why the bile spew sometimes knocks off the rocket or gun but doesn't kill the mech, at least off the initial now nerfed volley. The bile must be getting into the vents. Glad you also call that thing a laz-cannon
I kind of wish the mech can have a short little on fire state, right before exploding, so you can jump out the last second. Like, this way, if your mech gets destroyed by chip damage, you can still jump out.
They fixed the mechs melee and it can two shot a charger if you hit them in the leg! Just be careful because if they do their bucking attack it will one shot you. Also if you block a chargers charge with your sides it seems to do no damage, or at least very little damage.
It has a melee that can 2-shot chargers in the leg. Angle so a charging charger hits your arm, it'll stop, then turn and stomp it's leg twice. Works every time.
its great to see you focusing on helldivers content i like the mech a lot but i think im more a fan of boots on the ground alongside people in the mech like how i played battlefield, i hope in the future they add more engineering options like the first game had so i can play a mechanic for the people in mechs lol
Loved the Exo so far ^^ I wish there were ways to support it, tho, because once it's out of ammunition its only value is stomping bugs xD (which is fun, don't get me wrong... but, come on, we have ammunition bins scattered all over the place and the previous game had a repair gun!) Now, with that said, weaponizing the drop ship is quite fun ^^
Great video, I don't think the patriot is as squishy as a wooden shack (love the analogy though lol), it is incredibly amazing in fire power, decent in survivability, and can be a powerhouse when used properly which only takes experience (success and failure) to learn. I look forward to viewing the rest of your videos. For Democracy!
I always used it for the extract. It reminded me of the Gatling and rocket sentry but with the plus you can move it to engage enemies. Sometimes in the field when it gets too harry i call it in and take out the heavys or a bug breach. Against bots however it feels like you're a target and you just quadrupled your size.
The melee is pretty bugged in general. Sometimes you cant use it at all even if its brand new, and i have noticed that the button for it is inconsistent. I have my melee button mapped to one of my mouse buttons but those never worked, but the F key worked sometimes.
The fact it dies in less than 2 seconds to the flamethrower makes me want to say the flamethrower should do way better against the bots. The mech, after all, is basically a bot without the computer brain in terms of construction. It is a lighter armored hulk basically.
stepping on a red barrel or two seems to blow up the mech instantly. Does walking over the little bile scavengers damage the mech, like it damages/kills a helldiver meleeing them or does that fall under the umbrella of corrosion resistane? In that case, how does it handle the various bile spewers and titans bile? Oneshots each and all of them or no/low damage?
From my experience exclusively, you stomp on PC using the "F" key, even if you've rebound the melee button. Also, it seems to stop working if you're completely out of ammo for some reason.
So idk if anyone said this already but the EXO-45 can have its weapons shot off causing you to no longer have it for the rest of the duration you are using the EXO-45
i feel like there should be a separate stratagem for any mech or vehicles they might add to re-arm, a multi-use stratagem that takes about a minute to rearm a vehicle or mech and you cant get out while it re-arms
Plant life OP. Careful firing rockets around certain bushes or falling trees. Leaves will set those rockets off and take you out. Also hunters, they love to jump in front of you when you fire them just like fellow divers.
I wasn't expecting it to tank tons of damage, but the autocannon one shotting it shooting straight at center mass is insane. That means it has less health than a terminid hiveguard, which is... disappointing. I say it needs enough health to just barely survive a rocket from a rocket raider at least. It's good against bugs, but automatons turn it to swiss cheese, and unless the autocannon mech that's coming has better health or armor, it won't be much different.
I like your stuff from the Darktide content and I trust your quality, but just saying, if I didn't know you and had seen your "THE ULTIMATE" title, I would have hit "don't recommend channel" in a second
I stopped taking the exosuit after they completely ruined the rocket aiming. I was committed to making it work, but now aiming the rockets slightly to the right on purpose when it's the difference between 1-2 or 5-6 hits to down a large target is infuriating
The one thing that annoys me is that the "stomp" is... Nowhere near as satisfying in sound and movement. I mean, it's a MECH. Isaac Clarke stomps more enthusiastically and with more power than this machine.
I dont think it's that good, it was cool and fun when it first came out. But after using it. And watching others use it, i think you are better off with something that's unlimited use.
I think for Blitz missions is pretty good since the disadvantage of the limited use is minimized (you can summon both within 15 mints) and it gives you the firepower and range to advance into more dangerous areas to at least position yourself or get your team into a better position to take down the fabricators or bug holes! But otherwise, you're right - hard to justify it on regular missions when you get more mileage from other stratagems!
@rykenxiv yea hard missions it usually gets recked by chargers. You avoid the one in front of you to get killed from the one behind. It ends up being a waste.