Helldivers 2 - Recoilless Reload Cancel is Fun (Helldive Solo)
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- čas přidán 1. 05. 2024
- Helldivers 2 - Recoilless Rifle Reload Cancel Is the Buff it Needs (Helldive Solo)
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10 bucks says this gets fixed sooner than the Spear's targeting.
I wouldnt take that bet even with 10-1 odds
20$ it doesnt
All these great suggestions for buffs to the orbitals and team reloading and the devs nerf the quasar cannon instead lol. Genius
@meofjack9644 They'll just claim they fixed it in the patch notes but not really fix it. * Cough * infinite grenade glitch.
@@AcesFuLL7285 hey hey hey, i dont have infinite grenades anymore. I *only* have 4 billion 294 million grenades.
Brood Commanders mindlessly charging forward after loosing their head would be nice. Instead of knowing your exact location that is.
"You see the reason a headless Brood Commander can still track you is cause of echo location. You might be asking how they can do that without a head? Simple, they actually have their brains on their butt because they evolved that way. The graphs and charts said so!"
@@bl00dm0urne LOLOL amazing post
@@bl00dm0urne "The brood commander knows where you are, because it knows where you aren't"
@@bl00dm0urneIronically that's somewhat true. Bugs like worms have their brain spread throughout their whole body instead of just in their head, alongside having smell receptors in much more places than just their nose.
Still annoying though.
@@skylarc6063 By subtracting where it is from where it isn't, Or where it isn't from where it is , it obtains a difference, or deviation. The guidance subsystem...(i forgor the rest)
Arrowhead watching this:
"🤔 The incendiary shotgun seems effective."
"almost too effective but that's fine as long as it's not fun to use"
Would love a ship module that’s like “reload training” or something that just speeds up your ability to reload your own support weapons
Honestly doesn't even have to be every support weapon, just the ones that leave you stationary... it feels so bad that you have to stand still to be able to reload your weapon.
Id take a booster that speeds up certain reloads or all reloading
I'd prefer them to create a separate "assist" button, so you can still carry your own backpack but others can help you reload
@@Hyperdragon1701 "improved weapon reloading drills"
Due to heavy casualties with helldivers staying stationary while reloading a weapon we've introduced a revolutionary "treadmill and whip" training methodology to new recruits allowing them to reload cumbersome weapons while on the move.
*sprinting still seems too difficult to reload reliably but new recruits display impressive skill at maintaining jogging pace while reloading their support weapon*
Doesnt even need to be faster, just being able to move and dodge attacks is massive enough
Good idea!
You can just animation cancel it by pressing your crouch button. Slightly faster than a weapon swap and easier to shoot straight after than a dive
Or pressing your stratagem menu button as soon as the icon turns white
That's really good, the second part especially where you're watching for the ammo icon is a huge time save. I don't think you have to make it as fancy as the video, just reload as normal and tap crouch when you see the ammo icon change. I might pick this over the Quasar!
You can melee, or pop up the stratagem window too.
@@josh___something it also works with the airburst.
Dough may not like the weapon and i can see the reasoning but i find it's a hand-held eagle-cluster without the extra bits on the sides that love to gib friendlies so i'll use in close-support or to clear out anything annoying in/under/around something that needs a more precise touch from an airstrike/turret/precision.
Anti-air emplacement counterplay: blow it up, get your Eagle back
Atmospheric distortion counterplay: get fucked
I just assumed that Atmospheric Interference is a natural phenomenon. Like Ion Storms. They should be something similar to dense clouds where the person firing Orbitals cannot see the beacon properly.
There are two types of anti air one is localized, which temporarily reduces your eagles
The other Is a reverse orbital anti air defense that reduces your stratagems Which also has no counterplay
They should just always have a radar station on maps with that effect, and let the radar station cancel it out once you get it online.
Natural things should have positive effects too like "electrical weapons gain 50% damage buff during ion storm".
It's not only logical but it gives it more uniqueness and affect your choice of weapons.
But nah, just nerf more guns, who cares about ideas that will make players' life easier.
