the thing thats making me laugh extra hard, is the fact that the throwing knife can kill the charger faster than a majority of what was tested in this video lol
The new knife can 4 tap all chargers if you hit the same leg....dont tell the devs (Just to clarify for some. Im not saying its good I wish it was way more powerful. Just stating that it can infact kill chargers.)
@samuelju2 the aiming system is quite unique but shooting bugs that are right in your face is difficult, the bullets always miss when I shoot them in point blank range, besides that, I'm too low level and low on super credits to test the knife 😭
I like that behemoths were added to the higher difficulty enemy line up, but making them replace 90% of regular charger spawns is beyond dumb. It also goes against their stated intention of making more loadout options worth taking.
Well yes, but actually, no. Before addition of behemoths and tuning down bile titan spawns: EAT, Quasar, and Recoilless reign supreme, everything else is cope. After addition of behemoths and decreased bile titan spawns: Flamethrower top tier, followed by Spear, Quasar, mechs, and Railgun. Other than Quasar, that's a complete remix of the 'meta'
@@Larknok1 And EAT and RR now suck because they suck against behemoths, and behemoths have almost completely replaced regular chargers. It's not a good change as it currently stands. If they get buffed to start stripping behemoth leg armor in one shot then it would be okay I guess.
@@Larknok1meta did not get remixed. everyone I’ve seen (lvl 60+) still uses the same equipment and loadouts with the exception of Gatling/ strafing runs. saw one guy use the railgun for a bit, died then left.
@@aaronhumphrey3514 EATS and RR sucking against Behemoths is probably unintended because there is a drop off thing going on where damage fall off makes it just drop below the charges leg health but you can counteract the damage fall off by walking forward while shooting. Rocket damage 650 Front leg health 650 Drop off makes the rocket do 649 damage 2 rockets required.
If this is actually true I'm gonna shit bricks, and with all the jank in the game it sounds believable enough. Edit: it's true. As a side note, you only need to do this for front legs, it doesn't matter if you move or not for rear legs.
The sentries frustrate me because, even with the durability increase, they're still so squishy. You'd _think_ that's to incentivize you to put them on high ground, but they just bounce off any rock columns where they'd ACTUALLY be safe.
Arc Thrower is the weapon of all time It went from having 50m range, Fast .5 rapid fire on 1 second full charge and could reliably kill heavies. To then having 35m, 1 second per charge and a stagger that could stagger hulks? AND THEN it got nerfed further and couldnt stagger hulks and now theres the behemoth that it does terribly vs, AND 2 new flying enemies it cant hit because of its range nerf. Not to mention it tends to have some major jank. Im 100% certain Arrow Head has no idea wtf they want this weapon to be.
We could start with a flat +50% dmg on most weapons/stratagems and add +50/100% spawn rate, but you know we gotta have the PS bros in mind or else there machine will burn.
Yep... it was my favourite too. It's not like it didn't require skill to use, between being temperamental whether it wanted to shoot and the timing required to fire faster. Now all of the problems it had are much more glaring and make it so much worse to use. It can't even hit shriekers within range btw, the lightning will come out but they will survive somehow.
It should at least be noted that the Arc Throwers stagger was never nerfed, it was just that the Hulk had it's stagger resistance increased. It used to be possible to chain stagger the Hulk with a variety of weapons that really shouldn't have been able to, such as the Dominator. The Arc Thrower staggering the hulk did feel reasonable though, so it's a shame it lost that. I'm normally someone who's very critical of all the people demanding buffs, but I do feel like the Arc thrower should have it's range restored, and receive a damage buff. And so long as it didn't do anything crazy, boosting it's stagger further could give it a nice identity too. It might not kill hulks or chargers any time soon, but the ability to chain stun would give it some worthwhile teamwork value.
"There's gonna be less heavies because we feel we need to ease the pressure on players with bringing 5kilotons of anti tank weapons" *Behe Charger : HOLD MY WILBEER*
yeah except its a heavier armored unit, but somehow seems to move and run faster than regular chargers and do feints and shit, also, movement is just straight up jank sometimes, they will stop on their tracks and all of a sudden move like 10 meters further with no animation cue, yeah they look cool and shit but currently it fucking sucks to fight them
@@queweamiraitantofeoculiao5826 i never have a problem dodging any charger unless i completely dont see them coming. Theyre mobile but it makes sense, theyre huge and insanely strong. But if they come at you youll always be just a bit more maneuverable than them and be able to run to the side and get out of their way
Arrowhead needs testing support from the divers. There are too many "hidden changes" and outright bugs in each release. They ought to create an open beta release, call it VR Training or something.
We are playing the open beta release, only costs 50 CAD to get into. Just like how the 7 days to die 1.0 release coming out is actually just Alpha 24 but it needs to be sold on the PS5 store so they have to pretend its a finished game.
Arrowhead is an indie company. Less than 100 employees. People being delusional about how many people work there and talking about "balancing team", "PR team", etc without even knowing those "teams" are just one person 😂. They do test their patches, but dont expect a team of 200 people testing their game. Its most likely 1 or 2 guys, the guys same that coded the changes in the patch 😂.
Or you know, a testing branch like most games do in Steam? Oh that's right, this is still technically a console game! XD shit give us a cape for doing the test and we will be there!
Want to know something unfortunate? On the patch notes in the "Known Issues" section, it's listed that the Chargers butt doesn't take damage from explosions currently. Once they fix that, I feel like a number of the support weapons and stratagems will be more viable.
lol just had to read that because it seems to SOMETIMES do it, just not consistantly. Anti-personal mines are the strangest offenders. Dealing 350 explosive damage I've both killed a charger by running them through the field (like 3 times), and I've virtually zero damage doing the same other times. Would be amazing if this got fixed and 5-7 mines could reliably knock out a behemoth's butt (or severely weaken it).
@@hellogoodbye388 not when behemoths replace almost all chargers and there are 5 of them on your ass at once and almost always atleast 2. Thats not fair and balanced.
@@fire_drake12.arc.24 perhaps but it's a hard difficulty. If I can solo it then you can manage with friends. Remember impossible difficulty is supposed to be insane. You are supposed to die. We are the baddies. Yes they need better balance. Good luck
IKR. Meanwhile you have 90% of "folks" (maybe they are just bots) yapping about how everything is so great against everything and life is so good after the patch. 4 shots with a knife? "EXPLOIT" 2 seconds with a Flamethrower? * crickets, cuz nobody uses them. LMAO imagine flamethrower gets even more buff because nobody uses them.
0:21 "Yeah dude you just have to hit the Charger while it's in an animation because that totally changes things, you're wrong" Honestly just as nauseating as those skull indented crayon eaters who said "skill issue" after the railgun got nerfed.
@@jpbakes9152 bile titan heads still take inconsistent dmg. been that way for a long ass time now. It's just finally been acknowledged in the patch as a known issue.
Isn't that literally what he did shortly after with the autocannon though? shot it in the back leg after it finished it's charging animation, and it died real fast. I've just heard something about we get a damage buff once it's finished it's charge, etc.
@@Roobotics It's a glitch where the leg armor isn't applying properly. The devs acknowledged it but decided to leave it in the game for whatever reason.
People are unbelievably braindead, if a weapon sucks ass and is not fun their reply is always "git gud" or "skill issue". It's not about skill it's that the guns suck and it's not fun to play, I can use meta and clear lvl 9s with ease but I wanna have fun and have variety.
Before new patch Arc Thrower could be argued to be similar to flamethrower: it has stagger and more range, but also has melee no-no zone and less damage vs chargers. But now with Behemoth chargers, its over. And it appears that there are more chargers and less titans now, so even less reason to bring arc.
I like it for crowd clear though I only play with friends over discord, so anti armor is handled by someone else in the group. And even then I'd argue that the blitzer is a better choice for crowd control, even though the range is rather limited.
Arc Thrower is better to kill chaff enemies than the Flamethrower, I think that the Arc Thrower never should yave had the power to kill big enemies like it did, but to have more power to kill smaller enemies, like having more range or hiting more enemies in a chain
I started using it after I got the circuitry upgrade module. Even though its damage isn't greatt against a lot of enemies, it does stagger enough to buy me time. It is no where near as bad as the railgun, which was the weapon I used the most before. I'd rather take a flamethrower against the bots before I'd take a railgun for any reason.
Something ive noticed with chargers these last few patches is that when the charger misses and does a specific slide animation, its leg armor would just randomly go from like armor value 5 to 0, letting you kill it fast with any weapon....as long as you dodge the charge that is if yall want i can post up proof for those who'd want it
Been like that since release and I think it's moronic that every man and his dog recommended it as The Way to kill chargers. This video for example, he uses it as the only way to kill using the auto cannon, but he doesn't bother abusing it when using the amr. At least be consistent and always abuse it or never do.
How the hell did the Arc Thrower go from one of the best weapons for handling bugs, to maybe the absolute worst thing you could possibly pick for literally anything? This is actually insane. Honestly, they really need to just revert the changes on that weapon.
Its in a seriously rough spot right now. Its a complete no go for bots and not that great for bugs anymore either. Do you think they even thought about the arc thrower before they added all the behemoths?
Bring Gas strike, Napalm and Stun Nade (or flame) + Engineer armor. Watch them numbers fly. Got 700 kills last night with a 112 killstreak at extraction.
You're pretty spot on, I just wanted to mention one other thing about the autocannon vs chargers. It can't take them from the front, which limmits viability, but it's not reliant on the armor removing slide, you can blow the rear end off a charger in only 5-6 shots to disable their charge and make em' bleed out soon enough. Given how fast it can top-up reload, this does give the autocannon the ability to chain charger kills one by one fairly quickly, since it can discharge those 5-6 shots in about 2 seconds. Dive, spin around, unload, then get up, works well if you have a moment before being swarmed, like the charger running ahead of a pack.
Quasar loses 1 damage if you walk backwards while firing, making it not one shot behemoth leg armor With EAT/recoilless, you have to walk forwards to get your missing 1 damage back to get the one shot Not sure if this game's cooking or is cooked anymore
You crash when change audio settings on ps5 Recoiless SOMEHOW reloads slower after patch What kind of code they have? Trying to guess what's gonna be the next bug. Maybe "You lose hp when standing still for more than 10 seconds on planet with vegetation level more than 62%"?
