@@gVert404 they only nerfed charger and titan armor where rockets weapons were doing too little penetration causing them to take 2x the amount of headshots than what was supposed to be
@@sidekic1109 Auto cannon was able to kill Chargers by shoting the Back of the Leg. They Nerfed that. But it is still the same aganst the Bots i think.
Great breakdown! It's so close between the AMR and AC that it really depends on if you value the backpack slot more than the ability to snipe objectives from afar.
With AMR you can always use the Expendable Anti Tank as a stratagem. It takes a stratagem slot but it's super versatile. And you can still rock the shield or jetpack or whatever.
Team reload with an AC is quite hilarious if you can aim it good 😂. I’ve brought an AMR and just asked my AC team mate to drop me an AC backpack when it cools down so I can assist with super add clear if needed.
@@leowtyxeruptor any good after the nerf? I haven't used it since the nerf. I used to run that as my primary and the stalwart as my secondary it was a beast. R.i.p
I love the AMR because you can picknout key target, IE, rocketspammers and take em out before they start. And the scope lets you be clever about scouting. Also nothing beats being prone on a hill over an outpost clearing it out before walking in.
I personally am a laser cannon enjoyer. It *is* a little slow, but I've found great success running it with a backpack like the riot shield and using the SMG as my primary. I typically run stuns with my laser cannon for hulks and large swarms, and a good old Eagle Airstrike for my third stratagem. If I can get away with it, I'll swap to a plasma punisher and supply pack. If I'm lucky enough to have a fourth stratagem slot, it's either mortar sentry or shield relay. Shield relay has come in clutch on some missions, and helped me rally my team to take an objective.
I just tried the laser cannon after ages and I've found that it pairs really well with the shield. The shield gives you enough time to pop out, laser the devastators and pop back into cover as soon as the shield breaks. I've run it with the Eruptor so far, but two weapons great at sniping is a bit overkill. I'll try with the Sickle next for basically no need to resupply.
@@calebheisserer5391even for bugs it's great. I usually take the Eruptor against bots so I can have a shield. It's obviously slower firing than an auto cannon, but it can do everything the auto cannon can do. Definitely harder to hit moving targets at range, but with enough practice you adjust to the bullet speed.
@@btbarr16 For bugs you need to have people who can take out Chargers and Bile Titans. But otherwise it's fantastic, especially when you circle the edge of a heavy bug nest crater and close all the holes... or dive in and dart around the bugs while you close the holes.
I do like the utility it gives vs hulks but it's just a bit too bad vs tanks, fab-striders and emplacements like AA and mortars (which the video forgot). I really hope they nerf charge rate but up the dmg up some more, this should result in basically no charge time change for all enemies rn but a higher later dmg potential.
Yea I specifically bring it in for hulks the spawn rate for them is just crazy right now. As for tanks I bring in orbital rail cannon. And those devastaters never stood a chance! Lol jk 🤣 but ripping through them with a railgun does feel good!
It would be fine (not great, btw, but fine), if gunships would not exist. Unfortunatly, they do, and they alone make railgun a waste of a slot, since you have no other way to deal with them, which is absolute bulshit. You can deal with anything else that RG struggles with, using stratagems, but if you just happen to trigger spawning of this flying bastards - you are screwed. Seriosly, couple of times i've completed all other objectives on solo 7diff missions with no deaths only to die 5 times in a row on a way to evac, because this shit appears and i have absloutely no answer to them (RG technically can destroy them, yeah, but on practice it's just... well, don't even bother, really).
My man spitting facts about the AMR. I knew it was good and had build synergy, and just now finding a new love for the supply pack, I think I'll go pop some bots with this.
Basically my loadout. Plasma shotgun, senator, AMR, supply pack, stun nades, orbital laser and a jolly fourth stratagem.. I'm waiting the shop for the eradicator light armor for the 50% explosion res with high mobility and stamina!
@@maus6967 The backpack argument is irrelevant. What would I use as backpack? Supplies for the AMR? AMR also doesn't do a lot of things the Autocannon can do from hundreds of meters away. Can you destroy a fabricator next to the Jammer from 300m? Can you easily destroy mortars and AA emplacements from any angle? I guess not. Autocannon is the only true S tier.
The laser cannon is my go to for devastators because it shreds them with head shots you can take out entire hoards in seconds! And gunship shredding! The rest is just a luxury!
Agreed, I accidentally brought it on a mission not long ago and I got swarmed by devastators. Watched in awe as the guard dog went on a head popping frenzy.
It's real nice, I like taking regular liberator with guard dock liberator backpack and get some crazy DPS against berserkers, devastators and regular bots. It also rearms fully with one supply charge now
7:20 I think the Auto-Cannon was nerfed in a way that it can't one shot scout striders. A month ago I can confidently say that I could always one shot them. Now I need two shots and ammo can be a problem in stressful situations.
@@victorzuim I think you need to exactly hit one of the hip joints, which is touch. I usually go for two shots into one side of the hips, which chews up ammo, but works if I don't have an angle on the driver.
I really think “taking a backpack slot” shouldn’t be seen as purely a downside. Not being able to bring a backpack means you can add another air strike or orbital or sentry to your gameplay. A huge advantage over weapons like the laser cannon.
I was an Autocannon main for a very long time against bots. Gave the Recoilless Rifle a try (it's my main against bugs), it's fun to take out stuff with but fires too slowly for me. Gave the AMR a try and it is bucket loads of fun. It's probably weaker than the AC but I like its scope a lot more
Laser cannon Pros -Silent -unlimited ammo -have backpack slot -slap gunship - destroy heatsink fast Cons -rather slow at killing devastator/hulk/strider compared to other 2, but great at disarming their weapon. -bad at hot planet -Sh*t against berserker AMR Pros -Higher magnifier scope than other 2 weapon -have backpack slot Cons -slow at smoking heatsink -The shot not 100% alligned with the scope -Sh*t against gunship Autocannon Pros -destroy heatsink fast -can destroy fabricator -stagger devastator on shot -slap gunship Cons -dinner bell -no bacpack slot Personally autocannon is my favorite just by the sheer amount of things that it can do.
I personally love using the railgun. Nothing more satisfying then one tapping a hulk’s face from the top of a mountain and is the one support weapon I know of that can one tap a berserker and most other units minus gun ships, tanks, turret towers, and drop ships. Railgun can’t do almost nothing to those but can one tap everything else. Only in unsafe mode though.