@@LaserTractor I like the idea, but I feel the need to correct you. An ion storm would not be a buff to an electrical weapon. Electrons repel each other. If anything, an ion storm would negatively impact electrical weapons performance. I could see an argument made that it could help laser weapons with batteries by drawing power from the storm.
Nah wait a minute. 3 minutes into the video, a 500kg lands on the charger, blows up, and that charger crawls out of the explosion. They gotta fix that damn lightshow lol
The one that got hit died, and the one to its left. The third charger to the right of the bomb survived
Cause the 500KG is more of a cylindrical shape than a sphere, which is stupid
500kg is honestly trash. The impact of the bomb itself does more damage against bile titans than the actual explosion most times
Many such cases where a Bile Titan walks through 500kg explosion like they're Nemesis lmao
Maybe I am wrong but it feels like they kinda nerfed the 500kg Bomb.
I wish they had intel for the map you were about to play, like heavy hunter or spewers or chargers. That way your squad or you can set up properly
I bet it's coming... who knows what the Galactic Super-Earth Command will reserve us for the future of our Galactic War efforts
@@Artoik-dk4vv nerfs
Is that a good idea really considering this community just wants easier options for everything? You put a screen showing what enemies are on the mission, and no one is going to choose the Bile Spewer missions. Then they will nerf Bile Spewers and people will hate another enemy and avoid those missions.
No its really not a good idea.
@@RichSmithson To be fair, if I knew a mission had bile spewers but no hunters, I'd 100% choose that one
@@RichSmithson if people hate playing the bile spewers then they should be removed, this isn't a competitive game. they aren't bad to play against if you can bring a weapon that works
Team Reload might actually be a mechanic that gets used if they make it so that anyone can feed ammo to the weapon from the backpack of person holding the weapon and wearing the backpack, you should just be able to run up to someone with a crew weapon and hit E on them to feed from their backpack to their weapon.
there's ZERO reason that team-reload from your own backpack shouldn't be possible.
if anything it should be the default option as it's way easier to reach a friends back than it is your own.
This would not only make team reload viable, but it would also make it fun. This should definitely be the case
Fun in the title? 7 days to patch this out
And still they cant fix sights, DOT both fire and gas, devastators shooting thru shields and terrain, Spear lockon...
Oh yes, devs are so going to watch this video and add like 5 more seconds to the recoiless reload. UNCANCELABLE this time.
@@GooiYingChyi and remove one rocket from the backpack, too much ammo is not fun right guys?
Considering how long we were expecting a Quasar nerf; we'd have to wait a few patches for this to get fixed I think.
People don’t understand the power they have and shouldn’t have it
Arrowhead: "I see you like playing with the recoilless, would be a real shame if we NERFED it"
I'm just sitting on my Super Destroyer, three bottles of amasec dried and another popped open, waiting for them to nerf EAT for being somewhat viable. Maybe make it automatically melt your backpack and other support weapon into slag when you grab it, or randomize which way the rocket goes like a real RPG.
@12:30
Dough: "I just don't know brother, what can I say?"
Dough's Diver: "SAY HELLO TO DEMOCRACY!!!"
Devs don't understand the concept of risk management. This game is a delicate balancing act between a massive number of random factors that we have no control over, and it was more or less at the best balance at launch (though it still had big problems).
Now, they have steadily layered more and more risk factors while reducing our options to mitigate those risks. Past a certain point, the chaos reaches a critical mass that is largely insurmountable via practical/reasonable means and effort.
There is just too many options for the enemies and not enough options for us.
they really should just make the weapons stronger, and let the difficulty in enemies be their numbers, not simply the fact you can't damage them (bile titans for instance), or simply being bullet sponges
This is my issue. I can't stand seeing my options limited by every single patch. I should be enticed into using certain options, not forced into them because they are now my only option.
Have you heard of the new Warbond coming out? For 1,000 super credits, it is going to MAGICALLY solve all your issues..... until they nerf it in a month.
@@Legendary_HoneyBut what do you mean, specifically? There are even more viable weapons after the patch, so you have plenty of options.
@grandrtiv26 Yeah, but what if people *liked* their previous option?
Whoever's in charge of the balancing does not deserve how popular this game is.