@@LaserTractorliterally any game is like this (check out TF2's source code leaks, and the code comments there.) Coding a video game is a nightmare, especially one as compex as helldivers with a whole bunch of people working on it.
its definitely not cooked, still a damn blast to play. Theyre gonna keep workiong on it and getting things in order just like everyone in youtube pcomments will keep complaining about it
@@FinnishArsonist thank you. It's a small team that can only work so many hours a week to get shit done. But ppl are gonna bitch and moan ab out things out of their control no matter what that's just who we are
Suggestions for the dev for more fun Chargers 1. Make the base charger's legs have Armor value of 4. This makes AMR, Autocannon, HMG able to strip the leg armor. Increases viable weapons vs bugs on lower difficulties. 2. Instead of higher health, make the behemoth have higher armor values. This makes the above weapons no longer able to strip leg armor (Forces you to change strategy vs just bullet sponge). This also an indirect way of buffing the Railgun as it is now the only non backpack support weapon that can kill normal chargers and behemoths in the same way with the same amount of shots. 7. Long range weapons (DMR, snipers, AMR) feels underwhelming. Give them more utility: 7.a. Give the Diligence the counter sniper's damage and armor penetration, now we have a reason to use it vs assault rifles: the armor pen + one shot devastators. 7.b. Make the counter sniper's armor pen to level 4 (damage needs no change), this allows them to deal with medium armored enemies with ease (no 50% damage reduction) and gives players a reason to pick this over the Jar Dominator (stun + high dmg vs the utility of armor pen 4). If change no.1 is implemented, this gives players even more tools to deal with normal chargers as the counter sniper is now able to strip and kill the leg (even if you need lots of ammo to do it). 7.c. Make the AMR have armor pen of 5. This increases the player fantasy of a proper Anti-Materiel rifle, capable of punching through heavy armor. This add more differentiator vs the auto cannon as now the AMR can deal with more enemies in more ways as it can now deal with problems from the front (even if it takes more ammo).
Arrowhead: " Thank you for this feedback. After Reading it, we've given all heavy enemies armor level 9. All weapons do 4 extra damage and armor penetration value of 4 at maximum. We believe the player base will agree that these changes were required to fall in line with our design philosophy."
Im curious what happened to points 3-6 lol. Also the railgun change is seems to enforce a meta since behemoth chargers are much more common in higher difficulties than normal chargers, especially considering ease of use.
Laser Cannon is really a bot weapon. I mainly use it to pop Hulks and Gunships, and it can also take out Tanks and Cannon Towers if you can get behind them. It isn't so good on bugs as bugs are generally most armored on their vitals, making the Laser unable to kill them without the big enemies being softened.
I feel bots are generally easier to build for. Railgun still found some use with bots because it can 1 shot hulks, Spear being able to target cannons and fabricators, SMGs 2 tapping devastators/HMG dealing with heavies pretty quickly. The main issue I have is certain environments have little to no cover and the only call in cover you have is the ballistic shield since the smokes dont work.
@@FiendLuckless In some ways? Yeah. Bugs have the additional complication of having multiple variant modifiers, which means you might run into a different set of enemies than you'd expect. Bots are mostly more consistent (I do periodically see specific enemy types spawn in way more often on some missions than others), but they are also assholes if you don't have the advantage of solid cover. It is why having things like the ballistic shield or shield relay are super good on them. Another tidbit that helps is that bots tend to struggle with their aim if you are putting down suppressive fire, and generally get their best aim if you are on the run.
Behemoth charger is all about damage breakpoints (for front legs anyway). Quick pre-explanation of hidden damage drop-off in HD2: Projectile travel reduces damage, decimal values are rounded down, momentum (when firing) can increase or decrease projectile damage. If you stay still and fire you always do 1 less damage due to drop-off and rounding, for weapons that have exactly enough damage to strip legs they now are 1 short. If the target is close enough you can just walk forward, at greater distances you may have to fire while diving forward, as long as the momentum bonus is larger than the damage drop-off losses you will strip the legs in 1 shot even for behemoths. There's a similar situation with the Verdict and devastator heads, same fix too so the damage drop-off, rounding, and momentum seemingly affect all damaging projectiles
3:50 hey Dough, a few guys on the HD Official Discord just found out that the reason why EATs/RR cant strip leg armor in one shot is because of 1pt of damage fall-off due to velocity. At close range, when you walk forward while shooting EATs/RR rockets, it manages to one-shot strip the leg armor. As a funny side-note, if you walk BACKWARDS while shooting the QC, it barely loses enough damage to strip the leg armor. I think this would make an interesting follow-up video.
I found out that if you ever mention OhDough in HD official Discord. People will blast you with "OhDough is clickbait, that guy only plays solo". LMAO. Meanwhile they just keep yapping how everything is so good now. And spread lies.
@@onhillsgaming More than anything, I think this proves that their damage/ballistics formulas are extremely overcomplicated/overdesigned for what they actually need to do. There are so many systems in this game (The player health/armor/wound system is another) that feel like they were built just because some autistic designer thought it would be "neat" and detailed, and never even considered what the desired design and gameplay impact should be. Now, after making contact with reality, these systems are making it near-impossible to balance the game, because all their metrics for the game are a convoluted mess that's impossible to visualize (e.g. something as simple as "how much damage an enemy deals" is dependent on like 5 different variables where some are situational or outright random), every numerical value has a spider's web of hidden interdependent values (e.g. a weapon's damage is actually composed of normal damage, durable damage and armor penetration, and is also affected by damage falloff and impact angles and arbitrary enemy resistances), and even the simplest changes have unintended knock-on effects that noone seems to anticipate (e.g. how fixing the automatons firing their guns at impossible angles also made them more accurate). Luckily, it's fixable, and probably even easily. It's just that it will involve one of the bitterest pills any software designer will face in their career: "Yeah, you know this system that we spent months/years of development time on? Turns out it actually harms functionality in practice - Delete it, and replace it with the dumb and simple implementation that can be engineered in a few days".
There's a new bug (unless it's deliberate). perfect on Behemoths. For some reason, when you shooting a bazooka at the same time walk forward or jumping, the damage is higher. And they rip the armour off his leg in one shot
It's not a bug, it's just they have a stupid damage model where your bullets are affects by the speed you're moving as you fire. It's only come up now because Behemoth legs now have the exact same HP as QC/RR/EAT do damage (650), so one damage either way is the difference between breaking the leg in one or 2 shots.
The arc thrower was one of the only things they accidentally implemented in the game as a balanced weapon. It had some problems and still has those problems. But it was a fun weapon. Then they had to mess with it, instead of addressing the glitch related to it. Now it’s almost at the tier of break action shotgun.
It's still decent against bugs, but with behemoths running around everywhere, it's kinda a bad choice now. Either way, they should have just reverted it back to how it was...
Fun fact, charger behemoths and hulk obliterators, prior to this patch, would only be present on missions where the objective is to destroy them, and on evacuate civilians mission at the evacuation zone. I don't believe they changed the obliterator spawning however.
Kinda funny how before the patch the breaker incin and flamethrower were already the two best weapons against bugs. Now after the update, they became EVEN STRONGERER? This is a certified loadout variety moment
I’m convinced the devs hate the arc thrower. I’m an arc thrower SHILL so I’ll keep using it, but they just keep nerfing it 😅. Lower range, lower fire rate, worse targeting than it had in March, can’t stun hulks, takes too long against all elites, and now Behemoths replaced regular chargers so it’s bad against those too! What the hell man.
@@kodyking3090 I didnt get to pkay too much of the first one but loved watching it. Ive heard Alexus was a dev of the 2nd game and kept nerfing/patching things in the game to stop player stratagies. If thats true i will personally go back and play Hello Neighbor 2 and sing praise to save Helldivers 2 from his clutches.
during the height of Malevelon Creek, everyone memed about how bug divers were just havin a good time while bot divers were sweaty tryhards suffering to gain even slight success i feel like its the opposite nowadays lmao
My only 800+ kill games were using the old arc thrower. The first nerf hurt it bad, but this update to behemoth spawns killed it. Rest in peace my thunder gun friend.
Dough even removed his video feed temporarily to show a mic drop effect. 🎉😂 If the goal of patch is to reduce TTK and make things feel less like pea shooters, then Piles (and the dev team) have missed the mark. (Well to give them credit they did remove the AA -1 mod, and the OPS buff was spot on) But 90% of the other changes just don't make sense.
Hell no, that thing is a barrel of fun. It's a portable pocket clusterbomb strike. Just don't shoot it at heavy armour, since why would anyone expect that to work.
@@UnknownSquid You know what's easier to control takes up just as many slots and dosnt take a backpack spot and does a better job against just about everything heavies included? The ACTUAL cluster bomb! Air burst Rocket is beyond useless!
@@jimman-beard2167 Cluster Bomb takes up your "Eagle slot", which is full of amazing alternatives all competing for that shared cooldown. Every eagle strike you bring beyond the first handicaps your cooldowns. Clusterbomb can't be reloaded from ammo on the ground or fully loaded from a supply box. Can't be fed near infinite ammo from a supply pack. Clusterbomb is garbage against heavies, don't pretend it's any better for that. And despite not being intended for it, the Airburst Launcher does still actually kill turrets, tanks and hulks if you hit the weakspot. And how is a thrown beacon with delay any easier to control than a point and click instant delivery system? And again, it's FUN. A weapon that instantly deletes huge clusters of enemies on demand, is fun. I have a friend who basically "mains" the thing, and he cackles with glee when he fires it. I can't help but feel that you used it once during it's buggy release day, and then just never touched it again.
@@UnknownSquid yeah I have tested it post latest patch so within last three days ...it always shocks me that anyone would use it. It takes up a backpack slot, So how can you use supply backpack this thing take up backpack slot? So no shield or backpack, or jetpack or other fun option you use the backpack your given for more reloads. It's slow to reload. It takes up secondary slot so I cannot carry a (useful) secondary. You asked how a delay thrown cluster is more controlable?...well its predictable it will drop perpendicular to how its thrown and it always strikes the same way. The Airburst sure is aimable but the enemy movement is not always predictable if anything gets in the way of the target it premature detonates and I blow up.... a weapon that harms the user is USELESS! So the only way to combat this is to have high ground and shoot down... this sucks. It already takes up a backpack slot my secondary slot, has long reload time and now I need a certain terain/situation to use it. And you say it kills certain heavies... so does the cluster... with about as much consistency... look it's in the game and your having fun using it that's cool. I'm happy for you... but you got to be real man! You know this thing has MAJOR drawbacks... and for those many MAJOR drawbacks I dont find it useful or fun... and I'm not in the minority opinion for that weapon... there is a reason MOST players dont pick it. (Because it sucks) because let's be real if it were good everyone would be praising it and using it... that's just not the case.
