adding onto tip #1, that's also where you can mute/unmute certain players by clicking on the speaker icon, as well as report players by clicking on the exclamation icon, something a lot of players apparently don't know about and i constantly see people asking for a mute/report option added to the game on the discord also a tip for hunters, railings on top of buildings even if they seem really low can block gunner shots, ammo fabricators also do the same job, (hell even just slightly peeking out of a rock or building you're on top of even if it has no vertical cover) utilize them for safety and avoid dying while you're out hunting extermination objectives
Honestly the scanning beacon is where its at. Its so much harder to lose with the Scan Beacon on my belt. Increases the value of every single bullet and lets you know which walls are being pressured.
Personally prefer the Heal Beacon as most Operators unfortunately take Ammo Fabs instead of Stims or Medical Stations. But I can certainly appreciate a good Scan Beacon or Grenade.
I argue against Bunkers on the perimeter in A&S because they are so damn hard to repair because you can't rebuild them while the bugs are on their footprint, which means once they go down, they often stay down unless you pull defenders from other walls risking their collapse. Additionally, any Short Walls atop them tend to need replacing leaving repairers more vulnerable to gunners if they are built into the perimeter. Personally, like the keep of a castle, they are best used as a fallback position to fight from till you can retake the walls, or as a last stand to buy time for the ARC to finish its job. So, position wise, having two in contact with the corners of the ARC's electric fences to repair them is golden, while having another two equipped with the turrets just behind the perimeter to let you quickly repair two or three walls from relative safety can significantly help recovery efforts. This way the Turrets are kept relatively safe while contributing to perimeter defense, and the bunker itself can actually be repaired between perimeter collapses. Also, Redeployment is majorly bugged, to the point that it would not let you respawn a majority of the time.
I see where you’re coming from. If all of your defenses are around the arc, your walls are as good as gone though. Standard walls are paper thin and that makes people just want to build 6 of them which just leads to confusing and sloppy base layouts. That’s why I usually just go for a split instead. Watch my latest video and pay attention to tips 9 and 10 where I detail how I usually set up a strong base using a combination of exterior and interior bunkers with electric fences. Interior bunkers can be strong, but only placed in premeditated positions. When I said to scrap interior bunkers in this video, I was referring to those bunkers that are just plopped down somewhere inside of walls haphazardly, like in the example shown. Not connected to anything, only serving to be an obstruction of rotation.
I like to use the big gates as secondary defense... you keep em open until they breach the main walls (mostly by plasma bugs) and just close them till taken care of treat and damaged walls and then re-open for easy movement around. Also place some towers with laders facing outside of walls so you can climb them to get in from the outside if needed, without opening gates
Here is a tip, when constructing a bunker make sure it's 1 tile away from the edge of the map and you can construct an electric fence in to the bunker side and also place a turret in that side of the wall aswell. So not only do you have infinite stuns, you got a turret constantly cutting them down, and if those 2 break you still have a bunker's health. And when that bunker is low, just repair the fence from the inside of the bunker and turret to give you some breathing room to repair said bunker. Another is that gates are always stronger than walls. And for the love of god and all that is holy, PLAYERS NEED TO STOP USING ELECTRIC FENCES ON THE ARC! AND STOP DELETING SHIT BECAUSE THEY DON'T LIKE THE LOOK OF IT!
I've been playing as a Bastion and I have to say, knowing where the enemy is (at whatever wall I need to go to) is something that needs to happen more often. I waste valuable time rotating to empty or low priority walls as the high priority wall(s) go down and the base floods with Bugs. I refer to the scanning beacon. Either give that to every class or... I dunno have it as a power that can be called.
There’s no doubt that bastion needs a buff to warrant the style of play that’s involved. The other troopers have more versatility at the moment. As for scanning, it’s just not that common for people to use. That’s why I was trying to stress that the player who puts down beacons is easily the most valuable player. Ammo stations and scanning beacons are just so much more powerful than every other utility.
So far i learned most of these by my own , but the bunker being halfway its just i simply dindt think of it , good thing to share ! Also , THANK YOU for the scanning beacons it is so useful i will drop my healing tower near you ! lol ! The Grenades thing , thank you again for the pricision of it , i kept wondering what was better between Chem or napalm.