This patrol spawn change was awful, I'm sure someone balanced it correctly before to account for the multiplicative nature of playing with others, then someone saw it and thought 1 person = 25% effectiveness of a 4 man squad like an idiot.
"But the graphs and charts are never wrong!"
That's exactly what they did. They changed it to linear scaling, completely ignoring that going from 1 to 2 players is NOT a linear increase. 2 to 3 to 4 may be so.
All they're doing is purposefully making this game harder in all regards. Just look at the changes that they're making. Stalkers are practically invisible. Heavy Armor has a chance of bouncing shit back to us. Bile Titans are even harder to kill now, same with Scout Walkers and spore spewers. Can't ping minimap for locations. People saying that shouldn't be allowed, well, I have a huge fucking ship above me that can zoom down and look at my ping, so, fuck off. Idc if it wasn't intention. All these 'fixes' are just way of making the game more challenging. I feel like it's going to be the death of them. People are going to get burnt out. I don't always want to play in squads with randoms. Why punish us for it. Hell, maybe even do a few % to patrol increase and see how that feels. They make these changes and then THEY DON'T TEST THEM. Idk. I'm frustrated.
@@mike3667 I think they wanted to set out and make a brutally hard game, but most people don't want a game that's brutally punishing. Like dark souls (which is awesome) has more logical balancing opf challenge than the way these devs are doing it.
They keep saying "a game for everyone is a game for no-one", yeah well, nobody is going to play this game for very long if they keep nerfing players.
And yeah like you said, it seems they don't have Q&A testers or people who actually play the game above difficulty 5 in their company
@mike3667 I'm not having fun against bugs anymore, bots are mostly the same since launch. They even reduced the OHK from rocket devastators.
The thing that is getting me is: there are certain units that are mandatory to have a "counter" in your build aside from heavies. Hunters need some fast firing add clear weapon or gattling turret. Bile Spewers need a high damage medium armor penetration to kill their heads or impact nades, Autocanon, grenade launcher or auto turret.
Bots have Walking Striders, you need something for them or you will be miserable the whole mission.
You get your Sickle to deal with fodder and your Quasar to deal with heavies and 500kg( it is basic mandatory against bugs honestly). You load in the mission and surprise is a Bile Spewer map and you fucked.
Next round you bring autocanon, it's a Chargertown map with Bile Titans every breach.
Stratagem can't deal with these enemies in the numbers they show up, you can see sometimes he kills 10/15 with one Napalm, there are 30 more pressing W on you
For the SEAF Artillery, I wish they would bring back the gimmick from HD1 wear carrying the shell allowed you to still use your 1 handed weapon (pistol or SMG). It doesn't make any sense to not have it be that way. It takes away one of the already very limited use cases for SMGs, and makes SEAF Artillery all the more tedious since you can't fight and load at the same time.
Cause that would make it fun and clearly, we can't have that.
who is even carrying the shells anymore? all are either launching them into stratosphere or picking them and dropping
It took you over 10 minutes to complete that radar station because of patrol spawns. Thats nuts and frustatingly not fun, imho. I've noticed that after the patrol "fix" it's signifcantly more difficult to complete side objectives like this in a party with less than 4. Even with localization confusion reducing enemy encounters (bug breeches) the patrol frequency completely invalidates this booster. It needs dialed back a bit I agree.
Genuine question. Why frustrate yourself on level 9 when you can enjoy yourself on level 8 or 7?
@@hendrickstrauss3311they need something to be angry at
@@hendrickstrauss3311 Hard doesn't mean unfair. If the enemies never stop spawning, why bother killing them?
@@ghoulbuster1 Well, they do stop spawning if you kill the chaff efficiently within 2 minute intervals.
I've read everyone talking about endless heavies and Titans all over the place, but the only times that ever happens in my games is when the team goes around to every POI and run into every patrol they see...so it is well derserved on the hardest difficulty the game has.
If we take a more level headed approach we clear Helldives with maybe seeing 3 Bile Titans...tops...and never more than 4 breaches if we're not sloppy.
I get it can be damn frustrating - and that is not everyone's idea of a good time - but if you keep using the same tactics and playing the same way you're always going to get the same result, no?
@@hendrickstrauss3311
Did you... watch the video?