Liked the reduced cooldown (90s) and call-in time (2s) on precision strike, but currently one of the bug planets I'm on has the increased cooldown modifier, so it nullifies that part of the buff. I was getting chased by two chargers, stun grenade them, and threw down a precision strike in between them, destroying them both with time to spare on the stun effect. Would love if it had a 80s cooldown. The call-in is so fast you can practically throw it on a bug breach the moment you see a BT coming up, and you'll most likely get it before it starts moving.
@@Kratos176 Sounds like you were taking it on missions with increased scatter modifier... unfortunately it becomes useless with that. Otherwise, it's very accurate!
@@Creshex8 it’s way worse. It was roughly on the same level before the addition of behemoths and stagger nerf. Now they both do the same thing versus bots, Railgun just does it better. Versus bugs arc is ok dealing with mobs but the addition of the behemoths really killed the arc, now taking like 15 shots.
@@Mr_Big_Head I still can’t fathom anyone seriously saying the railgun is better than the arc thrower. The railgun was my most used weapon when I reached levels where I had everything unlocked. The thing is bad at killing heavily armored enemies it’s actually capable of penetrating. Meanwhile, most enemies it’s considered exceptionally good at killing often have weak points of armor 4, a level where we already have a lot of support weapons with such penetration. But the worst aspect is its incredibly small ammo pool. Most people don’t notice it because the railgun fires so slowly. But look at how many shots it takes to kill heavily armored enemies. You usually go through half or all of your ammo pool to just kill one! But when you compare against the arc thrower, here are the things I noticed once I practiced with the arc thrower: it fires around twice as fast as the railgun on safe mode, up to 4 times faster if using fully charged unsafe shots. It never runs out of ammo. You don’t need to flank or aim at a specific side of an enemy, just fire away. There are no circumstances where I’d want the railgun over another weapon, even the arc thrower. Say the arc thrower is bad, but I think it’s nuts to say it’s far worse than the railgun.
@@Creshex8 first off fire speed is not faster than the railgun in safe mode and only marginally faster when you charge it further. For bots Railgun on safe mode 1 taps everything except gunships, tanks, factory strider and turrets. All those enemies the arc thrower can’t hit or does no damage to. Arc thrower is only better for killing troopers as it take 3-4 shots on a devastator and if your lucky at least 2 on hulk but usually more due to the rng of hitting the eye. Scout striders even take 3-4. It used to have a niche with stun locking hulks but now it’s just garbage versus bots. Versus bugs it doesn’t do anything to titans, sometimes you’ll get lucky and break the side armor but that’s it. Regular chargers take 6-8 shots due to rng, behemoths take like 15. The Railgun can kill a titan in around 15 shots or 2 if hit with a rocket to the head first. The Railgun also 1 taps commanders, spewers and hive guards while the arc thrower takes multiple. The Railgun can kill a regular charger in 3 shots and strip a behemoth leg in 3. Literally the only thing the arc does better is kill chaff but if that’s your goal I would just bring any of the MGs, flamethrower, grenade launcher. Not to mention it also suffers from getting hung up on dead bodies. Both the Railgun and arc need some serious buffs but the arc thrower especially. It has no niche now and is horribly outclassed in chaff clear by every other chaff clear weapon. Even primaries like the blitzer and incendiary breaker are better options
@@Mr_Big_Head >>first off fire speed is not faster than the railgun in safe mode and only marginally faster when you charge it further. No, you forgot to take the time to reload into account. The Railgun can fire a little below half the speed as the Arc Thrower, but that assumes you are perfect with your reload timings. Maybe this wouldn't be as much an issue if the railgun could kill most armored enemies in one shot, but it frequently requires a boatload of ammo to kill the very heavily armored enemies it is capable of penetrating. >>For bots Railgun on safe mode 1 taps everything except gunships, tanks, factory strider and turrets. In other words, the railgun is only good at killing enemies that lower AP support weapons, which have significantly more ammo and better fire rates, already excel at killing. >>All those enemies the arc thrower can’t hit or does no damage to. You think the Arc Thrower can't hurt tanks, factory striders, or turrets???? They certainly can! I do it all the time. Only one enemy you listed cannot be reliably killed with the Arc thrower, the gunship flying too far away. Those have medium 1 armor on its thrusters, so just use a medium penetrating primary. >>Arc thrower is only better for killing troopers as it take 3-4 shots on a devastator and if your lucky at least 2 on hulk but usually more due to the rng of hitting the eye. Scout striders even take 3-4. It used to have a niche with stun locking hulks but now it’s just garbage versus bots. The Arc Thrower is only suboptimal if you are facing single enemies. You will often be taking on scout striders and devastators in groups. The Arc Thrower can damage several simultaneously, all while keeping them stunlocked. >>Versus bugs it doesn’t do anything to titans, sometimes you’ll get lucky and break the side armor but that’s it. You would seriously bring up a titan, when the railgun can't even kill it by dumping half of its ammo into it? >>Regular chargers take 6-8 shots due to rng, behemoths take like 15. You think 6-8 shots to kill a charger is a lot? That is a freaking advertisement for the Arc Thrower! 6-8 shots is nothing, especially for a weapon that rarely misses. When you account for behemoths and titan, remember you are often taking these on with at least one other player. An EAT can miss and hit the wrong spot, leaving these enemies hurt but still alive. The Arc Thrower can actually finish them off, because they can reliably still damage these enemies from any angle. >>The Railgun can kill a titan in around 15 shots or 2 if hit with a rocket to the head first. Again, I don't understand why the constant need for other weapons to "help" the railgun secure kills makes the railgun sound like a robust and reliable weapon. Rockets can already kill titans without any help. >>The Railgun also 1 taps commanders, spewers and hive guards while the arc thrower takes multiple. But the Arc Thrower is going to be staggering them and won't use any ammo. The low ammo is one reason I'd be reluctant to use a railgun against something like a spewer. >>The Railgun can kill a regular charger in 3 shots and strip a behemoth leg in 3. So, in other words, the Railgun can kill a charger in maybe 2 seconds quicker than the Arc Thrower? This makes the Arc thrower sound strong, as it uses no ammo, and can kill that Charger from any angle, and is only has a slightly lower TTK. >> Literally the only thing the arc does better is kill chaff but if that’s your goal I would just bring any of the MGs, flamethrower, grenade launcher. Not to mention it also suffers from getting hung up on dead bodies. Nope. It sounds like among the bugs, the Behemoths and Titans are the only enemies that the Arc Thrower cannot kill in a timely manner. It's good at killing literally everything else. The railgun I wouldn't want to use on most bugs, due to its absurdly low ammo pool when fighting swarms, and multiple required shots to finish the heavily armored enemies. >>Both the Railgun and arc need some serious buffs but the arc thrower especially. It has no niche now and is horribly outclassed in chaff clear by every other chaff clear weapon. You are trying to prioritize the Arc Thrower as a chaff clearing weapon, when this is a weapon that can damage every enemy in the game. If the Stalwart and other low AP weapons didn't at least clear chaff better than the Arc Thrower, the Arc Thrower would be much too powerful. And yet, the Arc Thrower is a GREAT chaff clearing weapon, for the mere fact that it never ever needs ammo or reloading. You can fire continuously indefinitely, never stopping to change a magazine or find more ammo. This is why I've seen my kills with this weapon frequently hit first place in many games. But the railgun is an ATROCIOUSLY awful weapon. The stupid thing is below F tier from being so insufferably worthless. Too little ammo to be used on voluminous enemies, takes way too long and too much ammo to work on the heavier enemies, too outclassed by other weapons against medium enemies, and "needs help" to fulfill the very few niches it has. Given your failure to account for the reloading of the railgun, and considering you believe 6-8 Arc Thrower shots to be a lot to kill a Charger, I'm wondering how much you have used either weapon? Try taking the Railgun as your support for several missions, and watch your frustration and annoyance build up to a boiling point. Then grab the Arc Thrower, and just try hate it when you see your kills top the chart of your team.
Had an EAT point blank glance off a behomoths head. Seeing the projectile zoom off to the right had me flabbergasted. Understandable I guess... cause you know the angled armour thing it has... but still, pain in the ass.
Had this happen with a Bile Titan, hit the head only for the rocket to bounce off and head into the sunset. Titans dont even have angled armour on their heads either.
"we are trying to decrease the constant need for anti tank weapons" Constantly spawns behemoth that tanks 2 anti tank shots now... They spawn even more than normal chargers
I think the issue is that any time we'd have previously fought a Bile Titan, that's effectively being traded out for more chargers. So whilst the total "budget" for heavy spawns is actually 30% lower, the end result is that we're fighting a lot more chargers. And with many of those chargers being the Behemoths, which we can't just quickly remove with a single AT shot like normal, it's resulting in all combats turning into chaotic bullfights. Once the issue with falloff messing up leg shots is fixed, this should become a decent amount more manageable, but the overall spawn rates might still need work.
How are they saying that they’re pushing variety of builds but at the same time adding gunship patrols and charger behemoths for the update. Can’t they just let us have fun? Would they died if they don’t nerf us somehow every patch?
I've really been enjoying the gunship patrols. You can usually see them off in the distance and set up to take them down (I run shield generator and its fantastic at letting the team line up shots)
@@RainAndRay They’re a cool addition for sure, but forced you to pick a selective few stratagems to deal with them effectively. They need to give us more tools for anti air/armor before adding stuffs like this.
For me its still pointless to take anything except flamethrowers on bugs so nothings really changed, no matter if that Behemoth or normal charger, 3 sec with FT and its dead
@@Soleprofit559 yeah, I guess. Railgun is also good (can handle everything), but honestly not so fun having to reload every shot when you need to kill multiple things
@@Soleprofit559autocannon is super good too imo. 3 shots in the ass, charger gone. Easily doable with stun nades or if they bump in a wall. Honestly just juking works too
@@GameFuMaster the railgun is not good, it just exists as an option. Like saying, you could put your balls in a blender and get a free cake, or alternatively sniff this nice flower and get the same free cake. You can get the cake through both options, but one is not good.
It's just an unintended oversight. The leg having the EXACT same hp as the AT weapons do damage, makes it plenty obvious that we're still *supposed* to be able to one-shot the legs. The slower reload speed has already been fixed and restored to it's normal speed.
The clusters last shot is a bug from the Ship modules. It never did that before the upgrade but now it seems that it lands out of the typical area the others land in.