Game has changed a bit since this video. the missions a shared team now. Other little nitpicking but otherwise not too bad ideas. there are few bad class builds just need to play them correctly. the base building tips are spot on.
Honestly the first tip pubs need to learn is to USE THE BUNKER, dont stand on it or on the walls beside it, stand INSIDE the bunker, they are built for your safety not just as a high hp wall...
While it is useful inside the bunker, it is much harder to kill the drone bugs because many times they are below the low wall especially near cliffs or slopes. It can protect us from tiger bugs but sometimes we can't shoot them because they are too tall and are blocked by the roof. On top of the roof is risky but more convenient to shoot.
@@amitakumaradasa6020 your knife is capable of slashing through the bunker wall to kill the drones, saves you ammo and will kill drones in 1-2 slashes. Your welcome
I have also found that when running through swarms of bugs as the hunter, running in a zig zag really messes up the bugs hit box triggers and heavily reduces the damage you receive. It doesn't work on the other classes though. It pairs well with the pain booster perk.
i still pref Napalm tbh cause they will avoid the fire and take a diffrent path placed on stairs they will go all the way around if possible or stay before the fire (even up hill or down hill) so the bugs will clumb up and are easier targets for aoe weapons And works wonders if u are on the escape since the bugs if not already burning will try to avoid it making it a better way out alive
Great video, some stuff in here I didn't no I do have one thing about the bunker placement. Having a bunker in base aswell as on the wall can be useful as when your doing a public lobby more often then not the bugs get in the base and the bunker can provide a safe place to get the bugs back under control
This is especially useful when your team has built a terrible base and hasn't protected the Arc adequately. If there's not enough on the Arc, it's bunker time.
This is game is every bit as awesome as I hoped it would be. Bares a lot of similarities to world war Z I think but with better defences, and more bugs to swat. 😂 thanks for the tips. Certainly learnt a few things
I’m glad you brought this to my attention. I was recording stuff yesterday but failed to realize they made an announcement. I would like to review the roadmap on the channel, yes. If the patch you’re referring to was the one on May 31, it was a patch that addressed a few issues such as loadouts resetting after game restart, a game crash after changing graphics settings, and a soft lock that occurred when you would try to redeploy at an HQ but holding F (or any interact button) wouldn’t do anything.
Actually laughed out loud when I went back and watched that part. I thought you added that last part yourself but no I just somehow accidentally called myself based and it still fit the context lmfao. You have a good ear
The bunker thing i dissagree with. If the wall breakes (often maybe) and it is raining fire a interior bunker is extremely useful for keeping troopers alive to kill bugs and finish a wave. Destroying all of them would have players like me reporting players for trolling. I think the best way to use those tho is part of the interior wall defense if not the exterior so bugs can't walk in.
About tip #9, where/how to deploy the beacons effectively? Do they have to be on the same level as the bugs, ie on the ground, or can they be up above somewhere. Also, will the bugs chew them up if they're exposed? And how many can a single operator have deployed at once?
Great questions! I did not include these specifics in the video but I do know a fair bit about them. Beacons can be placed anywhere, their degree of effectiveness is a dome around them, extending above and below. They are best placed on the ground, or atop existing structures that cannot be destroyed for reasons described below, but in a pinch, can be placed and used effectively in a wide range of situations. In the video clip that was sped up 4x in the background of tip # 9, you can see that I placed them on the top corners of bunkers. Not ideal, but it was faster for me than to drop down and place them on the ground next to the bunkers. Bugs cannot destroy the beacons themselves and they will not attack them. There is an exception where if the beacon is placed atop something (wall, bunker, etc.) and that something is destroyed, the beacon will be destroyed as well. For this reason, you want to place them upon existing map structures or just on the ground since neither can be destroyed. I am not sure if grenadier bugs have an effect on the beacons themselves if they happen to land a plasma nearby or directly on a beacon. You get 3 scan beacons total, increased to a maximum of 4 if you use the operator +1 utility perk. 3 tends to be enough as you can have more than 3 beacons active at once by just rearming and placing again. I am unsure of the limit of this. I am inclined to say there is a maximum you are allowed before the ones placed previously begin getting replaced by new ones, possibly at 6, though unconfirmed. Scan grenade functions effectively as a scan beacon. Scanning grenades are active for 30 seconds and have a 90 second cooldown (45 seconds with ‘grenade cooldown improvement’ perk) while beacons are active for two minutes each. I am unsure about range differences between the two. If I remember correctly, scan grenades work through walls as well. In my experience, just having a few operators with scan grenades just isn’t enough. It’s better to have 1-2 operators with scan beacons instead since they last 4x as long and don’t require as much micro management. I suppose a very coordinated team of 16 players could equip 8 operators with scan grenades and the grenade cd perk and achieve a similar effect of wall coverage while maintaining a flexible utility slot, though this is impractical for any other case of player groups. As I detailed in tip 10, I believe that scan grenades are more powerful than chem grenades (2nd best grenade in game), so operators should be using it anyway.