The only issue I can see at the moment is the Gunships.. They're nearly impossible to bring down without Quasar, Recoiless or AC . They are a nightmare if nobody has any of those 3 weapons.. They should be easier to kill with other options imo
For a full squad loadout, I feel like the go to best in slot is one each AC, AMR, LC, and an anti armor weapon. AC and AMR are just amazing at taking on hulks and devs, the LC becomes the dedicated anti air while still being serviceable against all others, and whille those 3 weapons can deal with tanks and factory striders, the ability for a rocket weapon to target turrets tanks and striders without regard to where they target is invaluable.
I would say laser cannon is the best cause it can do all the stuff he mentioned in the video and it also takes out objectives. Mortars and anti air can both be taken down from up to 200m away and you don’t need to target the heat sinks. It also makes gunships a non issue. Command bunker cannons can also be taken down like the mortars and anti air. As well it doesn’t take a backpack slot. Last but not least it can take down the drop ship objective not actual drop ships tho. All the options he mentioned are great though. Laser cannon is just what I think is the best.
Auto cannon also gets better if you have 2 divers using it. If you're both in a position to do so, just help eachother dump all your ammo then call in more. The crew reload is so much faster that it's worth to try co-ordinating them more often than not.
Every time I didn't take the Autocannon I find a moment on the map when I really wished I had an Autocannon right now. AMR and supply pack make a great combo against the bots though.
1:17 i have noticed that the type of enemy spawns comes in waves, for a time its tank´s for me then i play solo, next day it can be hulks. but then i talk to one of my friends that do play solo a bit for the "Daily Mission" say´s the same but always different type. so it feels like every player have a enemy schedule that is some what scheduled on what to get i masses. this is the same with Bug´s Chargers and Bug´s Bile Spewers for ex.
I mean with the autocannon vs amr your really trading a supply backpack with another strat. I personally bring presion strike with the autocannon but you can slot anything you want in that free slot.
The AMR is just a high skill AC. You trade explosive damage ease of use for opening up a backpack slot, increasing effective range bc weapon zoom, and reload while moving.
Something that does not get talked about enough with the EAT is you can no longer call them down if the mission timer runs out. Something that happens with randoms from time to time.
As far as hulks, people's biggest mistake by far is not dealing with them correctly. The number of times I see people just shoot the hulk is incredible. Aim for their legs. Massive slow down, and shooting the other leg next is a kill.
...I gotta try that. I've been autocannoning them in the face, which is tricky. But if I can get a few shots in their legs and boom... yes please I'll take two.
I’ve been running AMR/supply pack recently and it is just so damn satisfying to use. I think it’s slightly worse than AC because of how less efficiently it deals with tanks and turrets (turrets take 6 shots to vent, vs 3 AC) and the loss of utility to be able to destroy fabricators. That being said, it is a nice breath of fresh air after hundreds of hours running the AC.
@@Paladin1034 that’s exactly what I run when I’m playing AMR, but that’s the point, having to run grenade pistol to cover the deficiency of the AMR is the same as the negative of the AC requiring the backpack slot. Ultimately, I love both builds but I definitely don’t look at cannon turrets quite the same way when I have the AMR vs the AC, and gunships are a pain especially if there is a double factory, which is why I would give a slight nod to the AC over the AMR, overall.
@@mattimeo005 no I agree fully. Amr is useful most when you need a backpack, like a shield or something. I prefer AC 99/100 times just because it's easier to use. Especially against gunships
Eruptor, amr, senator, 500, railcannon, supply pack. Thats 8 shots from far back to back with the 1st and 8th being explosive. Clears fabrucators, ypu can shoot down ships with eruptor.. love this setup
The honorable mention for RR. The ammo efficiency is much better after upgrading support weapon ammo on supply packs. You can have so much uptime with it, and for player like me who've never really used backpack slots anyways, it edges out as the anti armor king.
i'm an AC user, but, for the rocket defense mission, i bring RR and sentries. only that way me and my team can handle the horde of bile titans, there's no other compromise
The problem with non-backpack weapons is that because you have room for a backpack, you’ll be encouraged to choose a backpack stratagem. If you do that, you’re sacrificing a slot for an offensive or defensive stratagem.
I'd still take a shield pack and use light armor. Ammo will be tight, but you always have a primary. Maybe use a Sickle as that's excellent at dealing with the smaller enemies that aren't worth AMR ammo? It does well against Devastators as well when it's not super hectic and you can actually aim.
I actually really like to use the DCS for Devastators and below, while also using the AMR. Am I cringe for rolling with 2 snipers in a horde of bots? Maybe. Do I care? *Nah, I'd dive.*
I actually use the AMR with the Jumpack and light armor so I'm too fast and nimble to be hit by the Automotons...sometimes. And I've never really found myself to be running out of ammo for the AMR, even on Helldive difficulty. But maybe that's just down to luck or skill or whatever
when you used laser cannon aganst rocket DES, i reccommend aim to take out its rocket pod at 'long range' instaed of the head for the kill, if it's close then you can aim for the head. remember lazer cannon have NO damage drop of AT ALL so you can snipe enemy/opjecttive from 200m away
I can't wait to play this weekend with the full sniper build I've been working on. Now that I have the grenade pistol, with stun grenades, supply pack AMR and the counter sniper, and some sweet looking scout armor... LET GO!
Ive consistently switched between ac and qc. For the quasar cannon i can say stun grenades can get you out if trouble if you miss a shot (bonus, it keeps hulks still long enough to call in an eagle or orbital)
For bots, I run eagle airstrike, Orbital precision, supply backpack, amr, stun nades, nade pistol (for factories mainly), medic armor for increased stim duration and either the scorcher or plasma punisher. Ironically through all my time figuring out the build I wanted for automatons the enemies that have really had my number were always the jetpack troopers and the shield devastators. Maps that have an abundance of either really aggravate me.
I love games were you can go prone with a belt fed machine gun. I just love it. It's a bummer how machine guns simply aren't viable at higher levels, especially against automatons. You basically have to play with one of these.
my only worry when it comes to taking the amr and stun grenades is how do you then deal with regular factories? i imagine you'd take the grenade pistol but then how do you deal with anything that gets in close range like the berserkers?
I think the biggest appeal between the 3 supports demonstrated here is that while AC is indeed strong, it still takes up a backpack slot and restricts access to other potent backpacks like Jumppack, Ammo, Energy Shield, or even Ballistic shield in some cases (and given that we're talking about Automatons here, shield actually can do something fairly reasonable) Which is probably part of the reason why people gravitate more towards the AMR or Quasar. Because like you said, tanks don't spawn often on bot missions, so the majority of the enemies you're dealing with would be like the devastators and hulks. So while the tanks and factory striders can be dealt with using stratagems, almost everything else can be dealt with with those support weapons.