Arc thrower should have a secondary fire where you shoot an enemy with a spike rod or something. 1 round before reloading, high armor penetration, low damage. Then your normal shocks will auto aim for the spot you shot with the spike rod earlier.
Ikr. I do not understand why rocket/EAT type weapons exist in the first place, other than the Spear. They are so redundant and just don't provide much value. (Unless you make all of them 1 shot bile titans, then we are talking). Oh, too OP? Really?
@@LaserTractor My brother, you only have three shots and you have to aim at the enemy's head in perfect time. Why does that seem to be a problem with Spear having *too much power* ?
Okay, what was that brainfart moment of shooting the armor, having the blue streaks indicating ricocheting shots, and the deflection HUD pop up flashing multiple times on screen and going "Am I missing?" XD
That cluster bomb behaviour is like the real life case where 2 or more bomblets crash into each other and didn't explode only to explode later on when someone found it and fumbles with it lol
Yeah nobody bothers to bring up the Flamethrower being OP. Meanwhile 4 shots with a knife, "ITS AN EXPLOIT!" 90% of folks either a) think everything else is awesome b) imbeciles
Btw AC strat to kill charges can be applied to other guns. That's how I kill them while using max firerate stalwart, takes about 20-25% of the mag(or close to that). Great video tho, I especially love the strats list above.
The face armor on Behemoths is WEIRD in the sense that I am pretty sure their horn makes AT weapons and such do much less damage because the impact is so far away from the "head" hitbox. Even before they got tankier I have had instances where a DIRECT HIT with a 500kg did not kill them, 500kg bomb literally sticking out from its head/horn and it somehow tanks both the impact of the bomb + explosion. And yeah all of those were me testing things so I was solo "on my own server" meaning it should not be some latency shenanigans. I suspect this is for example why the Railgun seem to struggle with shooting the head, the armored horn thing on their heads just seem to soak crazy amounts of damage.
Idk why the railgun is so lackluster. It should just do insanely high armor piercing and do similar dps as the AMR. Presumably a charger behemoth is just an up armored charger, I got no clue why the railgun takes more shots
Their back legs can be oneshot with antitanks, and you can oneshot the front legs if you are walking forward (and quite close) to cancel the damage fall off.
For sure intentional. No way they can do this many accidents since release.. they are just doing PR statements to make it seem like it was unintended... if it truly was, then why take another 1-2 months to revert numbers lol
@@someone-ji2zb Agreed. If the nerf to anti-tank weapons was unintentional, and it's just a single digit damage breakpoint issue, then push out an emergency bugfix patch where you increase the damage of all the anti-tank weapons by 5 damage points to fix the issue, without affecting anything else. If your development team can't take a pre-existing build and increase a single number on three guns without breaking the entire game, you need to strongly consider firing several members of the development team and the management team that can't deliver the world's most simple bugfix in a reasonable time frame.
Railgun is officially great for bugs. It one shots Hive guardians, Brood Commanders, and Spewers plus it only takes 2 shots to strip charger leg armor and 3 shots to strip the leg armor from a behemoth. It's a perfect "medium enemy" destroyer. You take the breaker incendiary to obliterate the chaff (scavs, warriors, hunters) and then the railgun makes short work of the spewers, broods, guardians. You take the grenade pistol to close bug holes. You take stun grenades to immobilize chargers so you can railgun them down as well. Then the only thing you have to worry about is bile titans which you can pretty reliably kill with the 500kg (which can also be used to kill chaff or medium enemies if the situation gets hairy enough).
Get Arrowhead to make powerpoint presentation and you will have 3 slides missing, 2 slides will crash your PC if you click on them during retrograde Mercury near the midnight on second tuesday of March, 6 slides will be fun and creative, 3 slides will require you to use strictly keyboard to go through them, 4 slides will be there because it was inside joke and 1 slide will be there "unintentionally" Well You've got the idea😂
I heard from two creators that back legs of behemoth has 600 hp, front has 650. Also heard that the break points happen because of velocity and fall off. They found that you can increase the damage on things like the EAT and recoiless by moving forward, sprinting forward or diving forward while shooting. They found better damage break points on behemoths by aiming at back legs and W shift . Eravin and thicc and crazyp are the sources. I guess every weapon (maybe not lasers) lose 1 damage the moment it leaves the barrel.
It is the dumb fallout damage with a minimum of 1 for most weapons. It is really just a dumb mechanic because tuning weapon damage requires you to instinctively know this. Thats why the diligence sucks because it loses 1 dmg as it leaves the barrel and cannot one shot devastators in the head. Arrowhead overcomplicated themselves into a corner and unless you can remember that while tuning weapons with the more complex damage system than most games, then you cannot effectively tune weapons properly.
I dont understand arrowhead, they give us buffs to make the game less oppressive and yet they make it more oppressive with another anti tank sink. We just don't have enough good anti tank ffs. They fight meta by making everything but 1 weapon useless. Right now you go flamethrower against bugs or you stay home, charger behemoth makes quasar, eat and recoiless pointless
@@jakeshively5092 Even if you have 1 million options you can only bring one, or two maybe if you talking about the eat, but they all are ineffective. Need 2 quasar shots to the head to kill a behemoth charger? That's 30 seconds just for the cooldown, make it 40 for the time it takes to actually charge the thing. If you have 3 chargers on your ass, that's 2 minutes just to kill those and that is best case scenario. Why take a quasar/recoiless/eat when you can just kill them in 3 seconds with stun grenade + flamethrower? What's the point of anything other than flamethrower? I'm not asking for the flamethrower to be nerfed, i'm asking for decent anti tank options. No matter the number of options we have, if they are all trash what's the point?
@@CozySER Only 2 headshots? The thing needs 15 seconds to cooldown between shots. And 3 seconds to charge up. If you don't miss and don't waste a moment that's 21 seconds to kill one charger behemoth. And they rarely come alone.
Can't say for certain against the behemoth variant, but I know shooting the back of the normal charger with the AMR is not the way to use it. The way to take a charger out with the AMR, is to stun them, get point blank facing the back of the leg, and if your barrel is stuffed in their leg, it's a 3-4 shot. Way more ammo efficient, no waiting for the charger to bleed out, the only problem is it's finicky and requires some experience to learn the placement. I don't wanna just make a claim like the comment you pointed out in the video and not put money where my mouth is, if you'd like I'd be happy to get several clips to share with you, or even hop in game and show you firsthand. Love the videos though and appreciate the work you put into sharing pertinent information and not wasting time explaining every detail that doesn't really apply or have a use
This is gold advice. I am eager to test it out myself. As an AMR lover, I am disappointed when it comes to bugs. But at least I now I have a reason to use it.
That was the smoothest ad transition I've ever seen 😂 Looks like the Flamethrower and Quasar are the best options rn for Support Weapons, maybe Spear if you can scrounge ammo. Railcannon Strike not ideal for many of these bastards but still annihilates them, good to know. The Rocket Pods are straight up like praying to RNGesus, I sometimes get lucky and strip a leg's armour, sometimes it just damages the back. Either way I still use it just for having 3 of them before cooldown. Great vid man, much appreciated. Also at 5:21 I think he was rather enjoying that 🍑
Arc thrower is definitely bad, but I like to use it on bugs a lot. I run stuns and precision strike to take care of chargers, and 500kg for Bile Titans. You basically have to devote your whole loadout into heavy killing, but arc thrower can take care of all med enemies pretty well. Great for spewers, brood commanders, and hive guards. It def could use a buff though. Was very sad to see no arc thrower love in the patch, and more behemoths which it is terrible against. If they make it do extra damage to chargers like kill them consistently in 4-5 shots it would be solid honestly. Still not great for bots unless they bring back stunning hulks.
I used to use the Recoilless all the time. I'm almost convinced they were trying to get rid of the reload cancel tech people were doing, but they fucked up hard and decided to try and cover it up by calling the results "unintentional." Don't understand what spaghetti code shenanigans are going on to mess up the damage for it and the anti-tank.
It makes me sad Arrowhead just happens to keep nerfing the weapons I like the most either through intentional and unnecessary nerfs or through unintended circumstances due to utter incompetence.
for the laser cannon, against bugs, I've found it has a really good niche in taking out medium sized enemies. It pretty much blaps their head in a milisecond if you have good aim. It relies a ton on hitting weak spots. Against chargers it's god awful though.
If two people take Recoilless you can boost each other's reload speed significantly with team reloads. Same works with autocannon, but I wouldn't advise taking autocannon against bugs usually. Recoilless should honestly strip legs in one hit, but don't sleep on it for team strats because the combined firerate of two recoilless team reloading eachother is some brutal burst damage, especially if you've got a resupply ready. If your playstyle is run and gun and you need to down the Conga line of titans and chargers that have formed behind you, tossing a resupply, maybe a sentry, and turning and burning them down with coordinated recoilless fire is stunningly effective. For best results, combine with an incendiary bombing run to clear the chaff from said conga line. EMP mortars, Mortars, and Rocket sentries are all valid compliments.
Don't mind to have tougher enemies, but they are everywhere, I think the spawnrates are just glitched atm sometimes. I think they should have made the model larger, too. It's not marginally tougher than a charger it's like twice as tough, it should be larger. Before they talked about it in this patch I honestly didn't notice it was a different kind of charger at all, I thought it just looked different.
the thing thats making me laugh extra hard, is the fact that the throwing knife can kill the charger faster than a majority of what was tested in this video lol
Stun nades + Breaker Incindiary can blow the wagon faster than literally everything here except for the flamethrower.
@@SourDonut99 the HMG is faster I think
@@SourDonut99wdym, where do you need to shoot with the incendiary??
@@mihealkheel8915wagon = soft exposed part of the charger = their back end
@@vince77-z27 The bUg BoOtY
1 shot with arc thrower - Kill team mates and have them land on charger.
Lmao
Your name being TeslaStrike makes this already funny comment 10x funnier.
Lol I literally did this with a bile titan, but unintentionally
The new knife can 4 tap all chargers if you hit the same leg....dont tell the devs
(Just to clarify for some. Im not saying its good I wish it was way more powerful. Just stating that it can infact kill chargers.)
Will be fixed in the hotfix on tuesday! Keep on diving!
I can barely hit a stationary robot with the throwing knives. AR doesn't know how do aiming system.
@@samuelju2 Skill issue it
@@samuelju2 eh that one might be on you chief I can hit the knifes more less fine
@samuelju2 the aiming system is quite unique but shooting bugs that are right in your face is difficult, the bullets always miss when I shoot them in point blank range, besides that, I'm too low level and low on super credits to test the knife 😭
I like that behemoths were added to the higher difficulty enemy line up, but making them replace 90% of regular charger spawns is beyond dumb. It also goes against their stated intention of making more loadout options worth taking.