Exactly why I included it as tip number 1. Half the player base isn’t aware. As the pinned comment references, this scoreboard is also where you can mute and report individual players. It is very important yet overlooked and underutilized.
So I had a question if I build a turret in a good place and then I build ammo for it Usually right next to it and someone deconstructs both of my objects. What should I do? And oftentimes when I see things that are bad placements and I remove them I get team killed. is that just a server I should leave, or is there anything I can do about that?
Dont throw the last yellow gas canister into the ARC unless your team built enough defense, is back at base and generally ready for f sake! Im sick of people starting the horde without the team being proper prepaired. Actually, dont go for the yellow at all. Go for blue ore, bug patrols and side objectives. Some dude with a mic who knows what he is doing will start the horde once the team is ready.
completely disagree with the squad specialization. while you are also right, and this game can work how you describe, a diversified squad can also be effective. A 4 member squad, 2 support, 1 tank, 1 hunter can easiy defend a refinery, the hunter can get a high advantage point for snipering, the tank vaulting up next to the extractor, the 2 engineers provide aid and ammo for them, on the back they can take the 4 cannisters, the other 2 covers them. And it is only 1 option, my favorite aspect of this game, is how different can it be depending on your playstyle and teamgame. At first glance it seems straightforward, but it really isn't. Like the map. It is simply genious, it took me days before I realized we are always in the same map, just different parts of it is used every time. Brilliant design, cant imagine what it will be like when we will have more maps and mission types.
what i assume when i saw bastian is that dude hungry for ammo and if the team have less than 1.5 time operator ( most the time we have more ) ill pick operator with ammo pack. why? i play bastian but no one in my team doing blue have ammo pack and it suck hard.... i use all my ammo of both my main and handgun before we even finish 4 cycle..... also i watch you previous video and kinda try to do it. build a wall half block in and push bunker out. it's kinda waste of time. not that it useless design but my team mate will just destroy the wall and move it forward..
Yes I hope they address ammo concerns for bastion as well. The meta when playing bastion solo (without friends) is actually to swap to the morita carbine. More ammo, slightly more DPS, much much better recoil when outside of bastion mode which has too long of a cooldown. They need to buff the SAW because playing the morita doesn’t fit the intended class role that the bastion is supposed to play. But we will see. As for the wall thing, just keep doing your best, brother. Understand that not everyone watches tutorials or tries to get better. All you can do is lead by example, build correctly, and hope other people take notice. Try to communicate with them if you can so you can teach them why you aren’t pushing the walls all the way to the exterior. If they refuse to listen, you can rest easy knowing you tried your best.
I use bastion for extermination, so no not just hunters do that and u dont have to be a hunter to do it. plus when u go for gas.... mix teams are just fine and im some cases better
I disagree hard with specialized teams, maybe one, but as a hunter I’ll take 1 bastion and 1 operator over 3 more hunters any day. It sucks going for exterminations without an operator to heal and explode and a bastion to tank while I flank, objectives are better with the bastion taking damage instead of the machine, and hunters setting down scanning beacons while operators take the ore and gas. I don’t find the benefit of splitting classes up like that so that classes don’t actually help each other, what’s the point of different classes having gear that the others don’t then? What’s the point of creating a squad with all the same advantages and weaknesses when the 3 classes make up for each other’s weaknesses with more diverse advantages?
It’s not like people stick with their squads anyways, I go with whoever isn’t ignoring the objectives, it’s usually 1 squad of 4-5 people that aren’t even in the same squad doing everything while there’s like 3 squads constantly at base, including at least 1 member of every squad
Yes! Tilde ~ is my go to button to resolve this issue. You can test it in boot camp because the issue can be replicated there too. There may be other buttons that work but if it ain’t broke, don’t fix it - just use tilde.