The AC can kill just about any bot if you know where to aim, plus it has the ability to deal with hordes fairly well AND can destroy fabricators. It doesn't excel against anything but can deal with everything, and thats why I use it almost every bot mission
For over a month now I've been advocating that the AMR + Supply pack is unquestionably the strongest combination in the game against bots. If you bring a grenade pistol for fabricators, its true perfection. I am happy that you articulated this, and that next to it the Autocannon feels rather average. The autocannon is only useful, in my experience, if you want to go solo, for the long-range fabricator destruction, and since as a solo players in difficulty 9 you will not be able to kill everything anyway.
Thanks for the video! Technically, the heavy machine gun is another contenter as it can shoot gunships, factory striders, tanks, hulks, devastators and thus the same "main foes" the bots can offer. I have just started using it and would rate it as the worst of these variants due to its handling, skill ceiling, efficient range, and requirement to bring an ammo backpack (and the fact that it is pretty bad against heavy devastators). Personally, I love both the laser cannon and the autocannon and I think they are both balanced excellently. On my personal list, they share place 1. Have never used the AMR yet (I probably will at some time, but my personal preferences go against sniper rifles for unknown reasons).
Good video :) I agree. I love the amr with supply pack. Can just run around carelessly for my ammo and stims. I also use the plasma punisher! And I use the exterminator armor.
The autocannon is and always will be the best for me. The feeling of sniping fabricators and jammers from kilometers away is so satisfying. Also don't use backpack stuff against bots anyway.
Autocannon VS AMR Cons AC: Backpack slot AMR: Slightly lower dmg Slightly misaligned scope So, which do you want more? Take into consideration AC vent ricochet which can make it a way better choice, but it really depends on your playstyle, if you like explosions from stratagems take the AMR I like the AC but im thinking of trying out a grenade launcher jump pack combo, I like to run in and get the fabricators or with the AC I stick just outside.
Been testing team reloads with my brother and since the Autocannon is such an amazing bot killer, let me tell you about what we found. Team weapon setup basically fall into two overlapping use cases. The first is the intuitive which is creating a kind of static high DPS position with the loader and gunner firing as fast as possible, but the scenarios where this is extremely useful are limited and it works best with the recoilless rifle. Many times, the best way to use the weapon teams loader as a mobile fast loader and this works extremely well with the Auto Cannon as its clip size isn't single use. Because of the double clip size, the Auto Cannon should never be completely out of ammo with the loader periodically running up to insert another clip into the gun. This means the loader is spending just a few seconds periodically to throw in a clip and get back to fighting and hunting for ammo crates. The Spear is another weapon that benefits from this playstyle more so than repeated reloading as it requires maneuvering into position to lock and fire, making it a shoot and scoot that works due to its high damage.
The load time if you don't have a team reload but DO remember to reload after every 5 shots is REALLY fast. (Under 2 seconds.) So it's great when you need to shoot and scoot. It sucks against Bile Titans and Chargers though.
I took the RR last night for the first time in a long time against bots and had a friend reloading me with a spare backpack, felt amazing. Probably the best AT weapon in the game if you have communication. AMR is bae. Autocannon feels great. Personally though I really really hate the Arc Thrower against bots, and have no idea why people use it on bots. You have to take cover at all times. At difficulties 8/9 you need to limit your time in the open as much as possible, and the arc thrower struggles really hard unless you have perfectly clear sight lines. Between needing to be exposed and also it no longer staggering as well, I found myself getting killed over and over using it and wishing I just had an AMR or something instead.
I just started using the AMR after using the Autocannon for a long time. Defender + Ballistic Shield + AMR is a great mix. Stun nades worry me slightly because they can't get rid of fabricators/
I've been liking the AMR with the Sickle, just because of the ammo freedoms of the Sickle, and the fact that it can take out Devastators with a couple of eye shots. It clears the trash well, with the AMR as my "problem solver". I like having three stratagem slots for mission choice. I think I'll give your suggestions a try though. Thanks for the vid.
10:22 - "42 total rounds". If you mean in extra mags, sure. But with the mag that's already loaded when called in, it has 49 total. The key to the AMR is learning how to shoot over the shoulder. Im not exactly popping hulks in their eye that way, but when you learn to do this, you'll chew threw devastators, which in hordes are the backbone of the bots. I love the AC, but the AMR is something else when mastered.
AC for sure not a debate honestly, it can do way more than both LC and AMR can just at the use of a backpack slot but that backpack slot is what makes it even more goated giving it 60 total ammo.
Railgun on unsafe one shots hulks if you hit them in the eye. Been using railgun recently for 8-9 bot missions and it's actually really good, takes care of everything I'd want my support weapon to take care of.
@@romarikanu stealth and bait your team mates 😂. Technically you can shoot down gunships but it takes a lot of shots and 3 times as much precision as a quasar would lol. It’s the drop ships you can’t shoot out like at all lol.
another big pro with the AMR is you can reload and move at the same time. same with the Stalwart what it lacks in power it makes up in not being a sitting duck and when there are 10 berserkers trying to dice you up not being a sitting duck is a good thing.
I really like the rail gun. I like the way it feels and it can one shot hulks. Nowhere near as good as launch but still way more viable than people think. Just requires better aim that some of the other options Also, run stuns and it’s a great pair. Makes one shorting really really easy. And also having stuns for stopping groups so you can call in slower strikes on them is great. My loadout is the upgraded 2 use 500KGs, orbital precision strike with max ship upgrades, rail gun, and shield back pack. Then I run stun grenades and the grenade pistol Depending on bugs or bots I’ll run a sickle (bugs) or a Jar 5 (bots)
'Like the Endless AMR idea for bots. Almost always ran Autocannon in the past- less survivability, but it opens up that extra calldown slot that gets taken up by your ammo backpack. Those extra stuns and grenades, sound hard to beat though. Will give it a shot. In addition to the Eagle Airstrike, is there a particular offensive stratagem you prefer with the AMR build?
I love running the AMR, usually with a shield if I am solo, as ammo isn't a problem then. But there is one area where it is lacking that I didn't notice you mention (maybe I missed it). It offers no way to take out factories, especially if you are using stun grenades with it. So, you are then required to take either an EAT or some sort of Eagle or bombardment for them, or depend on your teammates. Personally, I feel like it's a fair trade vs the auto cannon, my other favorite, but it is something to note none the less. Whereas the auto cannon can easily take down a factory with a good ricochet (not that hard really and useable at great distance) or putting a round through the open door, the AMR will require other plans and restricts the build in other ways as a tradeoff for that free backpack slot.
AMR + backpack works well if you have a grenade pistol, or using HE grenades. Otherwise fabricators are an issue. Especially considering after taking those 2 slots you only have 1-2 slots remaining.