He's very effectively clearing and surviving this waves but a new patrol always spawns and wanders in before he can finish. So bc aggro is contagious he can't break the aggro loop.
We're also NOT JUST TALKING about helldive difficulty here, but solo play in general. This general pattern of waves spawning close/ frequently enough to walking in on you mind fight/objective is common at almost all difficulties.
Same goes for stuff he brought up like lack of ability to foresee what enemies are gonna be prioritized on the map. It'd allow for you to specialize.
Thanks for making quality content that is entertaining and informative. You’ve got that perfect middle ground of both. I appreciate you appreciating us watching you but I appreciate you being genuine and consistently putting out really quality content. Please keep it up because you’re by far my favorite creator for this game. 😁
Easily the best. Super genuine and just easy to watch and not overly in your face
23:15 that "escape" was actually fucking sick xD
Bro was on his way to hell, but said "NOT TODAY!"
0:00 AH: "You? Having Fun??"
*DIVINE INTERVENTION: ERROR REPORT!*
I have no idea how do you manage to play through the lvl 9 difficulty solo, while providing such an informative, laid back commentary at the same time. Glad my casual ass stumbled upon your channel!
Animation cancel makes it a solo-viable weapon and this last patch has shown us they hate solo players so say goodbye to the animation cancel next patch, or even hotfix.
just cause you can solo play it doesn't mean it is balanced for it. Been a thing since the 1st HD.
@@ballbatboy it's not "not balanced" for solo, the devs are ACTIVELY PUNISHING solo players, +50% spawn-rate solo after already doubling/tripling spawns back when they nerfed railgun is idiotic, plus that troll-ricochet change where a headshot miss is now a bullet in your own face.
The devs went from "oh, a fun and engaging extraction shooter" at launch to "why is EVERY PATCH making things less fun/flexible and turning every mission into a SLOG?".
if anything solo players should be allowed to use the booster slot for a backpack/stratagem (force them to lock-into solo play to do so) and even then they would have a fraction of the firepower of even a duo. dough killed 900 bugs in this mission, when's the last time you saw a 2-3-4 stack take out that many enemies in total in an equivalent mission type?>
@@IRMentat I see your points. Though that ricochet thing is a bug not a feature. Given the live service model, I reckon they also try to limit the number of solo missions as much as possible.
As for the kill number, as a solo you are bound to kill more as you can't manage crowds as well as a party eg more reinforcements. Railgun does indeed seem overnerfed.
This is probably what they did to fix it using more than 1 ammo when canceling animation. Just made it so as soon as it counts as ammo leaving the backpack it considers the gun reloaded
Indirect buff to recoiless? prob gonna get patched
With the patrol changes and the devs outlook on solo play, the quasar nerf feels like it was meant to hurt solo players the most over bringing it in line with the other anti tank strategems
Yah its too costly if you miss a shot with Quasar now. And that 3 sec shot charge is a long time where anything can flinch you and send that shot off course. Maybe give it a backpack to reduce both cooldown and charge time?
@@CheeseDanish85 quaso + dog still work well together but that +5 sec to reload should have been accompanied by a 0.5 to 1s faster charge-rate on the quaso shot.
most flinches are avoidable vs bugs and against bots you are better off just running one of the many anti-medium weapons and using the eagle-rockets against turrets/tanks/factories. The quaso still needs to headshot most of the bots and th3e anti-medium weapons tend to have WAY better scopes available or a far better from-hip aiming (even the AMR, as long as you are willing to pencil in an X on your monitor, tho it really should get a third-person aiming circle like the HMG got)
2:18 get down mister president
New subscriber here. I found you because of HD2 and I have been enjoying the content.
However, I wanted to say I appreciate the fact that you don't use foul language in your videos. I know it might seem like a silly thing to some people, but I have young children and I know I can watch your videos with them in the room without having to worry about hearing a constant stream of degeneracy ;-)
I appreciate it 🙂
Bro, I really hope this gets left in, like you said in the video it's much more engaging, fun, and rewarding to have this in. It's basically an active reload from Gears of War.
We should have a reload gauge like Gear of War in order to get fast reload when we get perfect timing. The gauge design could be per weapon class.