I know! The microphone I’m using is peaking like crazy, so I’m still trying to get volumes set right. I uploaded it as is because I ran out of time to re-record the sections with audio issues. Then whenever I use a sped up clip there’s some sort of weird audio artifact almost like a static. That one’s new and I’m not sure what’s causing it.
I’m not going to lie, I’ve definetly been sleeping on these short wall defense builds but I should take the time to explore them. I’ve only really seen them used poorly as obstructions to troopers more than a valid line of defense against bugs. Someone pointed out to me today that you can make a line of those short walls in front of an electric wall in combination with sentry turrets for a pretty decent, albeit expensive, defense setup. Thanks for reminding me to check out short walls!
@@JakoMacro They're really really useful on top of bunkers to block enemy snipers. Every bunker should have 1 small wall on it just for this purpose, it really helps with the exposure. That's typically their best use-case.
adding onto tip #1, that's also where you can mute/unmute certain players by clicking on the speaker icon, as well as report players by clicking on the exclamation icon, something a lot of players apparently don't know about and i constantly see people asking for a mute/report option added to the game on the discord
also a tip for hunters, railings on top of buildings even if they seem really low can block gunner shots, ammo fabricators also do the same job, (hell even just slightly peeking out of a rock or building you're on top of even if it has no vertical cover) utilize them for safety and avoid dying while you're out hunting extermination objectives
Honestly the scanning beacon is where its at. Its so much harder to lose with the Scan Beacon on my belt. Increases the value of every single bullet and lets you know which walls are being pressured.
Personally prefer the Heal Beacon as most Operators unfortunately take Ammo Fabs instead of Stims or Medical Stations. But I can certainly appreciate a good Scan Beacon or Grenade.
I argue against Bunkers on the perimeter in A&S because they are so damn hard to repair because you can't rebuild them while the bugs are on their footprint, which means once they go down, they often stay down unless you pull defenders from other walls risking their collapse. Additionally, any Short Walls atop them tend to need replacing leaving repairers more vulnerable to gunners if they are built into the perimeter.
Personally, like the keep of a castle, they are best used as a fallback position to fight from till you can retake the walls, or as a last stand to buy time for the ARC to finish its job. So, position wise, having two in contact with the corners of the ARC's electric fences to repair them is golden, while having another two equipped with the turrets just behind the perimeter to let you quickly repair two or three walls from relative safety can significantly help recovery efforts. This way the Turrets are kept relatively safe while contributing to perimeter defense, and the bunker itself can actually be repaired between perimeter collapses.
Also, Redeployment is majorly bugged, to the point that it would not let you respawn a majority of the time.
I see where you’re coming from. If all of your defenses are around the arc, your walls are as good as gone though. Standard walls are paper thin and that makes people just want to build 6 of them which just leads to confusing and sloppy base layouts. That’s why I usually just go for a split instead. Watch my latest video and pay attention to tips 9 and 10 where I detail how I usually set up a strong base using a combination of exterior and interior bunkers with electric fences. Interior bunkers can be strong, but only placed in premeditated positions. When I said to scrap interior bunkers in this video, I was referring to those bunkers that are just plopped down somewhere inside of walls haphazardly, like in the example shown. Not connected to anything, only serving to be an obstruction of rotation.
I like to use the big gates as secondary defense... you keep em open until they breach the main walls (mostly by plasma bugs) and just close them till taken care of treat and damaged walls and then re-open for easy movement around. Also place some towers with laders facing outside of walls so you can climb them to get in from the outside if needed, without opening gates
You, sir, deserve that citizenship! 🎖️
Here is a tip, when constructing a bunker make sure it's 1 tile away from the edge of the map and you can construct an electric fence in to the bunker side and also place a turret in that side of the wall aswell. So not only do you have infinite stuns, you got a turret constantly cutting them down, and if those 2 break you still have a bunker's health. And when that bunker is low, just repair the fence from the inside of the bunker and turret to give you some breathing room to repair said bunker.
Another is that gates are always stronger than walls.