EAT and autocannon are phenomenal, bit man I gotta go with the AMR for bots. Bugs get the EAT treatment because the dominator or breaker incinerator can handle anything other than chargers and titans. My only gripe is the AMR can't destroy fabricators, so I have to use an eagle if I run stun grenades
If I'm with randoms or myself, AC. With friends, one has an AMR and takes up the backpack for the other's heavier support weapon, either a recoilless or the AC, the team reload with the recoilless makes things absolutely melt, and if you can communicate clearly and get the timing down you can reload on the run with either. Also, the one running the heavy support runs with the supply pack.
the laser canon's main problem is horizontal sway when firing, if it had less sway it would become more useful at killing devastators and hulks. Also there is a tick rate bug when using lasers their TTK can vary. everything in game can be fine but lasers will not work properly it can add around 1-2 seconds of lasing a target before it dies.
This is the first I heard of the misaligned crosshairs on the AMR. But 90% of the time I’m crouching or prone while aiming with the scope. I wonder if standing and aiming causes the misalignment, like the character compensating for the weight of the AMR and affecting the ability to aim. Or maybe I just am crazy and adapted to the wonky aiming lol
you should go first person when aiming the Laser cannon. Really helps when beaming a gunship or pesky hulk eye. As for the devestators I just use the pummler sheild combo or the counter sniper.
The most difficult decision for me who loves both the AC and AMR is choosing which one to take. I've been favoring the AMR as I like having the Supply Pack for extra stims and grenades if I have greedy teammates who take all the supplies, but if I want more orbitals or eagles I'll take the AC.
silly question but, i saw autocannon can take out fabricaators and nests, can the AMR also do similar stuff? since it acts quite same as the autocannon..
Honestly, Recoilless hands down in my opinion for dealing with big targets, especially bots. It's still pretty good against bugs but it really shines with the bots. It is afterall and anti-tank weapon. Autocannon and Recoilless are my go to's for bots.
AMR! But I’ve never actually used it. Was waiting for the scope to get sorted. I always use auto cannon. However, totally going in with an AMR tonight 😃
I think it's fun running dual marksman rifles, Diligence Counter Sniper primary and the AMR for support with either a shield or supply backpack, depends on what mood I'm in. but any other time it's normally autocannon or E.A.T.
This is my current AMR build with synergy in mind. medic heavy armor scorcher AMR stun grenade supply pack gas strike The armor gives you more stims and longer duration which coupled with the supply pack it gives you the best survivability. Supply pack also gives ammo to two ammo hungry weapons the scorcher and AMR. More stun grenades from supply pack means you can just spam it whenever you feel like and hit those critical spots with AMR or scorcher much easier, for example the hulks will stay completely still and shooting two AMR crits on them is trivial. Gas strike with its short cooldown is useful for clearing out smaller targets so you can focus on devastators and hulks, it also weakens those bigger ones so oftentimes they just need one shot from the AMR. The gas strike can be swapped for something else as its not as important as other parts of the build, which means you have 2 variable stratagem slots to play around with.
I think the laser cannon is actually really amazing if you want to use the ballistic shield because of the infinite ammo. Outside of that the amr seems to be a better all rounder especially if u have supply bag.
The Auto cannon and EAT have been the goats since i started playing the game. Glad nothing has changed for them.
EATs were one of the first things to get buffed and it was a pretty massive change. They were mid before so I wouldn’t say nothings changed
Auto cannon got nerfed
@@dariusreyes7433 I don't recall that, when did this happen?
@@gVert404 they only nerfed charger and titan armor where rockets weapons were doing too little penetration causing them to take 2x the amount of headshots than what was supposed to be
@@sidekic1109 Auto cannon was able to kill Chargers by shoting the Back of the Leg. They Nerfed that. But it is still the same aganst the Bots i think.
Great breakdown! It's so close between the AMR and AC that it really depends on if you value the backpack slot more than the ability to snipe objectives from afar.
With AMR you can always use the Expendable Anti Tank as a stratagem. It takes a stratagem slot but it's super versatile. And you can still rock the shield or jetpack or whatever.
@@stratocactusyeah but then 3/4 of your strategems are equipment only
Team reload with an AC is quite hilarious if you can aim it good 😂. I’ve brought an AMR and just asked my AC team mate to drop me an AC backpack when it cools down so I can assist with super add clear if needed.
Just bring Eruptor, problem solved
@@leowtyxeruptor any good after the nerf? I haven't used it since the nerf. I used to run that as my primary and the stalwart as my secondary it was a beast. R.i.p
AMR SUPREMACYYYYYYY!
.....Leave me alone; i like it too much.
Ima be honest, I started this game blind. The moment I picked up an AMR I cried tears of joy.
Agreed
i'm AMR clan to the bone!
the AMR plus the new scout armor is such a vibe
I love the AMR because you can picknout key target, IE, rocketspammers and take em out before they start. And the scope lets you be clever about scouting. Also nothing beats being prone on a hill over an outpost clearing it out before walking in.
I personally am a laser cannon enjoyer. It *is* a little slow, but I've found great success running it with a backpack like the riot shield and using the SMG as my primary. I typically run stuns with my laser cannon for hulks and large swarms, and a good old Eagle Airstrike for my third stratagem. If I can get away with it, I'll swap to a plasma punisher and supply pack. If I'm lucky enough to have a fourth stratagem slot, it's either mortar sentry or shield relay. Shield relay has come in clutch on some missions, and helped me rally my team to take an objective.
I just tried the laser cannon after ages and I've found that it pairs really well with the shield. The shield gives you enough time to pop out, laser the devastators and pop back into cover as soon as the shield breaks. I've run it with the Eruptor so far, but two weapons great at sniping is a bit overkill. I'll try with the Sickle next for basically no need to resupply.
Although I love the autocannon, I personally find the AMR more satisfying to use. 2 shotting a hulk in the eye never gets old
Can't autocannon do that too? Or did it get nerfed?
@@LucasBento-fd4eq oh yes the autocannon can certainly do that, and it feels great too, just the AMR for me personally just feels much more satisfying
@@LucasBento-fd4eqBots it is either AC or AMR for regular missions, recoiless for those base defense missions.
Oath!
@@LucasBento-fd4eqI've done it many times with the autocanon, but it's easier and faster with the AMR
Auto Cannon is the overall best support weapon in the whole game. No questions asked
God bless y’all
This. Especially for bots it’s no debate
@@calebheisserer5391even for bugs it's great. I usually take the Eruptor against bots so I can have a shield. It's obviously slower firing than an auto cannon, but it can do everything the auto cannon can do. Definitely harder to hit moving targets at range, but with enough practice you adjust to the bullet speed.