Stun grenades are hands down the best grenade. They have let me save my fellow Helldivers’ from being swarmed or crushed on every single mission, without having to worry about friendly fire.
they have great utility but even with the nade-pistol i still find myself using the impacts (until the napalm impacts at least)
stuns will let you land some serious hurt, but impacts on-ambush or into a choke-point will see half the swarm mulched for the low low cost of a 1/4 resource.
The white showing in the mag can be applied to most if not all weapons. So you can cut out the last bit of reload animations and save precious time on long reload weapons like the airburst rocket for example.
14:06.. NEVER say that about ion storms, again! The devs already hate solo players and we don't need them getting any more ideas from shit like that!! Silence!
The game is a pain now, it became "I dare you to reload"- The game.
pick up the arc thrower before they realize it's good against bug spam and it gets nerfed
@@gameplayer42069 Sorry bro, we gotta make it so you can only fire it 10 times in 30 seconds or you turn to ash and electrocute all your teammates. People on the Discord complained they saw someone using it for three minutes straight without getting caught in a death loop, we need to fix it.
One thing I do for eagles is that if I need to rearm, but still have an eagle, is throw the eagle then immediately rearm. The eagle you threw will still land and you have already started the rearm.
14:48 The shot literally clears the skies. Recoilless Rifle is OP.
I'm glad I'm not the only one that notices that certain planets have a certain bias towards certain types of bugs. Estanu always feels like it's plagued with Brood Commanders and Hellmire seems to host more Hive Guards than normal.
I noticed that I see a lot of bile spewers on Oshaune.
14:48 didn't know they added weather-clearing abilities to the recoilless rifle
Bro I swear the hunters, baby spewers, and scavengers got buffed. Sometimes a full breaker shot doesn’t kill them.
I popped a baby spewer with the adjudicator and didn't kill it with one hit. It's a med pen gun. You can one tap melee them.
16:44 Have you tried looking at orbital airburst instead of eagle napalm+gas strike?
Imo its a pretty solid option for bug breaches if timed correctly, clearing the first two waves with the first barrage and keeping it on lock for the remaining barrages. And its CD lines up with the next breach. Also 1 stratagem slot vs 2 and lets you keep the eagle cd alone for the 500kg
Playing solo now gives me the same vibe as playing high rounds of C.o.D zombies. Constantly running and barely any breathing room for complicated objects.
When I know I need to rearm eagles, I pop the remaining ones in a sub-optimal way, because it's still doing *something* and they can be spammed for massive effect. Saves me some ammo in critical moments sometimes.
part of the trouble our man here has is that he tries to be efficient instead of trying to lay down as much heat as possible, imo life gets easier if you're just dropping eagles as fast as they come off cooldown
@@pcap8810especially if you play solo and you don't have to worry about teammates! Just throw down your shit and move on xD
One thing that kind of grinds my gears is that there's a planetary modifier to give your orbitals more spread but I can't think of one that makes your eagles specifically harder to use. Eagles already have the best single target damage, the best area damage, the rearm even feels shorter than most orbital cool downs (or it at least feels that way because you get multiple uses per rearm), but the increased spread on orbitals makes them basically unusable, especially when the orbitals with the shortest cooldowns only target a single area. This makes only the railcannon (outside of laser obviously) viable for most situations and that forces a 4 minute cooldown per use 💀 I'm just saying, eagle enjoyers don't have to make hard decisions like that outside of occasionally having to manually rearm.
there's on map AA that disabled ONLY eagles, there's also the global AA, but that outright removes an entire strat-slot. the second one is one i actively avoid playing on almost as much as i do the endless fog/spore/storm maps that turn the nice big maps into endless games of silent-hill (but with sub-second deaths instead of a haunting atmosphere)
So far what I'm thinking is we should have a system in place that can tell us the enemy spread on a given mission and or planet. Something like a pie chart that would be 5% bile titans, 10% chargers, 35% hunters, 30% scavengers/leapers, 9% warriors, 9% brood commanders, and 2% random spawns. I think if we could get something like that mission prep would be easier.
I feel like missions affect this more. You dive on a mission and there are hive guards EVERYWHERE.