And for the love of god and all that is holy, PLAYERS NEED TO STOP USING ELECTRIC FENCES ON THE ARC! AND STOP DELETING SHIT BECAUSE THEY DON'T LIKE THE LOOK OF IT!
Very good tip! I included this as tip #9 in my latest video, 10 tips for Advanced Defenses
I've been playing as a Bastion and I have to say, knowing where the enemy is (at whatever wall I need to go to) is something that needs to happen more often. I waste valuable time rotating to empty or low priority walls as the high priority wall(s) go down and the base floods with Bugs.
I refer to the scanning beacon. Either give that to every class or... I dunno have it as a power that can be called.
There’s no doubt that bastion needs a buff to warrant the style of play that’s involved. The other troopers have more versatility at the moment. As for scanning, it’s just not that common for people to use. That’s why I was trying to stress that the player who puts down beacons is easily the most valuable player. Ammo stations and scanning beacons are just so much more powerful than every other utility.
A little surveillance drone to scan a small area (base size) would be nice indeed.
So far i learned most of these by my own , but the bunker being halfway its just i simply dindt think of it , good thing to share ! Also , THANK YOU for the scanning beacons it is so useful i will drop my healing tower near you ! lol ! The Grenades thing , thank you again for the pricision of it , i kept wondering what was better between Chem or napalm.
Game has changed a bit since this video. the missions a shared team now. Other little nitpicking but otherwise not too bad ideas. there are few bad class builds just need to play them correctly. the base building tips are spot on.
good stuff i think the shock beacons are good temp perimeter defenses for obj i like to run it on bastion to really lock down a area
Honestly the first tip pubs need to learn is to USE THE BUNKER, dont stand on it or on the walls beside it, stand INSIDE the bunker, they are built for your safety not just as a high hp wall...
While it is useful inside the bunker, it is much harder to kill the drone bugs because many times they are below the low wall especially near cliffs or slopes. It can protect us from tiger bugs but sometimes we can't shoot them because they are too tall and are blocked by the roof. On top of the roof is risky but more convenient to shoot.
@@amitakumaradasa6020 your knife is capable of slashing through the bunker wall to kill the drones, saves you ammo and will kill drones in 1-2 slashes. Your welcome
@@shojwiebelhaus1391 first time knowing that. Thank you.
@@shojwiebelhaus1391 wat imma try that
Wow the team split sounds pretty legit never thought bout it like that thanks ill keep it all on mind.
I have also found that when running through swarms of bugs as the hunter, running in a zig zag really messes up the bugs hit box triggers and heavily reduces the damage you receive. It doesn't work on the other classes though. It pairs well with the pain booster perk.
i still pref Napalm tbh cause they will avoid the fire and take a diffrent path placed on stairs they will go all the way around if possible or stay before the fire (even up hill or down hill) so the bugs will clumb up and are easier targets for aoe weapons
And works wonders if u are on the escape since the bugs if not already burning will try to avoid it making it a better way out alive
Great video, some stuff in here I didn't no
I do have one thing about the bunker placement. Having a bunker in base aswell as on the wall can be useful as when your doing a public lobby more often then not the bugs get in the base and the bunker can provide a safe place to get the bugs back under control
I agree. I have a video coming out in a few hours that leans into this concept. It’s about advanced building techniques. Stay tuned
This is especially useful when your team has built a terrible base and hasn't protected the Arc adequately. If there's not enough on the Arc, it's bunker time.
Awesome tipps.
It is fascinating how a real meta slowly seems to evolve :-)
This is game is every bit as awesome as I hoped it would be. Bares a lot of similarities to world war Z I think but with better defences, and more bugs to swat. 😂 thanks for the tips. Certainly learnt a few things
The road map looks really interesting are you going to do a dive into that? Also what was the patch about?
I’m glad you brought this to my attention. I was recording stuff yesterday but failed to realize they made an announcement. I would like to review the roadmap on the channel, yes.
If the patch you’re referring to was the one on May 31, it was a patch that addressed a few issues such as loadouts resetting after game restart, a game crash after changing graphics settings, and a soft lock that occurred when you would try to redeploy at an HQ but holding F (or any interact button) wouldn’t do anything.