Yea, if I want raw damage, I go AC, if I want a backpack AMR.
The Ol' Reliable
@@btbarr16 For bugs you need to have people who can take out Chargers and Bile Titans.
But otherwise it's fantastic, especially when you circle the edge of a heavy bug nest crater and close all the holes... or dive in and dart around the bugs while you close the holes.
Team Railgun: Unsafe🗿
-Live life on the edge, Hell Diver.
I do like the utility it gives vs hulks but it's just a bit too bad vs tanks, fab-striders and emplacements like AA and mortars (which the video forgot).
I really hope they nerf charge rate but up the dmg up some more, this should result in basically no charge time change for all enemies rn but a higher later dmg potential.
The fact that an overcharge tears the top half off of devastators will never not be satisfying.
Yea I specifically bring it in for hulks the spawn rate for them is just crazy right now. As for tanks I bring in orbital rail cannon. And those devastaters never stood a chance! Lol jk 🤣 but ripping through them with a railgun does feel good!
It would be fine (not great, btw, but fine), if gunships would not exist. Unfortunatly, they do, and they alone make railgun a waste of a slot, since you have no other way to deal with them, which is absolute bulshit. You can deal with anything else that RG struggles with, using stratagems, but if you just happen to trigger spawning of this flying bastards - you are screwed. Seriosly, couple of times i've completed all other objectives on solo 7diff missions with no deaths only to die 5 times in a row on a way to evac, because this shit appears and i have absloutely no answer to them (RG technically can destroy them, yeah, but on practice it's just... well, don't even bother, really).
My man spitting facts about the AMR. I knew it was good and had build synergy, and just now finding a new love for the supply pack, I think I'll go pop some bots with this.
Basically my loadout. Plasma shotgun, senator, AMR, supply pack, stun nades, orbital laser and a jolly fourth stratagem.. I'm waiting the shop for the eradicator light armor for the 50% explosion res with high mobility and stamina!
The light fort armor is my most used armor. I even use it for bugs as I think the spew is explosive dmg.
Same except HMG, verdict, heavy engineer armor
Does the plasma shotgun actually hurt things now?
@@HunterNicholsKingOfOmnitron wdym? _It always did_ (pre-buff plasma punisher player here)
@@HunterNicholsKingOfOmnitronit always did, it just felt like hot garbage to use.
There is only one king: the Autocannon. Everything else is either a meme or just to play something different
AMR doesn't need a backpack, you're also just generally being dramatic
@@maus6967not having a backpack isn't that bad when you fill it with another offensive strat
@@maus6967à backpack is in almost cases not necessary, and more if you play with teamates
@@maus6967 The backpack argument is irrelevant. What would I use as backpack? Supplies for the AMR?
AMR also doesn't do a lot of things the Autocannon can do from hundreds of meters away. Can you destroy a fabricator next to the Jammer from 300m? Can you easily destroy mortars and AA emplacements from any angle? I guess not.
Autocannon is the only true S tier.
@@anthrax2413yes. AMR does this things, but the fabricators. The other ones is possible to do. (Mortar and AA)
AC has been the best since day 1 for me... no changes there.
The laser cannon is my go to for devastators because it shreds them with head shots you can take out entire hoards in seconds! And gunship shredding!
The rest is just a luxury!
always appreciate videos like that cause i don't really keep up with patches, nerfs and buffs 💛
Hot take- the normal guard dog is often forgotten. It goes for head shots and is amazing against bots
Agreed, I accidentally brought it on a mission not long ago and I got swarmed by devastators. Watched in awe as the guard dog went on a head popping frenzy.
ur trolling
It's real nice, I like taking regular liberator with guard dock liberator backpack and get some crazy DPS against berserkers, devastators and regular bots. It also rearms fully with one supply charge now
yeah I don't take it anymore ever since it one-tapped me to the head
at least the laser guard dog doesn't instantly kill you when it friendly fires
@@theoverlander4579 haha can’t say I’ve experience this, must be unlucky! Was it against bugs?
7:20 I think the Auto-Cannon was nerfed in a way that it can't one shot scout striders. A month ago I can confidently say that I could always one shot them. Now I need two shots and ammo can be a problem in stressful situations.
Thats not an auto canon nerf, that was a explosion damage nerf, but I think they still die from a single shot on the crotch
@@victorzuim I think you need to exactly hit one of the hip joints, which is touch. I usually go for two shots into one side of the hips, which chews up ammo, but works if I don't have an angle on the driver.
I've been a fan of the amr since releass and watching it evolve to its current iteration has me so happy. Gang gang
I really think “taking a backpack slot” shouldn’t be seen as purely a downside. Not being able to bring a backpack means you can add another air strike or orbital or sentry to your gameplay. A huge advantage over weapons like the laser cannon.
I was an Autocannon main for a very long time against bots. Gave the Recoilless Rifle a try (it's my main against bugs), it's fun to take out stuff with but fires too slowly for me. Gave the AMR a try and it is bucket loads of fun. It's probably weaker than the AC but I like its scope a lot more
And it also doesn't take your backpack slot, and can be reloaded while moving. Amr is great
Laser cannon
Pros
-Silent
-unlimited ammo
-have backpack slot
-slap gunship
- destroy heatsink fast
Cons
-rather slow at killing devastator/hulk/strider compared to other 2, but great at disarming their weapon.
-bad at hot planet
-Sh*t against berserker
AMR
Pros
-Higher magnifier scope than other 2 weapon
-have backpack slot
Cons
-slow at smoking heatsink
-The shot not 100% alligned with the scope
-Sh*t against gunship
Autocannon
Pros
-destroy heatsink fast
-can destroy fabricator
-stagger devastator on shot
-slap gunship
Cons
-dinner bell
-no bacpack slot
Personally autocannon is my favorite just by the sheer amount of things that it can do.
I tried the autcannon multiple times. It’s just too clunky for my tastes compared to the AMR. Plus the scope on the AMR is better IMO.
100% of People who like rock, metal, weight lifting, and sex prefer the Auto Cannon.-Ministry of Defense.
I personally love using the railgun. Nothing more satisfying then one tapping a hulk’s face from the top of a mountain and is the one support weapon I know of that can one tap a berserker and most other units minus gun ships, tanks, turret towers, and drop ships. Railgun can’t do almost nothing to those but can one tap everything else. Only in unsafe mode though.
The only issue I can see at the moment is the Gunships.. They're nearly impossible to bring down without Quasar, Recoiless or AC . They are a nightmare if nobody has any of those 3 weapons.. They should be easier to kill with other options imo
For a full squad loadout, I feel like the go to best in slot is one each AC, AMR, LC, and an anti armor weapon. AC and AMR are just amazing at taking on hulks and devs, the LC becomes the dedicated anti air while still being serviceable against all others, and whille those 3 weapons can deal with tanks and factory striders, the ability for a rocket weapon to target turrets tanks and striders without regard to where they target is invaluable.