You dive on another and bile spewers don't stop coming.
@@LaserTractor Yeah, I honestly feel like it's one of those things that are meant to be in the game, like the situation with Martale during the big defense MO. The devs probably just don't have it implemented yet
There's a huge unnecessary delay after you insert a rocket into the airburst launcher that you can cut short by switching weapons, meleeing, or diving... also, this isn't a bug. While you are able to do *something else* quicker after reloading, you're not actually getting the next shot off faster since you pay a penalty in time by canceling it anyway (melee takes time, diving takes time, switching weapons takes time) but at least you can spend that time *not reloading* even though you're *not firing either*
melee saves you roughly 1 second but crouching saves you 2. goes from a ~6.20s reload to a ~4.20 that way. I was smoked and didn't think to crouch the entire time.
@OhDough crouching cancels the animation? OK that is probably the best cancel because crouching probably takes like a tenth of a second
@@Wip3ou7 it also keeps you on the same weapon.
3:04 right in the dome piece
He lived it as well
I am addicted to recoilless, happy to see you rocking it
0:49 Honestly i was running the same setup i think it compliments perfectly grenade pistol+stun nades but because of bile spewers i always do impact nades now, they almost always one shot them and it makes it way more manageable
How do U shall throw at art? I learned from a guy on yt on controller drop pick up then weapon switch its just hard to time the buttons right on PC
i'm 95% sure that the fire-nerf was specifically done to mess with the incendiary breaker break-points for light-kills.
12:11 I thought it was a rock until THE APPROACH.
16:02 i feel you on the orbitals, eagles just feel "right" one plane loaded up with a LOT of support that you have to send-away to re-arm or use only what's left on the racks.
Meanwhile the destroyer's loaded down with 7-8 HEAVY ground support weapons and it's reloading and firing at 1/3 to 1/6 the rate of the eagle strikes with only 1 single round in the one gun that's being use this time. THEN IT MISSES because there's an un-counter-able "turbulence" in the passive-list. if we could at least double-stack the orbital reloads it would be something (twice the uses if you wait long enough beyond the first cooldown).
23:18 ok that was buggy as hell in the most amusing way.
34:38 i find that vs bugs you can rarely go wrong with gatling or AC turrets. AC can get swarmed a bit more but it can deal with the heavies (if it doesn't decide to tag a new patrol instead), gatling's just a reliable mower of all things not heavily armoured. if i'm feeling spicy i'll take both plus something red with a BOOM for their downtime. virtually useless vs bots tho, they rocket 1-shot the things within a second of their first salvo going out.
Agreed on spewers, I've been running the AMR mainly now just to one tap anything medium but mainly to handle them at a distance. Fell in love with the Precision strike for Biles and Chargers. Also run same gas and or napalm. Great videos, keep them coming, will try this tip tonight!
Appreciate how you always see both sides of the coin unlike some other content creators which become outraged without understanding, like solo dives, macros, etc. Somehow empathy is rare these days.
Reload cancel could be a fun game mechanic for every other weapons too. Who ever played Killing Floor 1 or 2 know that.
35:00 A brief moment of ya boi getting emotional. Thanks for the content, Brother 🫡
😊 Glad he's found a new home!
Another tips I don’t see many people use is reload while sliding, you can win the 2 meter that can make the difference, it works with any weapon that has to stand still just like the jet pack
35:36 No good sir. Thank YOU for the amazing content!
Ive been rockin supply pack and railgun with the incendiary breaker and stun grenades and it is incridible
aye dough, your my favorite content creator for HD, keep up the good work m8.
ARM is my absolute go-to for ending Spewers. One headshot, gone. They're not agile, they frequently pause or freeze and lift their heads. You can shoot it as fast as you want or even can, and has quite a bit of ammo. Just as long as someone else can handle the chargers and titans, the AMR just deletes anything else too. It even lets you use some basic primaries for horde-clear, since it has enough ammo for any med+ armor stuff.
autocannon can do this as well, usually takes 2-3 shots and not one tho. but then you can close all the bug holes for your team so everyone can save their nades.