''I have managed to become the most impactful person in a base at any given moment , and thats just based'' - JakoMacro
Actually laughed out loud when I went back and watched that part. I thought you added that last part yourself but no I just somehow accidentally called myself based and it still fit the context lmfao. You have a good ear
The bunker thing i dissagree with. If the wall breakes (often maybe) and it is raining fire a interior bunker is extremely useful for keeping troopers alive to kill bugs and finish a wave. Destroying all of them would have players like me reporting players for trolling. I think the best way to use those tho is part of the interior wall defense if not the exterior so bugs can't walk in.
This game is such good simple fun. Thanks!
About tip #9, where/how to deploy the beacons effectively? Do they have to be on the same level as the bugs, ie on the ground, or can they be up above somewhere. Also, will the bugs chew them up if they're exposed? And how many can a single operator have deployed at once?
Oh and also, about the signal grenade. Does it work like a tossable beacon, or does it only light up the bugs it hits on impact?
Great questions! I did not include these specifics in the video but I do know a fair bit about them.
Beacons can be placed anywhere, their degree of effectiveness is a dome around them, extending above and below. They are best placed on the ground, or atop existing structures that cannot be destroyed for reasons described below, but in a pinch, can be placed and used effectively in a wide range of situations. In the video clip that was sped up 4x in the background of tip # 9, you can see that I placed them on the top corners of bunkers. Not ideal, but it was faster for me than to drop down and place them on the ground next to the bunkers.
Bugs cannot destroy the beacons themselves and they will not attack them. There is an exception where if the beacon is placed atop something (wall, bunker, etc.) and that something is destroyed, the beacon will be destroyed as well. For this reason, you want to place them upon existing map structures or just on the ground since neither can be destroyed. I am not sure if grenadier bugs have an effect on the beacons themselves if they happen to land a plasma nearby or directly on a beacon.
You get 3 scan beacons total, increased to a maximum of 4 if you use the operator +1 utility perk. 3 tends to be enough as you can have more than 3 beacons active at once by just rearming and placing again. I am unsure of the limit of this. I am inclined to say there is a maximum you are allowed before the ones placed previously begin getting replaced by new ones, possibly at 6, though unconfirmed.
Scan grenade functions effectively as a scan beacon. Scanning grenades are active for 30 seconds and have a 90 second cooldown (45 seconds with ‘grenade cooldown improvement’ perk) while beacons are active for two minutes each. I am unsure about range differences between the two. If I remember correctly, scan grenades work through walls as well. In my experience, just having a few operators with scan grenades just isn’t enough. It’s better to have 1-2 operators with scan beacons instead since they last 4x as long and don’t require as much micro management. I suppose a very coordinated team of 16 players could equip 8 operators with scan grenades and the grenade cd perk and achieve a similar effect of wall coverage while maintaining a flexible utility slot, though this is impractical for any other case of player groups. As I detailed in tip 10, I believe that scan grenades are more powerful than chem grenades (2nd best grenade in game), so operators should be using it anyway.
Very nice tips! Thanks a lot😊
wait what? there is a scoreboard? and why is it on Z? that is insane that i have to learn that from a youtube video after 20hours of gametime....
Exactly why I included it as tip number 1. Half the player base isn’t aware. As the pinned comment references, this scoreboard is also where you can mute and report individual players. It is very important yet overlooked and underutilized.
So I had a question if I build a turret in a good place and then I build ammo for it Usually right next to it and someone deconstructs both of my objects. What should I do? And oftentimes when I see things that are bad placements and I remove them I get team killed. is that just a server I should leave, or is there anything I can do about that?
Dont throw the last yellow gas canister into the ARC unless your team built enough defense, is back at base and generally ready for f sake!
Im sick of people starting the horde without the team being proper prepaired.
Actually, dont go for the yellow at all. Go for blue ore, bug patrols and side objectives.
Some dude with a mic who knows what he is doing will start the horde once the team is ready.
Hey Jako What do you think of the new squad system?
completely disagree with the squad specialization. while you are also right, and this game can work how you describe, a diversified squad can also be effective. A 4 member squad, 2 support, 1 tank, 1 hunter can easiy defend a refinery, the hunter can get a high advantage point for snipering, the tank vaulting up next to the extractor, the 2 engineers provide aid and ammo for them, on the back they can take the 4 cannisters, the other 2 covers them. And it is only 1 option, my favorite aspect of this game, is how different can it be depending on your playstyle and teamgame. At first glance it seems straightforward, but it really isn't. Like the map. It is simply genious, it took me days before I realized we are always in the same map, just different parts of it is used every time. Brilliant design, cant imagine what it will be like when we will have more maps and mission types.
