annoying to test the Unflinching perk is part of the Truth Enforcers warbond this passive was not tested on bugs, this warbond is geared towards automatons anyway
additional information: 1: does not stop staggering 2: works up to normal devastator fire(?) 3: more useful than you think, its not just good for precision weapons, its great for all of them 4: i did not test this on bugs, though its reasonable to believe that it will be less effective 4.5: this warbond is far more geared towards automaton gameplay 5: the reticle seems to freeze in place even with unflinching, this can give the illusion that you aimpunched but you did not, however it may cause some difficulty when making precise shots when under fire you may also flinch if there is a high volume of fire (heavy devastators) but i am unsure about it (see below) a theory i have is that there is a "flinch tolerance" meter, exceeding this meter will cause you to flinch usually your tolerance is very low, resulting in anything flinching you this armor passive raises it, letting you take several hits before aimpunching, but will still get overwhelmed by volume of fire or high intensity hits i will likely make a more in-depth video testing different automaton calibers but maybe not
I understand if it just stopped/cancelled stimming, but as the game is now it UNDOES stimming. Like your character stabs themselves with the needle and you hear the injection noise yet it doesn't count sometimes. That's the main issue I have with it
@@abrahamalviarez5870booster is super niche. Don't run it, i'll be dodging any op where someone is using it. People eat their stims like candy and have none left for any fights.
no problem, there was alot of misinformation going around hell, even i thought the passive was not working or useless until someone else showed me the difference, then i had to make a proper video i also just wanted to edit something since i havent done that in a while, the new windows editor (clipchamp) is actually quite nice. probably nowhere near as complex/intricate as other big name editors but for being totally free, its very nice
@@idkanymore6897maybe if you could just save files locally to your PC without being forced to upload them to their other service and downloading from that.
There should be no visual flinching too in order to be authentic to its inspiration. The wolf brigade armor ate bullets like nothing, this one should too.
Interesting, seems like the passive works but the animation cycles and audio are not doing what they should be doing. Thanks for the test footage. Hope AH makes those changes at some point.
@@supremecaffeine2633i think hes talking about the rest of the game… since a lot of old bugs are back like statigims vanishing sound breaking models glitching etc… Its like leagues client, whenever they add anything new they break 10things again and we need 2 wait a few weeks
Nice, this will definitely be useful on the bots and specifically against shield devastators, and probably save you a few times when those hunters are wombo comboing you and you can't get that shot off. Bit disappointed it doesn't stop stim canceling though, that alone would've made this perk a great all rounder
This feels like it should just be on all heavy armor by default. Whats the point of all that extra health if you still can't take an enemy because you're getting flinched.
@@NoHands46 You do realise the concussion force behind a rocket is huge right? You're wearing heavy armor, doesn't mean you suddenly become a M1A1 Abrams.
@@SedatedKidd2794yeah before the buff divers patch he said he would quit the game and started uploading other shit, now he’s back and pretends his yapping got the game fixed
Just a heads up! There's a mechanic in game that makes automatons shoot less accurately when they're being fired at/when they're under suppressive fire, which is probably why that grunt kept giving you a hard time!
Unflinching should just completely remove flinching. What we got right now has very little use if not at all. Even more baffling is the fact that there's no HEAVY ARMOR set where this perk would shine the best. Unflinching is doubly less useful for light armor considering people who use light tends to AVOID getting shot.
Feels like another niche one. Where peak physique might justify itself with some of the heavy and high recoil weapons, this might justify itself on precision weapons. I'm having doubts about the chance of swapping from medic/extra padding/fortified for it. Oh, I'm now being shown the armors it is on. Ok, well this is the new armor passive to be played with then.
firing the recoilless refile on defence missions to shoot down dropships while taking bullets without flinching is nice, it ties for me between the less drag armor and this one
Bots are vulnerable to suppressive fire (or rather, they're _supposed_ to be), so shooting the LC right next to the trooper was counting as suppression to the bot. That's why it missed so badly standing right next to you, because the laser was technically suppressing it.
This passive seems to get better and better the more i use it. I was able dispatch quickly, many threats while under-fire and i'm pretty sure that this would not be true if i didn't had the Passive. My gripe with it, is that the only benefit that you get from it, is when you get hit. A recoil reduction paired with it would be enough to even out.
Honestly really disappointed we didn’t get a heavy armor with it for some reason. I’ve been using heavy armor on bots with the HMG and the flinch is really annoying to deal with.
"This warbond is geared towards automatons" Hell nah, my brother in christ both the SMG and Shotgun take half a mag each to kill a single devastator, that's 12 SMG shots or 3~4 Shotgun shots aimed at the head, and if we take into consideration the horrible controls of the SMG which asks you to get close to the enemy to not miss shots, these weapons are once again made for bugs. Also that automaton was missing shots because they have reactive protocols that make them less accurate under fire, even if its a laser weapon, so that's why it was "not cooperating".
Can live without it, the staggering whilst trying to stim is what bothers (kills) me the most. I once literally failed to stim 5 times before dying. I've never felt the flinching whilst aiming to be a major issue and there's other passives I'd rather have that would be, in my opinion, a lot more useful.
Stim cancelling is horrible. I can understand it happening before you get the stim in your neck, but there's been way too many times I've heard the start of the sound effect, only to get cancelled because of a stray shot.
@@TheCol111 Nah, if it was ragdoll it would be a must. If you are flinching from getting shot that means it's time to run for cover, not stand there and keep shooting.
no idea but it probably doesnt do much in that regard, it seems like only weapons are affected since stims still cancel stagger is unaffected by this passive
I mean...yeah it's cool, but honestly it's pretty subpar even on bots imo, I would even say it's worse than gas/arc passive because at least for those I can build a pretty decent and effective loadout around them...the lack of heavy armor variant is one thing but I think it's like the same case as Democracy Protects where the passive's effectiveness is too reliant on the armor rating, so I don't particularly mind that Unflinching only applies to medium armors mostly (and 1 light)....but it's just SO NICHE that it even struggles on bots, requiring you to be hit to even have a chance to make use of the passive, which isnt very nice since u die pretty fast.
Thank you for the Video, very helpfull. Ps: I just noticed that you have the same Profil picture as i have for years now and for a split second, when i looked at the comments and saw that like button of yours... i was confused lol😂
Doesn’t work against bugs. Barely useful against bots where you face ALOT of bots. If only they never nerfed helldiver health. Or better yet, put it on a heavy armor.