Well yes, but actually, no.
Before addition of behemoths and tuning down bile titan spawns: EAT, Quasar, and Recoilless reign supreme, everything else is cope.
After addition of behemoths and decreased bile titan spawns: Flamethrower top tier, followed by Spear, Quasar, mechs, and Railgun.
Other than Quasar, that's a complete remix of the 'meta'
@@Larknok1 And EAT and RR now suck because they suck against behemoths, and behemoths have almost completely replaced regular chargers. It's not a good change as it currently stands. If they get buffed to start stripping behemoth leg armor in one shot then it would be okay I guess.
@@Larknok1meta did not get remixed. everyone I’ve seen (lvl 60+) still uses the same equipment and loadouts with the exception of Gatling/ strafing runs. saw one guy use the railgun for a bit, died then left.
Now it's flamethrower or suffer...
@@aaronhumphrey3514 EATS and RR sucking against Behemoths is probably unintended because there is a drop off thing going on where damage fall off makes it just drop below the charges leg health but you can counteract the damage fall off by walking forward while shooting.
Rocket damage 650
Front leg health 650
Drop off makes the rocket do 649 damage
2 rockets required.
The anti tank rockets all do 1 less damage than required to pop the leg armor unless you walk forward while firing
If this is actually true I'm gonna shit bricks, and with all the jank in the game it sounds believable enough.
Edit: it's true. As a side note, you only need to do this for front legs, it doesn't matter if you move or not for rear legs.
Just tried this out. It's true. WTF!!!
lmao, they count the momentum as well? bruh
Lmao what the fuck
?????? I’ll try this istfg if it works
The sentries frustrate me because, even with the durability increase, they're still so squishy. You'd _think_ that's to incentivize you to put them on high ground, but they just bounce off any rock columns where they'd ACTUALLY be safe.
Thanks arrowhead for removing any viable strategies
the bounce thing is so annoying. Sometimes you get a really good turret placement. Other times it will randomly bounce into a crevice ...
It's the worst too cuz good turret placement is so rewarding and those times they bounce off is so f'ing infuriating
Arc Thrower is the weapon of all time
It went from having 50m range, Fast .5 rapid fire on 1 second full charge and could reliably kill heavies.
To then having 35m, 1 second per charge and a stagger that could stagger hulks?
AND THEN it got nerfed further and couldnt stagger hulks and now theres the behemoth that it does terribly vs, AND 2 new flying enemies it cant hit because of its range nerf.
Not to mention it tends to have some major jank.
Im 100% certain Arrow Head has no idea wtf they want this weapon to be.
They don’t want it to be good clearly 😂
We could start with a flat +50% dmg on most weapons/stratagems and add +50/100% spawn rate, but you know we gotta have the PS bros in mind or else there machine will burn.
They want it to be in the trash bin...
Yep... it was my favourite too. It's not like it didn't require skill to use, between being temperamental whether it wanted to shoot and the timing required to fire faster. Now all of the problems it had are much more glaring and make it so much worse to use.
It can't even hit shriekers within range btw, the lightning will come out but they will survive somehow.
It should at least be noted that the Arc Throwers stagger was never nerfed, it was just that the Hulk had it's stagger resistance increased. It used to be possible to chain stagger the Hulk with a variety of weapons that really shouldn't have been able to, such as the Dominator. The Arc Thrower staggering the hulk did feel reasonable though, so it's a shame it lost that.
I'm normally someone who's very critical of all the people demanding buffs, but I do feel like the Arc thrower should have it's range restored, and receive a damage buff. And so long as it didn't do anything crazy, boosting it's stagger further could give it a nice identity too. It might not kill hulks or chargers any time soon, but the ability to chain stun would give it some worthwhile teamwork value.
hey guys we nerfed charger spawn rate! *ADDS FUCKING 2000% BEHEMOTH SPAWN RATE*.
Man I dropped in and instantly felt lied to and betrayed once again. I thought we wouldn't need anti tank as much but now it's more needed then ever.
@@onhillsgaming Actually, it's worse.
You need anti tank AND flamethrower.
@@onhillsgamingThank Alexus, Bringer of Balance for that one.
@@jacktheripper7935i just play flamethrower and railgun strike. kills every bug with ease
@minecraftprovie5076 railgun strike is nice but has a way too long CD.
I prefer 500kg or orbital precise strike.
"There's gonna be less heavies because we feel we need to ease the pressure on players with bringing 5kilotons of anti tank weapons"
*Behe Charger : HOLD MY WILBEER*
The behemoth chargers design is soooo sick
yeah except its a heavier armored unit, but somehow seems to move and run faster than regular chargers and do feints and shit, also, movement is just straight up jank sometimes, they will stop on their tracks and all of a sudden move like 10 meters further with no animation cue, yeah they look cool and shit but currently it fucking sucks to fight them
@@queweamiraitantofeoculiao5826 i never have a problem dodging any charger unless i completely dont see them coming. Theyre mobile but it makes sense, theyre huge and insanely strong. But if they come at you youll always be just a bit more maneuverable than them and be able to run to the side and get out of their way
Arrowhead needs testing support from the divers. There are too many "hidden changes" and outright bugs in each release. They ought to create an open beta release, call it VR Training or something.
We are playing the open beta release, only costs 50 CAD to get into.
Just like how the 7 days to die 1.0 release coming out is actually just Alpha 24 but it needs to be sold on the PS5 store so they have to pretend its a finished game.
@@dozer1431that’s where you’re wrong buddy! Arrowhead doesn’t listen to criticism! 🤓📈
Arrowhead is an indie company. Less than 100 employees. People being delusional about how many people work there and talking about "balancing team", "PR team", etc without even knowing those "teams" are just one person 😂.
They do test their patches, but dont expect a team of 200 people testing their game. Its most likely 1 or 2 guys, the guys same that coded the changes in the patch 😂.
Or you know, a testing branch like most games do in Steam? Oh that's right, this is still technically a console game! XD shit give us a cape for doing the test and we will be there!
@chettonex Owned by Sony, financed by Sony, 100+ employees is Not indie. I wish folks would stop gaslighting for Arrowhead, it's sad.
Want to know something unfortunate? On the patch notes in the "Known Issues" section, it's listed that the Chargers butt doesn't take damage from explosions currently. Once they fix that, I feel like a number of the support weapons and stratagems will be more viable.
what???
lol just had to read that because it seems to SOMETIMES do it, just not consistantly.
Anti-personal mines are the strangest offenders. Dealing 350 explosive damage I've both killed a charger by running them through the field (like 3 times), and I've virtually zero damage doing the same other times.
Would be amazing if this got fixed and 5-7 mines could reliably knock out a behemoth's butt (or severely weaken it).
Dear Reccoilless rifle. It really was a blast, I will miss you. We'll se again when you will one shot behemoth.
2 shot would be fair. Just like bile titans. 1 shot for chargers. 2 for Behemoth. Thats fair and balanced.
@@hellogoodbye388 not when behemoths replace almost all chargers and there are 5 of them on your ass at once and almost always atleast 2. Thats not fair and balanced.
@@fire_drake12.arc.24 perhaps but it's a hard difficulty. If I can solo it then you can manage with friends. Remember impossible difficulty is supposed to be insane. You are supposed to die. We are the baddies. Yes they need better balance. Good luck
Don't forget the 8 second reload now
@@fire_drake12.arc.24 that's fair on level 9 but anything lower should be 1 shot or spawn less of them on lower levels even at level 6 and 7.
honest take: i keep playing HD2 because ohdough keeps making this super helpfull info vids that ease the constant all over the place changes.
IKR. Meanwhile you have 90% of "folks" (maybe they are just bots) yapping about how everything is so great against everything and life is so good after the patch. 4 shots with a knife? "EXPLOIT" 2 seconds with a Flamethrower? * crickets, cuz nobody uses them.
LMAO imagine flamethrower gets even more buff because nobody uses them.
0:21
"Yeah dude you just have to hit the Charger while it's in an animation because that totally changes things, you're wrong"
Honestly just as nauseating as those skull indented crayon eaters who said "skill issue" after the railgun got nerfed.
Didn’t the bile titans used to be tankier while in their spewing animation? Haven’t played in a while
@@jpbakes9152 bile titan heads still take inconsistent dmg. been that way for a long ass time now. It's just finally been acknowledged in the patch as a known issue.
Isn't that literally what he did shortly after with the autocannon though? shot it in the back leg after it finished it's charging animation, and it died real fast. I've just heard something about we get a damage buff once it's finished it's charge, etc.
@@Roobotics It's a glitch where the leg armor isn't applying properly. The devs acknowledged it but decided to leave it in the game for whatever reason.
People are unbelievably braindead, if a weapon sucks ass and is not fun their reply is always "git gud" or "skill issue". It's not about skill it's that the guns suck and it's not fun to play, I can use meta and clear lvl 9s with ease but I wanna have fun and have variety.
Before new patch Arc Thrower could be argued to be similar to flamethrower: it has stagger and more range, but also has melee no-no zone and less damage vs chargers. But now with Behemoth chargers, its over. And it appears that there are more chargers and less titans now, so even less reason to bring arc.
I like it for crowd clear though I only play with friends over discord, so anti armor is handled by someone else in the group. And even then I'd argue that the blitzer is a better choice for crowd control, even though the range is rather limited.
Arc Thrower is better to kill chaff enemies than the Flamethrower, I think that the Arc Thrower never should yave had the power to kill big enemies like it did, but to have more power to kill smaller enemies, like having more range or hiting more enemies in a chain
@@muglokdecrepitus1301I think you underestimate the power of electricity
@@muglokdecrepitus1301 that would be nightmare for teammate, if ark get more range and more chain
@@SiraWong-kn6qi Not really, you just have to not aim to the direction of your allies, that is what you already do if you are playing correctly
I have never wished this for anyone, but I feel that Alexus should be removed from Helldiver.
Arc thrower is still one of my favorite all time weapons, but even I’ll admit it’s in a suboptimal state
Bro fr, I love the arc but as you said unfortunately it’s in a sad state right now. I just want my good arc thrower back :/
I started using it after I got the circuitry upgrade module. Even though its damage isn't greatt against a lot of enemies, it does stagger enough to buy me time. It is no where near as bad as the railgun, which was the weapon I used the most before. I'd rather take a flamethrower against the bots before I'd take a railgun for any reason.