Thanks great tips
what i assume when i saw bastian is that dude hungry for ammo and if the team have less than 1.5 time operator ( most the time we have more ) ill pick operator with ammo pack. why? i play bastian but no one in my team doing blue have ammo pack and it suck hard.... i use all my ammo of both my main and handgun before we even finish 4 cycle.....
also i watch you previous video and kinda try to do it. build a wall half block in and push bunker out. it's kinda waste of time. not that it useless design but my team mate will just destroy the wall and move it forward..
Yes I hope they address ammo concerns for bastion as well. The meta when playing bastion solo (without friends) is actually to swap to the morita carbine. More ammo, slightly more DPS, much much better recoil when outside of bastion mode which has too long of a cooldown. They need to buff the SAW because playing the morita doesn’t fit the intended class role that the bastion is supposed to play. But we will see.
As for the wall thing, just keep doing your best, brother. Understand that not everyone watches tutorials or tries to get better. All you can do is lead by example, build correctly, and hope other people take notice. Try to communicate with them if you can so you can teach them why you aren’t pushing the walls all the way to the exterior. If they refuse to listen, you can rest easy knowing you tried your best.
Is it possible to change classes or equipment load out once you start a match?
No, unfortunately not at this point, you are locked into it from match start. Hopefully that changes in the future!
@@JakoMacro hope so, thanks for getting back to me about it!
I use bastion for extermination, so no not just hunters do that and u dont have to be a hunter to do it. plus when u go for gas.... mix teams are just fine and im some cases better
10:44 Do you lose your rocket launcher when you redeploy?
Yes you do
@@JakoMacro RIP in peace rocket-kun. You were too pure for this world.
I disagree hard with specialized teams, maybe one, but as a hunter I’ll take 1 bastion and 1 operator over 3 more hunters any day. It sucks going for exterminations without an operator to heal and explode and a bastion to tank while I flank, objectives are better with the bastion taking damage instead of the machine, and hunters setting down scanning beacons while operators take the ore and gas. I don’t find the benefit of splitting classes up like that so that classes don’t actually help each other, what’s the point of different classes having gear that the others don’t then? What’s the point of creating a squad with all the same advantages and weaknesses when the 3 classes make up for each other’s weaknesses with more diverse advantages?
It’s not like people stick with their squads anyways, I go with whoever isn’t ignoring the objectives, it’s usually 1 squad of 4-5 people that aren’t even in the same squad doing everything while there’s like 3 squads constantly at base, including at least 1 member of every squad
i'll have to try pressing ~ because every time i've tried to redeploy i can't spawn i just figured it was totally bugged
Yes! Tilde ~ is my go to button to resolve this issue. You can test it in boot camp because the issue can be replicated there too. There may be other buttons that work but if it ain’t broke, don’t fix it - just use tilde.
Tip number eleven play this in the stead of helldivers
Ayy first view 😊
Nice video, informative and to the point. But man the compression artifacting is something else at times lmao
I know! The microphone I’m using is peaking like crazy, so I’m still trying to get volumes set right. I uploaded it as is because I ran out of time to re-record the sections with audio issues. Then whenever I use a sped up clip there’s some sort of weird audio artifact almost like a static. That one’s new and I’m not sure what’s causing it.
Short wall is the greastest defense
I’m not going to lie, I’ve definetly been sleeping on these short wall defense builds but I should take the time to explore them. I’ve only really seen them used poorly as obstructions to troopers more than a valid line of defense against bugs. Someone pointed out to me today that you can make a line of those short walls in front of an electric wall in combination with sentry turrets for a pretty decent, albeit expensive, defense setup. Thanks for reminding me to check out short walls!
@@JakoMacro interesting !
@@JakoMacro They're really really useful on top of bunkers to block enemy snipers. Every bunker should have 1 small wall on it just for this purpose, it really helps with the exposure. That's typically their best use-case.
They need to lower the dust and explosions that block the field of view.
Scanning needs taking out it might as well be a wall hack....
They're bugs , not players lol.