I would say laser cannon is the best cause it can do all the stuff he mentioned in the video and it also takes out objectives. Mortars and anti air can both be taken down from up to 200m away and you don’t need to target the heat sinks. It also makes gunships a non issue. Command bunker cannons can also be taken down like the mortars and anti air. As well it doesn’t take a backpack slot. Last but not least it can take down the drop ship objective not actual drop ships tho. All the options he mentioned are great though. Laser cannon is just what I think is the best.
Auto cannon also gets better if you have 2 divers using it. If you're both in a position to do so, just help eachother dump all your ammo then call in more. The crew reload is so much faster that it's worth to try co-ordinating them more often than not.
Autocannon. Simply put. One more stratagem to use instead of a backpack resupply. (Especially good on AA defence modifiers for missions)
Every time I didn't take the Autocannon I find a moment on the map when I really wished I had an Autocannon right now. AMR and supply pack make a great combo against the bots though.
1:17 i have noticed that the type of enemy spawns comes in waves, for a time its tank´s for me then i play solo, next day it can be hulks. but then i talk to one of my friends that do play solo a bit for the "Daily Mission" say´s the same but always different type. so it feels like every player have a enemy schedule that is some what scheduled on what to get i masses. this is the same with Bug´s Chargers and Bug´s Bile Spewers for ex.
I mean with the autocannon vs amr your really trading a supply backpack with another strat. I personally bring presion strike with the autocannon but you can slot anything you want in that free slot.
The AMR is just a high skill AC. You trade explosive damage ease of use for opening up a backpack slot, increasing effective range bc weapon zoom, and reload while moving.
Quasar is just better and easier to use it’s not even a skill thing I’d rather have infinite ammo than reloading and being empty
Facts
Something that does not get talked about enough with the EAT is you can no longer call them down if the mission timer runs out. Something that happens with randoms from time to time.
As far as hulks, people's biggest mistake by far is not dealing with them correctly. The number of times I see people just shoot the hulk is incredible. Aim for their legs. Massive slow down, and shooting the other leg next is a kill.
...I gotta try that. I've been autocannoning them in the face, which is tricky.
But if I can get a few shots in their legs and boom... yes please I'll take two.
I’ve been running AMR/supply pack recently and it is just so damn satisfying to use. I think it’s slightly worse than AC because of how less efficiently it deals with tanks and turrets (turrets take 6 shots to vent, vs 3 AC) and the loss of utility to be able to destroy fabricators. That being said, it is a nice breath of fresh air after hundreds of hours running the AC.
Could always run stuns and the grenade pistol. It does just fine closing fabs
@@Paladin1034 that’s exactly what I run when I’m playing AMR, but that’s the point, having to run grenade pistol to cover the deficiency of the AMR is the same as the negative of the AC requiring the backpack slot. Ultimately, I love both builds but I definitely don’t look at cannon turrets quite the same way when I have the AMR vs the AC, and gunships are a pain especially if there is a double factory, which is why I would give a slight nod to the AC over the AMR, overall.
@@mattimeo005 no I agree fully. Amr is useful most when you need a backpack, like a shield or something. I prefer AC 99/100 times just because it's easier to use. Especially against gunships
Eruptor, amr, senator, 500, railcannon, supply pack.
Thats 8 shots from far back to back with the 1st and 8th being explosive. Clears fabrucators, ypu can shoot down ships with eruptor.. love this setup
Not gonna lie... I'm tempted to try the AMR/Supply Pack/Grenade Pistol build against bots and bugs alike.
The honorable mention for RR. The ammo efficiency is much better after upgrading support weapon ammo on supply packs. You can have so much uptime with it, and for player like me who've never really used backpack slots anyways, it edges out as the anti armor king.
i'm an AC user, but, for the rocket defense mission, i bring RR and sentries. only that way me and my team can handle the horde of bile titans, there's no other compromise
The problem with non-backpack weapons is that because you have room for a backpack, you’ll be encouraged to choose a backpack stratagem. If you do that, you’re sacrificing a slot for an offensive or defensive stratagem.
Auto Cannon has never failed me. From day one, always been great.
I'd still take a shield pack and use light armor. Ammo will be tight, but you always have a primary. Maybe use a Sickle as that's excellent at dealing with the smaller enemies that aren't worth AMR ammo? It does well against Devastators as well when it's not super hectic and you can actually aim.
I actually really like to use the DCS for Devastators and below, while also using the AMR.
Am I cringe for rolling with 2 snipers in a horde of bots?
Maybe.
Do I care?
*Nah, I'd dive.*
@@Quickstein DCS has a place as it's way quieter. Someone made a deathless solo bot 9 on it. If it works it's not cringe.
I actually use the AMR with the Jumpack and light armor so I'm too fast and nimble to be hit by the Automotons...sometimes. And I've never really found myself to be running out of ammo for the AMR, even on Helldive difficulty. But maybe that's just down to luck or skill or whatever
Skill. It's a precision weapon that's great... if you can aim.
I slept on EAT when the game first came out, it took me a sec to fully appreciate the 70 second cooldown
when you used laser cannon aganst rocket DES, i reccommend aim to take out its rocket pod at 'long range' instaed of the head for the kill, if it's close then you can aim for the head. remember lazer cannon have NO damage drop of AT ALL so you can snipe enemy/opjecttive from 200m away
I can't wait to play this weekend with the full sniper build I've been working on. Now that I have the grenade pistol, with stun grenades, supply pack AMR and the counter sniper, and some sweet looking scout armor... LET GO!
Yep! That is fun and it works
Fellow double-sniper enjoyer
bröther
Ive consistently switched between ac and qc. For the quasar cannon i can say stun grenades can get you out if trouble if you miss a shot (bonus, it keeps hulks still long enough to call in an eagle or orbital)
For bots, I run eagle airstrike, Orbital precision, supply backpack, amr, stun nades, nade pistol (for factories mainly), medic armor for increased stim duration and either the scorcher or plasma punisher. Ironically through all my time figuring out the build I wanted for automatons the enemies that have really had my number were always the jetpack troopers and the shield devastators. Maps that have an abundance of either really aggravate me.
Well, weapons like the Sickle work great against them, because sooner or later they'll fly into your stream of bullets.
I love the autocanon but I have to say I also love the AMR with the supply pack. Nearly a Neverending supply of sniper bullets.