Something ive noticed with chargers these last few patches is that when the charger misses and does a specific slide animation, its leg armor would just randomly go from like armor value 5 to 0, letting you kill it fast with any weapon....as long as you dodge the charge that is if yall want i can post up proof for those who'd want it
Yeah, other people call that the charger bug - it's been in-game since release.
@@darksaiyan2006it is the charger bug, which devs have acknowledged on discord.
Been like that since release and I think it's moronic that every man and his dog recommended it as The Way to kill chargers.
This video for example, he uses it as the only way to kill using the auto cannon, but he doesn't bother abusing it when using the amr. At least be consistent and always abuse it or never do.
How the hell did the Arc Thrower go from one of the best weapons for handling bugs, to maybe the absolute worst thing you could possibly pick for literally anything? This is actually insane. Honestly, they really need to just revert the changes on that weapon.
Cause it was good. A common trend for the good weapons in the game.
Its in a seriously rough spot right now. Its a complete no go for bots and not that great for bugs anymore either. Do you think they even thought about the arc thrower before they added all the behemoths?
Flamethrower is still the best. With that and 500kg, you have all you need to kill everything you come across with the bugs
Agreed wish we had more fun primary tho
So much for load out variety
Bring Gas strike, Napalm and Stun Nade (or flame) + Engineer armor. Watch them numbers fly. Got 700 kills last night with a 112 killstreak at extraction.
You're pretty spot on, I just wanted to mention one other thing about the autocannon vs chargers.
It can't take them from the front, which limmits viability, but it's not reliant on the armor removing slide, you can blow the rear end off a charger in only 5-6 shots to disable their charge and make em' bleed out soon enough.
Given how fast it can top-up reload, this does give the autocannon the ability to chain charger kills one by one fairly quickly, since it can discharge those 5-6 shots in about 2 seconds. Dive, spin around, unload, then get up, works well if you have a moment before being swarmed, like the charger running ahead of a pack.
Quasar loses 1 damage if you walk backwards while firing, making it not one shot behemoth leg armor
With EAT/recoilless, you have to walk forwards to get your missing 1 damage back to get the one shot
Not sure if this game's cooking or is cooked anymore
You crash when change audio settings on ps5
Recoiless SOMEHOW reloads slower after patch
What kind of code they have?
Trying to guess what's gonna be the next bug. Maybe "You lose hp when standing still for more than 10 seconds on planet with vegetation level more than 62%"?
Game's chalked...
@@LaserTractorliterally any game is like this (check out TF2's source code leaks, and the code comments there.) Coding a video game is a nightmare, especially one as compex as helldivers with a whole bunch of people working on it.
its definitely not cooked, still a damn blast to play. Theyre gonna keep workiong on it and getting things in order just like everyone in youtube pcomments will keep complaining about it
@@FinnishArsonist thank you. It's a small team that can only work so many hours a week to get shit done. But ppl are gonna bitch and moan ab out things out of their control no matter what that's just who we are
Dude casually summoned the spirit of lifeline in my brain with that "Mozambique here"
I LOVE that "MY LEG" at 10:20
Going from serious explaining to full silly for a sec is just the funniest
Suggestions for the dev for more fun Chargers
1. Make the base charger's legs have Armor value of 4. This makes AMR, Autocannon, HMG able to strip the leg armor. Increases viable weapons vs bugs on lower difficulties.
2. Instead of higher health, make the behemoth have higher armor values. This makes the above weapons no longer able to strip leg armor (Forces you to change strategy vs just bullet sponge). This also an indirect way of buffing the Railgun as it is now the only non backpack support weapon that can kill normal chargers and behemoths in the same way with the same amount of shots.
7. Long range weapons (DMR, snipers, AMR) feels underwhelming. Give them more utility:
7.a. Give the Diligence the counter sniper's damage and armor penetration, now we have a reason to use it vs assault rifles: the armor pen + one shot devastators.
7.b. Make the counter sniper's armor pen to level 4 (damage needs no change), this allows them to deal with medium armored enemies with ease (no 50% damage reduction) and gives players a reason to pick this over the Jar Dominator (stun + high dmg vs the utility of armor pen 4). If change no.1 is implemented, this gives players even more tools to deal with normal chargers as the counter sniper is now able to strip and kill the leg (even if you need lots of ammo to do it).
7.c. Make the AMR have armor pen of 5. This increases the player fantasy of a proper Anti-Materiel rifle, capable of punching through heavy armor. This add more differentiator vs the auto cannon as now the AMR can deal with more enemies in more ways as it can now deal with problems from the front (even if it takes more ammo).
Arrowhead: " Thank you for this feedback. After Reading it, we've given all heavy enemies armor level 9. All weapons do 4 extra damage and armor penetration value of 4 at maximum. We believe the player base will agree that these changes were required to fall in line with our design philosophy."
Im curious what happened to points 3-6 lol. Also the railgun change is seems to enforce a meta since behemoth chargers are much more common in higher difficulties than normal chargers, especially considering ease of use.
@@FiendLuckless it's on another video, the one where oh dough mentions the game getting harder with the new patch
@@PvtPrivate interesting choice to seperate em but I respect it
I like you, and i only read first 1
Laser Cannon is really a bot weapon. I mainly use it to pop Hulks and Gunships, and it can also take out Tanks and Cannon Towers if you can get behind them. It isn't so good on bugs as bugs are generally most armored on their vitals, making the Laser unable to kill them without the big enemies being softened.
I feel bots are generally easier to build for. Railgun still found some use with bots because it can 1 shot hulks, Spear being able to target cannons and fabricators, SMGs 2 tapping devastators/HMG dealing with heavies pretty quickly. The main issue I have is certain environments have little to no cover and the only call in cover you have is the ballistic shield since the smokes dont work.
@@FiendLuckless In some ways? Yeah. Bugs have the additional complication of having multiple variant modifiers, which means you might run into a different set of enemies than you'd expect. Bots are mostly more consistent (I do periodically see specific enemy types spawn in way more often on some missions than others), but they are also assholes if you don't have the advantage of solid cover. It is why having things like the ballistic shield or shield relay are super good on them. Another tidbit that helps is that bots tend to struggle with their aim if you are putting down suppressive fire, and generally get their best aim if you are on the run.
@@jimboanimations4041 Yeah, but even with suppresive fire theyre a bit TOO accurate from a distance IMO
@@FiendLuckless I think the average Troopers and Hulks are fine enough. Those Devastators can burn in hell however.
Behemoth charger is all about damage breakpoints (for front legs anyway). Quick pre-explanation of hidden damage drop-off in HD2: Projectile travel reduces damage, decimal values are rounded down, momentum (when firing) can increase or decrease projectile damage. If you stay still and fire you always do 1 less damage due to drop-off and rounding, for weapons that have exactly enough damage to strip legs they now are 1 short. If the target is close enough you can just walk forward, at greater distances you may have to fire while diving forward, as long as the momentum bonus is larger than the damage drop-off losses you will strip the legs in 1 shot even for behemoths.
There's a similar situation with the Verdict and devastator heads, same fix too so the damage drop-off, rounding, and momentum seemingly affect all damaging projectiles
Arrowhead: we regretted adding the head weakpoint to chargers, making them too easy to kill. Let's add Behemoth to fix it.
Behemoths have always been in the game
3:50 hey Dough, a few guys on the HD Official Discord just found out that the reason why EATs/RR cant strip leg armor in one shot is because of 1pt of damage fall-off due to velocity. At close range, when you walk forward while shooting EATs/RR rockets, it manages to one-shot strip the leg armor. As a funny side-note, if you walk BACKWARDS while shooting the QC, it barely loses enough damage to strip the leg armor.
I think this would make an interesting follow-up video.
That is so dumb and proves they continue to not test things properly.
I found out that if you ever mention OhDough in HD official Discord. People will blast you with "OhDough is clickbait, that guy only plays solo".
LMAO. Meanwhile they just keep yapping how everything is so good now. And spread lies.
I tested further, and the "walk forward" tech lets you one-shot kill behemoth chargers when you shoot the rear butt plates!
@@onhillsgaming More than anything, I think this proves that their damage/ballistics formulas are extremely overcomplicated/overdesigned for what they actually need to do.
There are so many systems in this game (The player health/armor/wound system is another) that feel like they were built just because some autistic designer thought it would be "neat" and detailed, and never even considered what the desired design and gameplay impact should be.
Now, after making contact with reality, these systems are making it near-impossible to balance the game, because all their metrics for the game are a convoluted mess that's impossible to visualize (e.g. something as simple as "how much damage an enemy deals" is dependent on like 5 different variables where some are situational or outright random), every numerical value has a spider's web of hidden interdependent values (e.g. a weapon's damage is actually composed of normal damage, durable damage and armor penetration, and is also affected by damage falloff and impact angles and arbitrary enemy resistances), and even the simplest changes have unintended knock-on effects that noone seems to anticipate (e.g. how fixing the automatons firing their guns at impossible angles also made them more accurate).
Luckily, it's fixable, and probably even easily. It's just that it will involve one of the bitterest pills any software designer will face in their career: "Yeah, you know this system that we spent months/years of development time on? Turns out it actually harms functionality in practice - Delete it, and replace it with the dumb and simple implementation that can be engineered in a few days".
There's a new bug (unless it's deliberate). perfect on Behemoths. For some reason, when you shooting a bazooka at the same time walk forward or jumping, the damage is higher. And they rip the armour off his leg in one shot
It's not a bug, it's just they have a stupid damage model where your bullets are affects by the speed you're moving as you fire. It's only come up now because Behemoth legs now have the exact same HP as QC/RR/EAT do damage (650), so one damage either way is the difference between breaking the leg in one or 2 shots.
The arc thrower was one of the only things they accidentally implemented in the game as a balanced weapon. It had some problems and still has those problems. But it was a fun weapon. Then they had to mess with it, instead of addressing the glitch related to it. Now it’s almost at the tier of break action shotgun.
It's still decent against bugs, but with behemoths running around everywhere, it's kinda a bad choice now. Either way, they should have just reverted it back to how it was...
Fun fact, charger behemoths and hulk obliterators, prior to this patch, would only be present on missions where the objective is to destroy them, and on evacuate civilians mission at the evacuation zone. I don't believe they changed the obliterator spawning however.
Kinda funny how before the patch the breaker incin and flamethrower were already the two best weapons against bugs. Now after the update, they became EVEN STRONGERER? This is a certified loadout variety moment
so they added a buffed version of the charger to compensate the "buff" they gave to weapon, that's crazy
They barely even buffed any weapons as well...