Or just run the Eruptor and use a more sensible support weapon for Chargers and Bile Titans
That's not an equivalent exchange, CC will suffer unless dedicating to rovers or other CC stratagems. It's manageable but not as flexible as having CC at all times on a primary.
I find Eruptor amazing for Spewers too, 2 shots anywhere on them knocks them out but also the blast blows away anything smaller nearby.
@@willmiles7978 I love the Eruptor but feel I get hammered by Hunters when I run it. Inc Breaker, AMR, Stun grenades allows you to take anything out minus a Titan. More flexibility on backpack too. That's Solo where I'm not worried about ammo.
I'm glad the content business is looking up for you now! I love your dry wit! 😂
44:15 You can stay out of the "landing zone" (be just far enough that the pelican doesn't land) and he will hover in a spot and shot stuff with his amazing cannon. You can also do this on non-emergency extractions by staying in the zone until the timer hits 0 and when pelican approaches, just move out of the zone and he will hover and shoot like before.
Love the videos dude, you deserve the views. One of the gamers of all time
Bile spewers take extra damage from explosives. Just like the back of chargers or the underside of bile titans.
Auto cannon, granade launcher, or the mech works well. There also seems to be a mechanic where when you shoot them with a high stun weapon like the punisher, it stops them from vomiting? Im not too sure whats hsppening but it happens when I shotgun them in the face.
22:27 I feel the helplessness in this moment especially after being smothered in hunters while trying to use the recoiless rifle in peace XD
You're the only reason i tried using the gas strike but i still prefer the clusters
Hey Dough, do you not like turrets for solo play? Maybe help with ad clear/counteract the "miss strategem" modifier? Im a big fan of turrets so im biased but they're really helpful
turrets have too long of a cooldown to be worth it. tesla tower is the only one I'd consider using and even then it's really tough to keep it alive
For the spewers, I find the eruptor to consistently 1-2 tap them, and surrounding tinies. Definitely my favorite gun to run.
Glad to hear you talking about the enemy type spawns being different every game and no way to prepare. It's one of my biggest gripes at the moment. I drop in thinking I'm gonna try out my spicy new stalwart build and then get nothing but chargers. Then I switch to an anti tank build and it's hunter spam. Having the wrong build kills the fun so quickly. Would be nice if there was a planet effect you could look at in load out time.
Good point on the macros bro. Plenty of people use them. Some even use them then claim they don't, just so they can seem superior.
the shoulder auto cannon seems to do a pretty good job with the bile spewers for me i just aim for the love handles and watch them go splat
I feel like patrols should be reduced when you’re at a side objective or POI, it seems to me that the point of patrols is to make moving between areas more interesting and to punish the player for taking too long to do an objective. However, in their current state (specifically for solo in higher difficulties) they’re less of a punishment for spending too long in 1 spot, and more so just make side objectives near impossible.
you should get the enemies that spawn at the side objective, any enemies that spawn through reinforcements, and 0-1 patrols. You should only get more patrols past that after several minutes. That way you can actually do the objective assuming you’re going fast, and only get more enemies if you’re playing very safe and slow
you dont have to change weapons to animation cancel, if you want to cancel the reload animation without switching weapons, tap the strategem button and your character will look at their arm for a split second and keep the weapon out rather than having to swap weapons back and forth. i use this trick with the machine guns and the airburst to cancel the standing up animation. since my sprint is shift and my strategems is set to CTRL i can press them both simultaneously with my pinky and sprint for a second to cancel my animations
Its why the rover is never takin off my back the extra trash clears helps so much
I've noticed you look at things in the distance a lot and ask yourself if it's an objective. If you ping part of it, ie: the tower for the radar dish, your diver will say objective located and it'll show up on the map. As far as I can tell this works on every objective, so long as you are able to directly ping part of it.
Here for you OhD, love your content👊
Do you think the arc thrower and expendable anti tank would be a good combo to use?
probably not a bad thing to use, I'd bring guard dog rover to help with close range and either incend breaker or blitzer
I was running rail gun eat eagle air strike and the ammo back pack was pretty good gl pistol for nests nice for team mates who died or leaving rockets at the extraction for later
Ehy just wanna say youre my favourite helldivers youtuber, I love your videos, youre hilarious! Please keep doing what youre doing! Imma keep watching!