Torn between the autocannon and AMR. A point for the amr for being able to have a shield
I love games were you can go prone with a belt fed machine gun. I just love it. It's a bummer how machine guns simply aren't viable at higher levels, especially against automatons. You basically have to play with one of these.
my only worry when it comes to taking the amr and stun grenades is how do you then deal with regular factories? i imagine you'd take the grenade pistol but then how do you deal with anything that gets in close range like the berserkers?
I think the biggest appeal between the 3 supports demonstrated here is that while AC is indeed strong, it still takes up a backpack slot and restricts access to other potent backpacks like Jumppack, Ammo, Energy Shield, or even Ballistic shield in some cases (and given that we're talking about Automatons here, shield actually can do something fairly reasonable)
Which is probably part of the reason why people gravitate more towards the AMR or Quasar. Because like you said, tanks don't spawn often on bot missions, so the majority of the enemies you're dealing with would be like the devastators and hulks. So while the tanks and factory striders can be dealt with using stratagems, almost everything else can be dealt with with those support weapons.
The AC can kill just about any bot if you know where to aim, plus it has the ability to deal with hordes fairly well AND can destroy fabricators. It doesn't excel against anything but can deal with everything, and thats why I use it almost every bot mission
For over a month now I've been advocating that the AMR + Supply pack is unquestionably the strongest combination in the game against bots.
If you bring a grenade pistol for fabricators, its true perfection. I am happy that you articulated this, and that next to it the Autocannon feels rather average.
The autocannon is only useful, in my experience, if you want to go solo, for the long-range fabricator destruction, and since as a solo players in difficulty 9 you will not be able to kill everything anyway.
AMR makes it easier to shoot anything from distance too. May have to lead you shots but it's not too bad.
can take counter sniper you can one shoot devastator to the face
@etayeydelberg6213 yeah I usually do take it in my loadout. Counter diligence AMR and the Verdict.
Thanks for the video! Technically, the heavy machine gun is another contenter as it can shoot gunships, factory striders, tanks, hulks, devastators and thus the same "main foes" the bots can offer. I have just started using it and would rate it as the worst of these variants due to its handling, skill ceiling, efficient range, and requirement to bring an ammo backpack (and the fact that it is pretty bad against heavy devastators).
Personally, I love both the laser cannon and the autocannon and I think they are both balanced excellently. On my personal list, they share place 1. Have never used the AMR yet (I probably will at some time, but my personal preferences go against sniper rifles for unknown reasons).
Good video :) I agree. I love the amr with supply pack. Can just run around carelessly for my ammo and stims. I also use the plasma punisher! And I use the exterminator armor.
AMR is fun. Pair with a punisher, grenade pistol, stuns, and supply pack. One of my favorite set ups.
Not gonna lie... I might try this build.
The autocannon is and always will be the best for me. The feeling of sniping fabricators and jammers from kilometers away is so satisfying.
Also don't use backpack stuff against bots anyway.
Autocannon VS AMR
Cons
AC: Backpack slot
AMR: Slightly lower dmg
Slightly misaligned scope
So, which do you want more?
Take into consideration AC vent ricochet which can make it a way better choice, but it really depends on your playstyle, if you like explosions from stratagems take the AMR
I like the AC but im thinking of trying out a grenade launcher jump pack combo, I like to run in and get the fabricators or with the AC I stick just outside.
My favorite support strategems are the recoilless rifle and airburst rocket.
Wot no Spear? I've given it another go recently and you can definitely make it work against bots. Takes out fabricators at range too.
Been testing team reloads with my brother and since the Autocannon is such an amazing bot killer, let me tell you about what we found. Team weapon setup basically fall into two overlapping use cases. The first is the intuitive which is creating a kind of static high DPS position with the loader and gunner firing as fast as possible, but the scenarios where this is extremely useful are limited and it works best with the recoilless rifle. Many times, the best way to use the weapon teams loader as a mobile fast loader and this works extremely well with the Auto Cannon as its clip size isn't single use. Because of the double clip size, the Auto Cannon should never be completely out of ammo with the loader periodically running up to insert another clip into the gun. This means the loader is spending just a few seconds periodically to throw in a clip and get back to fighting and hunting for ammo crates. The Spear is another weapon that benefits from this playstyle more so than repeated reloading as it requires maneuvering into position to lock and fire, making it a shoot and scoot that works due to its high damage.
The load time if you don't have a team reload but DO remember to reload after every 5 shots is REALLY fast. (Under 2 seconds.) So it's great when you need to shoot and scoot.
It sucks against Bile Titans and Chargers though.
I took the RR last night for the first time in a long time against bots and had a friend reloading me with a spare backpack, felt amazing. Probably the best AT weapon in the game if you have communication. AMR is bae. Autocannon feels great. Personally though I really really hate the Arc Thrower against bots, and have no idea why people use it on bots. You have to take cover at all times. At difficulties 8/9 you need to limit your time in the open as much as possible, and the arc thrower struggles really hard unless you have perfectly clear sight lines. Between needing to be exposed and also it no longer staggering as well, I found myself getting killed over and over using it and wishing I just had an AMR or something instead.
Auto Cannon is . AMR is a close second best only due to not close holes and fabs.
I just started using the AMR after using the Autocannon for a long time. Defender + Ballistic Shield + AMR is a great mix. Stun nades worry me slightly because they can't get rid of fabricators/
I've been liking the AMR with the Sickle, just because of the ammo freedoms of the Sickle, and the fact that it can take out Devastators with a couple of eye shots. It clears the trash well, with the AMR as my "problem solver". I like having three stratagem slots for mission choice. I think I'll give your suggestions a try though. Thanks for the vid.
10:22 - "42 total rounds". If you mean in extra mags, sure. But with the mag that's already loaded when called in, it has 49 total.
The key to the AMR is learning how to shoot over the shoulder. Im not exactly popping hulks in their eye that way, but when you learn to do this, you'll chew threw devastators, which in hordes are the backbone of the bots. I love the AC, but the AMR is something else when mastered.
AC for sure not a debate honestly, it can do way more than both LC and AMR can just at the use of a backpack slot but that backpack slot is what makes it even more goated giving it 60 total ammo.
Railgun on unsafe one shots hulks if you hit them in the eye. Been using railgun recently for 8-9 bot missions and it's actually really good, takes care of everything I'd want my support weapon to take care of.
I agree. Just takes more care than the others but the payoff is incredible.
Yea it’s not bad. My issue with it is the Gunships though lol.
@@romarikanu stealth and bait your team mates 😂. Technically you can shoot down gunships but it takes a lot of shots and 3 times as much precision as a quasar would lol.
It’s the drop ships you can’t shoot out like at all lol.
Airburst deserves a spot ngl its actually kinda crazy
It's spectacular against bug breaches/hordes of bugs.