@@LordVader69420 yeah but if i say that the last patch was objectively not that great, people will get angry at me.
@@LordVader69420 I swear nothing will ever make you people happy will it.
Hands down the best video guide after Patch 1.000.400. AKA. The behemoth patch.
I’m convinced the devs hate the arc thrower. I’m an arc thrower SHILL so I’ll keep using it, but they just keep nerfing it 😅. Lower range, lower fire rate, worse targeting than it had in March, can’t stun hulks, takes too long against all elites, and now Behemoths replaced regular chargers so it’s bad against those too! What the hell man.
Such a fun weapon to use, too, probably my favorite. Nothing better than zapping some bugs ✌️
I love how dough just smiled at the orbital precision strike and moved on LOL
the devs now know to nerf flamthrower and patriot
Please Alexus i will play Hello Neighbor just dont nerf the FT
god i hope the previous CEO will stop them from doing so.
@@FiendLucklesswhatchu know about that game lol memories
@@kodyking3090 I didnt get to pkay too much of the first one but loved watching it. Ive heard Alexus was a dev of the 2nd game and kept nerfing/patching things in the game to stop player stratagies. If thats true i will personally go back and play Hello Neighbor 2 and sing praise to save Helldivers 2 from his clutches.
during the height of Malevelon Creek, everyone memed about how bug divers were just havin a good time while bot divers were sweaty tryhards suffering to gain even slight success
i feel like its the opposite nowadays lmao
I rather fight the behemoth chargers than the gunships.
Untill the gunships patrol arrived....
Bot sidewards shooting has been "fixed". Bots are now 90% accurate up to 1km and can and will headshot you with rockets.
@@poom323autocannon claps those fuckers
Not really...We definitely would've gotten those tank mines if 40% of the populace wasn't dicking around on bug planets the whole time.
My only 800+ kill games were using the old arc thrower. The first nerf hurt it bad, but this update to behemoth spawns killed it. Rest in peace my thunder gun friend.
Dude I laughed so hard when you just said, "remove airburst rocket launcher from the game..." Yeah true100% 🤣🤣🤣🤣
Dough even removed his video feed temporarily to show a mic drop effect. 🎉😂
If the goal of patch is to reduce TTK and make things feel less like pea shooters, then Piles (and the dev team) have missed the mark. (Well to give them credit they did remove the AA -1 mod, and the OPS buff was spot on)
But 90% of the other changes just don't make sense.
Hell no, that thing is a barrel of fun. It's a portable pocket clusterbomb strike. Just don't shoot it at heavy armour, since why would anyone expect that to work.
@@UnknownSquid You know what's easier to control takes up just as many slots and dosnt take a backpack spot and does a better job against just about everything heavies included? The ACTUAL cluster bomb! Air burst Rocket is beyond useless!
@@jimman-beard2167 Cluster Bomb takes up your "Eagle slot", which is full of amazing alternatives all competing for that shared cooldown. Every eagle strike you bring beyond the first handicaps your cooldowns.
Clusterbomb can't be reloaded from ammo on the ground or fully loaded from a supply box. Can't be fed near infinite ammo from a supply pack.
Clusterbomb is garbage against heavies, don't pretend it's any better for that. And despite not being intended for it, the Airburst Launcher does still actually kill turrets, tanks and hulks if you hit the weakspot.
And how is a thrown beacon with delay any easier to control than a point and click instant delivery system?
And again, it's FUN. A weapon that instantly deletes huge clusters of enemies on demand, is fun. I have a friend who basically "mains" the thing, and he cackles with glee when he fires it.
I can't help but feel that you used it once during it's buggy release day, and then just never touched it again.
@@UnknownSquid yeah I have tested it post latest patch so within last three days ...it always shocks me that anyone would use it. It takes up a backpack slot, So how can you use supply backpack this thing take up backpack slot? So no shield or backpack, or jetpack or other fun option you use the backpack your given for more reloads. It's slow to reload. It takes up secondary slot so I cannot carry a (useful) secondary. You asked how a delay thrown cluster is more controlable?...well its predictable it will drop perpendicular to how its thrown and it always strikes the same way. The Airburst sure is aimable but the enemy movement is not always predictable if anything gets in the way of the target it premature detonates and I blow up.... a weapon that harms the user is USELESS! So the only way to combat this is to have high ground and shoot down... this sucks. It already takes up a backpack slot my secondary slot, has long reload time and now I need a certain terain/situation to use it. And you say it kills certain heavies... so does the cluster... with about as much consistency... look it's in the game and your having fun using it that's cool. I'm happy for you... but you got to be real man! You know this thing has MAJOR drawbacks... and for those many MAJOR drawbacks I dont find it useful or fun... and I'm not in the minority opinion for that weapon... there is a reason MOST players dont pick it. (Because it sucks) because let's be real if it were good everyone would be praising it and using it... that's just not the case.
Liked the reduced cooldown (90s) and call-in time (2s) on precision strike, but currently one of the bug planets I'm on has the increased cooldown modifier, so it nullifies that part of the buff. I was getting chased by two chargers, stun grenade them, and threw down a precision strike in between them, destroying them both with time to spare on the stun effect. Would love if it had a 80s cooldown. The call-in is so fast you can practically throw it on a bug breach the moment you see a BT coming up, and you'll most likely get it before it starts moving.
Operation modifiers *ARE NOT PLANET BASED* you absolute dipshit, it's OPERATION BASED
*JUST PICK A DIFFERENT OPERATION, NOT A DIFFERENT PLANET*
I was enjoying the buffed p strike until I dropped on a bug world that increases spread and then….
I wanted to like it but after using it 3 times it’s insanely inaccurate dropping nowhere near where I throw the marker at all thing is ass
@@Kratos176 Sounds like you were taking it on missions with increased scatter modifier... unfortunately it becomes useless with that. Otherwise, it's very accurate!
It’s crazy how arc thrower was S-tier and it’s now far worse than Railgun nerf ever was
It's still no where near as bad as the railgun.
@@Creshex8 it’s way worse. It was roughly on the same level before the addition of behemoths and stagger nerf. Now they both do the same thing versus bots, Railgun just does it better.
Versus bugs arc is ok dealing with mobs but the addition of the behemoths really killed the arc, now taking like 15 shots.
@@Mr_Big_Head I still can’t fathom anyone seriously saying the railgun is better than the arc thrower. The railgun was my most used weapon when I reached levels where I had everything unlocked. The thing is bad at killing heavily armored enemies it’s actually capable of penetrating. Meanwhile, most enemies it’s considered exceptionally good at killing often have weak points of armor 4, a level where we already have a lot of support weapons with such penetration. But the worst aspect is its incredibly small ammo pool. Most people don’t notice it because the railgun fires so slowly. But look at how many shots it takes to kill heavily armored enemies. You usually go through half or all of your ammo pool to just kill one!
But when you compare against the arc thrower, here are the things I noticed once I practiced with the arc thrower: it fires around twice as fast as the railgun on safe mode, up to 4 times faster if using fully charged unsafe shots. It never runs out of ammo. You don’t need to flank or aim at a specific side of an enemy, just fire away.
There are no circumstances where I’d want the railgun over another weapon, even the arc thrower. Say the arc thrower is bad, but I think it’s nuts to say it’s far worse than the railgun.
@@Creshex8 first off fire speed is not faster than the railgun in safe mode and only marginally faster when you charge it further. For bots Railgun on safe mode 1 taps everything except gunships, tanks, factory strider and turrets. All those enemies the arc thrower can’t hit or does no damage to. Arc thrower is only better for killing troopers as it take 3-4 shots on a devastator and if your lucky at least 2 on hulk but usually more due to the rng of hitting the eye. Scout striders even take 3-4. It used to have a niche with stun locking hulks but now it’s just garbage versus bots.
Versus bugs it doesn’t do anything to titans, sometimes you’ll get lucky and break the side armor but that’s it. Regular chargers take 6-8 shots due to rng, behemoths take like 15.
The Railgun can kill a titan in around 15 shots or 2 if hit with a rocket to the head first. The Railgun also 1 taps commanders, spewers and hive guards while the arc thrower takes multiple. The Railgun can kill a regular charger in 3 shots and strip a behemoth leg in 3.
Literally the only thing the arc does better is kill chaff but if that’s your goal I would just bring any of the MGs, flamethrower, grenade launcher. Not to mention it also suffers from getting hung up on dead bodies.
Both the Railgun and arc need some serious buffs but the arc thrower especially. It has no niche now and is horribly outclassed in chaff clear by every other chaff clear weapon. Even primaries like the blitzer and incendiary breaker are better options
@@Mr_Big_Head
>>first off fire speed is not faster than the railgun in safe mode and only marginally faster when you charge it further.
No, you forgot to take the time to reload into account. The Railgun can fire a little below half the speed as the Arc Thrower, but that assumes you are perfect with your reload timings. Maybe this wouldn't be as much an issue if the railgun could kill most armored enemies in one shot, but it frequently requires a boatload of ammo to kill the very heavily armored enemies it is capable of penetrating.
>>For bots Railgun on safe mode 1 taps everything except gunships, tanks, factory strider and turrets.
In other words, the railgun is only good at killing enemies that lower AP support weapons, which have significantly more ammo and better fire rates, already excel at killing.
>>All those enemies the arc thrower can’t hit or does no damage to.
You think the Arc Thrower can't hurt tanks, factory striders, or turrets???? They certainly can! I do it all the time. Only one enemy you listed cannot be reliably killed with the Arc thrower, the gunship flying too far away. Those have medium 1 armor on its thrusters, so just use a medium penetrating primary.
>>Arc thrower is only better for killing troopers as it take 3-4 shots on a devastator and if your lucky at least 2 on hulk but usually more due to the rng of hitting the eye. Scout striders even take 3-4. It used to have a niche with stun locking hulks but now it’s just garbage versus bots.
The Arc Thrower is only suboptimal if you are facing single enemies. You will often be taking on scout striders and devastators in groups. The Arc Thrower can damage several simultaneously, all while keeping them stunlocked.
>>Versus bugs it doesn’t do anything to titans, sometimes you’ll get lucky and break the side armor but that’s it.
You would seriously bring up a titan, when the railgun can't even kill it by dumping half of its ammo into it?
>>Regular chargers take 6-8 shots due to rng, behemoths take like 15.