I like the slugger when going up against bile spewers. I usually play with a team though so, they can usually cover the other stuff.
impact grenades for bile spewers. One shot kills. Great if they're grouped up.
I'm actually loving the recoilless this patch. I run this:
Blitzer - recoilless - 500kg - orbital airburst - orbital EMS
Blitzer is insane right now cause it ad clears and kills spewers. Orbital ems + airburst combo is actually cracked cause of the low cooldown. And 500kg for quick bile titan extermination. Try it out it's fun
Fun fact; the airburst rocket doesn't have this system so if you have to jump out of the way of danger right at the end of a reload then you have to restart all over again!
I think I just make the game harder for myself
Been loving the spear for titans only and EAT for chargers its been fun for defends and been trying helldive in quickplay and been able to clean up titans with one hit pretty damn often
love your stuff man
What disability is there that lets you use the arrows for movement but not for entering strategems?
15:58 that gas strike is wild
Pausing and looking at a desktop like its a peek into a person's mind.
Railgun, Eat for the spewers. Perfect loadout. You already get full reload from 1 supply pack.
Plus the scorcher or dominator melts them.
I found that the AMR is actually better against bugs than bots, at least when your aim isn't cracked. It one shots hive guards, brood commanders, easily cleans up bile/nursing spewers. It only can't handle chargers and titans, but even then, you have 3 other stratagem slots, especially if you use EAT. I don't think many people use it, but the AMR is to bugs what the autocannon is to bots
Let's go, Dough!
Anyone have any sensitivity tips for controller? No matter how much i tweak it, it just never feels right🤔
26:10 note to self: when mobbed, if at all possible, run uphill.
auto cannon, grenade launcher, some of the harder hitting primaries can mulch spewer face holes, grenade pistol, most nades etc. The issue is if you dont know whats spawning and take an add clear load out you can only fit in 2 anti tank strats which wont handle multiple chargers and titans, especially with ion storms, one less stratagem, scatter, longer call down or cool down, etc. you took 2 add clears strats and the best bug add clear primary and had troubles handling both tanks and adds...and you are better than most divers.
THANK YOU
For radar, if the arrow on terminal is to the left of semi circle you need to move arrow over into, meaning arrow literally needs to move to the right for shortest path while facing terminal to enter it you actually spin radar to the LEFT and vice versa, if you look at terminal and shortest path looks like arrow has to move left while facing terminal then go spin radar to the RIGHT if understand what I mean
29:44 completing primary obj increases patrol spawns by 4x, unsure if that's changed with the most recent patch but that's what it was tested to be at before
i really do wish more things had in-game counterplay, ideally via on-map side objectives.
The weather (see what area will be affected so you can move along)
The -ves to strategems (search and destroy/subvert the things that are messing with them)
The vision (line an area with spore towers or something, IDK).
The never ending map upon map upon map covered in fog/smoke/storms/spores/soup/blizzards.
and also the patrols that will INSTANTLY begin to call in drops/breaches within 3 seconds of engaging (from behind a rock, surrounded by friends and spread around a rock/building/crater just to maximise the spawn-rate.
They should add button inputs during the reload to speed up the reload. If you flunk the input, your character slows or stumbles the missile. Under stress this will make the reload so much more intense but it remains interactive like you were saying
Is orbital gas strike bugged? I tried this loadout in solo and I swear it did nothing to the trashclear bugs
Modifiers should be randomizing effects that could be good or bad but even out to neutral, like you throw a gas strike and a clerical error gets you two gas strikes neither of which were quite where you wanted them. For these long af reloads, they should be active reloads where you have to press buttons and do mouse motions in sync with the animation, that way the dullest part of the game would be an active engaging minigame that can be mastered for faster reloads.
How does one accomplish the SEAF ammo throw Jitsu?
One time while reloading this weapon, I didn't get the zoomed in camera and honestly, being able to see around you while you cant move felt so much better.
In this current state (especially without this reload cancel) I just don't see a reason to pick it above the EAT or even the Quasar.
Even the spear is better (when it does work) because it at least hit harder and is better versus building and stuff.