Spear, eagle air, (flex), (flex)
120+ deathless helldives so far and a great change up for the boring default setups
another big pro with the AMR is you can reload and move at the same time. same with the Stalwart what it lacks in power it makes up in not being a sitting duck and when there are 10 berserkers trying to dice you up not being a sitting duck is a good thing.
I really like the rail gun. I like the way it feels and it can one shot hulks. Nowhere near as good as launch but still way more viable than people think. Just requires better aim that some of the other options
Also, run stuns and it’s a great pair. Makes one shorting really really easy. And also having stuns for stopping groups so you can call in slower strikes on them is great.
My loadout is the upgraded 2 use 500KGs, orbital precision strike with max ship upgrades, rail gun, and shield back pack. Then I run stun grenades and the grenade pistol
Depending on bugs or bots I’ll run a sickle (bugs) or a Jar 5 (bots)
'Like the Endless AMR idea for bots.
Almost always ran Autocannon in the past- less survivability, but it opens up that extra calldown slot that gets taken up by your ammo backpack. Those extra stuns and grenades, sound hard to beat though. Will give it a shot.
In addition to the Eagle Airstrike, is there a particular offensive stratagem you prefer with the AMR build?
I love running the AMR, usually with a shield if I am solo, as ammo isn't a problem then. But there is one area where it is lacking that I didn't notice you mention (maybe I missed it). It offers no way to take out factories, especially if you are using stun grenades with it. So, you are then required to take either an EAT or some sort of Eagle or bombardment for them, or depend on your teammates. Personally, I feel like it's a fair trade vs the auto cannon, my other favorite, but it is something to note none the less. Whereas the auto cannon can easily take down a factory with a good ricochet (not that hard really and useable at great distance) or putting a round through the open door, the AMR will require other plans and restricts the build in other ways as a tradeoff for that free backpack slot.
Think he mentions bringing nade pistol for fabs (might have been someone else's comment though) and that is a decent workaround
Wow, maybe I need to buy the supply backpack. I feel like for automaton missions, that's gonna be great, but the Autocannon is also interesting.
I use the laser canon with the Dominator. Dominator does a good job of stunning Devastators.
But yeah, good vid.
Yep, that is a great combo!
AMR + backpack works well if you have a grenade pistol, or using HE grenades.
Otherwise fabricators are an issue.
Especially considering after taking those 2 slots you only have 1-2 slots remaining.
EAT and autocannon are phenomenal, bit man I gotta go with the AMR for bots. Bugs get the EAT treatment because the dominator or breaker incinerator can handle anything other than chargers and titans. My only gripe is the AMR can't destroy fabricators, so I have to use an eagle if I run stun grenades
The Grenade Piston seems like the go to solution for people who have it and run AMR.
If I'm with randoms or myself, AC.
With friends, one has an AMR and takes up the backpack for the other's heavier support weapon, either a recoilless or the AC, the team reload with the recoilless makes things absolutely melt, and if you can communicate clearly and get the timing down you can reload on the run with either. Also, the one running the heavy support runs with the supply pack.
the laser canon's main problem is horizontal sway when firing, if it had less sway it would become more useful at killing devastators and hulks. Also there is a tick rate bug when using lasers their TTK can vary. everything in game can be fine but lasers will not work properly it can add around 1-2 seconds of lasing a target before it dies.
The Airburst Rocket Launcher is AMAZING against bots! Everyone seems to be sleeping on it though....
You figured out the same combo as me. This is a deathly combo
This is the first I heard of the misaligned crosshairs on the AMR. But 90% of the time I’m crouching or prone while aiming with the scope. I wonder if standing and aiming causes the misalignment, like the character compensating for the weight of the AMR and affecting the ability to aim. Or maybe I just am crazy and adapted to the wonky aiming lol
you should go first person when aiming the Laser cannon. Really helps when beaming a gunship or pesky hulk eye. As for the devestators I just use the pummler sheild combo or the counter sniper.
Ngl endless stun nades with supply pack sounds great.
The most difficult decision for me who loves both the AC and AMR is choosing which one to take. I've been favoring the AMR as I like having the Supply Pack for extra stims and grenades if I have greedy teammates who take all the supplies, but if I want more orbitals or eagles I'll take the AC.
i like laser canon over amr because it sits higher up on top of my shoulder meaning i can expose less while firing which is really useful
silly question but, i saw autocannon can take out fabricaators and nests, can the AMR also do similar stuff? since it acts quite same as the autocannon..
unfortunately it cant
The Supply pack gives you extra grenades, and the Grenade Pistol helps there too if you have it.
Are you making one for the terminids?
Honestly, Recoilless hands down in my opinion for dealing with big targets, especially bots. It's still pretty good against bugs but it really shines with the bots. It is afterall and anti-tank weapon.
Autocannon and Recoilless are my go to's for bots.
Recoiless, I barely die using it
Big HMG guy with supply pack, plasma punisher primary
AMR! But I’ve never actually used it. Was waiting for the scope to get sorted. I always use auto cannon.
However, totally going in with an AMR tonight 😃
I think it's fun running dual marksman rifles, Diligence Counter Sniper primary and the AMR for support with either a shield or supply backpack, depends on what mood I'm in. but any other time it's normally autocannon or E.A.T.
AMR, though i like the autocannon better. Because i swear i always miss the hulk faceplate with the amr, but i hit it with the AC
i'm the opposite, i always miss with the AC but hit with the AMR
does auto cannon work on Hulks? i always see my teammates shot always bouncing off their armor
This is my current AMR build with synergy in mind.
medic heavy armor
scorcher
AMR
stun grenade
supply pack
gas strike
The armor gives you more stims and longer duration which coupled with the supply pack it gives you the best survivability. Supply pack also gives ammo to two ammo hungry weapons the scorcher and AMR. More stun grenades from supply pack means you can just spam it whenever you feel like and hit those critical spots with AMR or scorcher much easier, for example the hulks will stay completely still and shooting two AMR crits on them is trivial. Gas strike with its short cooldown is useful for clearing out smaller targets so you can focus on devastators and hulks, it also weakens those bigger ones so oftentimes they just need one shot from the AMR.
The gas strike can be swapped for something else as its not as important as other parts of the build, which means you have 2 variable stratagem slots to play around with.
And for the pistol the grenade one, or can the AMR break the loot doors?
I think the laser cannon is actually really amazing if you want to use the ballistic shield because of the infinite ammo. Outside of that the amr seems to be a better all rounder especially if u have supply bag.
ty man enjoyable and informative, im gonna try that AMR build
What is you recommendation for primary gun?
at the end its the playstyle you want. laser cannon still is my preferred weapon for bots