You think 6-8 shots to kill a charger is a lot? That is a freaking advertisement for the Arc Thrower! 6-8 shots is nothing, especially for a weapon that rarely misses. When you account for behemoths and titan, remember you are often taking these on with at least one other player. An EAT can miss and hit the wrong spot, leaving these enemies hurt but still alive. The Arc Thrower can actually finish them off, because they can reliably still damage these enemies from any angle.
>>The Railgun can kill a titan in around 15 shots or 2 if hit with a rocket to the head first.
Again, I don't understand why the constant need for other weapons to "help" the railgun secure kills makes the railgun sound like a robust and reliable weapon. Rockets can already kill titans without any help.
>>The Railgun also 1 taps commanders, spewers and hive guards while the arc thrower takes multiple.
But the Arc Thrower is going to be staggering them and won't use any ammo. The low ammo is one reason I'd be reluctant to use a railgun against something like a spewer.
>>The Railgun can kill a regular charger in 3 shots and strip a behemoth leg in 3.
So, in other words, the Railgun can kill a charger in maybe 2 seconds quicker than the Arc Thrower? This makes the Arc thrower sound strong, as it uses no ammo, and can kill that Charger from any angle, and is only has a slightly lower TTK.
>> Literally the only thing the arc does better is kill chaff but if that’s your goal I would just bring any of the MGs, flamethrower, grenade launcher. Not to mention it also suffers from getting hung up on dead bodies.
Nope. It sounds like among the bugs, the Behemoths and Titans are the only enemies that the Arc Thrower cannot kill in a timely manner. It's good at killing literally everything else. The railgun I wouldn't want to use on most bugs, due to its absurdly low ammo pool when fighting swarms, and multiple required shots to finish the heavily armored enemies.
>>Both the Railgun and arc need some serious buffs but the arc thrower especially. It has no niche now and is horribly outclassed in chaff clear by every other chaff clear weapon.
You are trying to prioritize the Arc Thrower as a chaff clearing weapon, when this is a weapon that can damage every enemy in the game. If the Stalwart and other low AP weapons didn't at least clear chaff better than the Arc Thrower, the Arc Thrower would be much too powerful. And yet, the Arc Thrower is a GREAT chaff clearing weapon, for the mere fact that it never ever needs ammo or reloading. You can fire continuously indefinitely, never stopping to change a magazine or find more ammo. This is why I've seen my kills with this weapon frequently hit first place in many games.
But the railgun is an ATROCIOUSLY awful weapon. The stupid thing is below F tier from being so insufferably worthless. Too little ammo to be used on voluminous enemies, takes way too long and too much ammo to work on the heavier enemies, too outclassed by other weapons against medium enemies, and "needs help" to fulfill the very few niches it has.
Given your failure to account for the reloading of the railgun, and considering you believe 6-8 Arc Thrower shots to be a lot to kill a Charger, I'm wondering how much you have used either weapon? Try taking the Railgun as your support for several missions, and watch your frustration and annoyance build up to a boiling point. Then grab the Arc Thrower, and just try hate it when you see your kills top the chart of your team.
I still use arc thrower for crowd control because it’s unparalleled, but I still bring stuff specifically for chargers and titans
Had an EAT point blank glance off a behomoths head. Seeing the projectile zoom off to the right had me flabbergasted. Understandable I guess... cause you know the angled armour thing it has... but still, pain in the ass.
Same thing happened to me with recoiless this morning, pain
It’s a damn rocket, that’s not how it works at all. What is AH doing
Reminder that in a previous patch they explicitly stated they fixed a bug causing that, and that it should no longer happen. Meanwhile...
Had this happen with a Bile Titan, hit the head only for the rocket to bounce off and head into the sunset. Titans dont even have angled armour on their heads either.
Apparently, you have to be moving forward when you shoot to strip the leg armor in one shot with the rocket launchers. Now that's realistic...
I just had a thought...
Maybe Arrowhead is trolling us to get more motivated to get those Anti-tank mines by throwing these Behemoth assholes at us.
Would be kinda funny
"we are trying to decrease the constant need for anti tank weapons"
Constantly spawns behemoth that tanks 2 anti tank shots now...
They spawn even more than normal chargers
I think the issue is that any time we'd have previously fought a Bile Titan, that's effectively being traded out for more chargers. So whilst the total "budget" for heavy spawns is actually 30% lower, the end result is that we're fighting a lot more chargers. And with many of those chargers being the Behemoths, which we can't just quickly remove with a single AT shot like normal, it's resulting in all combats turning into chaotic bullfights.
Once the issue with falloff messing up leg shots is fixed, this should become a decent amount more manageable, but the overall spawn rates might still need work.
How are they saying that they’re pushing variety of builds but at the same time adding gunship patrols and charger behemoths for the update. Can’t they just let us have fun? Would they died if they don’t nerf us somehow every patch?
gunship patrols are a modifier, but arc thrower is still bad regardless. It needs help.
I've really been enjoying the gunship patrols. You can usually see them off in the distance and set up to take them down (I run shield generator and its fantastic at letting the team line up shots)
@@RainAndRay They’re a cool addition for sure, but forced you to pick a selective few stratagems to deal with them effectively. They need to give us more tools for anti air/armor before adding stuffs like this.
@@Icidulon I guess, but it’s doing the same thing that the minus one stratagem did before hand
@@DatNguyen-wd4tl praying every day for a spear type turret that exclusively targets large enemies and ships 🙏
In the latest patch they did said "large and medium enemies wont get stun easily". So that explained it still moving after stun
Yay! More nerfs!
For me its still pointless to take anything except flamethrowers on bugs so nothings really changed, no matter if that Behemoth or normal charger, 3 sec with FT and its dead
yeah, the change basically made flamethrower even more highly desired because of how ridiculous behemoths are against AT, and how many spawn
Grenade launcher and flamethrowers is the only reliable thing especially when theres bile spewers
@@Soleprofit559 yeah, I guess.
Railgun is also good (can handle everything), but honestly not so fun having to reload every shot when you need to kill multiple things
@@Soleprofit559autocannon is super good too imo. 3 shots in the ass, charger gone. Easily doable with stun nades or if they bump in a wall. Honestly just juking works too
@@GameFuMaster the railgun is not good, it just exists as an option. Like saying, you could put your balls in a blender and get a free cake, or alternatively sniff this nice flower and get the same free cake. You can get the cake through both options, but one is not good.
top part and bottom part of the butt seems to have different damage resistances.
Top part makes some bullets ricochet.
That might be the greatest ad I had the pleasure of missing by just stretching with eyes closed in my life
Love how the guns slowly get bigger and bigger on the ship. I swear I saw a dude with a sickle half the size of his body
RIP Arc thrower. The first iteration was already in a good spot, but now look at it
There goes even more reason for me to play this game, I always picked the recoilless rifle as insurance against chargers, shame it takes 2 now.
It's just an unintended oversight. The leg having the EXACT same hp as the AT weapons do damage, makes it plenty obvious that we're still *supposed* to be able to one-shot the legs.
The slower reload speed has already been fixed and restored to it's normal speed.
The clusters last shot is a bug from the Ship modules. It never did that before the upgrade but now it seems that it lands out of the typical area the others land in.
Arc thrower should have a secondary fire where you shoot an enemy with a spike rod or something. 1 round before reloading, high armor penetration, low damage. Then your normal shocks will auto aim for the spot you shot with the spike rod earlier.
I’m not going to lie that sounds sick
It is wild that Spear, one of the rocket launchers, still manages to one-shot charger by the head which none the other rocket launchers can do.
Wild, right? I think we need it nerfed
Too much power
Spear has always been stronger than the standard AT weapons; it has more penetration and damage. It's also a *missile* launcher, not rocket.
Ikr. I do not understand why rocket/EAT type weapons exist in the first place, other than the Spear. They are so redundant and just don't provide much value. (Unless you make all of them 1 shot bile titans, then we are talking). Oh, too OP? Really?
@@LaserTractor My brother, you only have three shots and you have to aim at the enemy's head in perfect time. Why does that seem to be a problem with Spear having *too much power* ?
@@Thedeafnerd should I write it somewhere that it was sarcasm?
"Consistency? What this word mean?" © Arrowhead
Arcthrower should shoot the lighting to the exact place you AIM and THEN AFTER LIGHTNING'S FIRST HIT, IT RICOCHET TO ENEMIES.
Okay, what was that brainfart moment of shooting the armor, having the blue streaks indicating ricocheting shots, and the deflection HUD pop up flashing multiple times on screen and going "Am I missing?" XD
1:37 this made me lol so hard, people freaking love the gl even though it still kinda sucks
Well time to main Flamenwerfer back for Bugs xD
That cluster bomb behaviour is like the real life case where 2 or more bomblets crash into each other and didn't explode only to explode later on when someone found it and fumbles with it lol
Theres almost no reason not to use the Incendiary Breaker and the Flamethrower against bugs. This game is so unbalanced after all of their "balancing"
Yeah nobody bothers to bring up the Flamethrower being OP. Meanwhile 4 shots with a knife, "ITS AN EXPLOIT!" 90% of folks either
a) think everything else is awesome
b) imbeciles
Btw AC strat to kill charges can be applied to other guns.
That's how I kill them while using max firerate stalwart, takes about 20-25% of the mag(or close to that).
Great video tho, I especially love the strats list above.
The face armor on Behemoths is WEIRD in the sense that I am pretty sure their horn makes AT weapons and such do much less damage because the impact is so far away from the "head" hitbox. Even before they got tankier I have had instances where a DIRECT HIT with a 500kg did not kill them, 500kg bomb literally sticking out from its head/horn and it somehow tanks both the impact of the bomb + explosion.
And yeah all of those were me testing things so I was solo "on my own server" meaning it should not be some latency shenanigans.
I suspect this is for example why the Railgun seem to struggle with shooting the head, the armored horn thing on their heads just seem to soak crazy amounts of damage.
I didn’t even know there were charger variants. I wondered why sometimes charger died at one hit with eat to the head and some didn’t, thanks lol
Idk why the railgun is so lackluster. It should just do insanely high armor piercing and do similar dps as the AMR. Presumably a charger behemoth is just an up armored charger, I got no clue why the railgun takes more shots
Devs said they dont like bullet sponge either....
Their back legs can be oneshot with antitanks, and you can oneshot the front legs if you are walking forward (and quite close) to cancel the damage fall off.
I love the arc thrower vs bugs...
Just not when I have to deal with the new chargers while the rest of my strats are on cooldown.
Half a mag for breaker incendiary 1.5 mags for AMR. Cool I guess
Great vid, thank you, very extensive testing. Laughed when you punched the charger
Apparently if you walk forward it somehow increases your rocket damage so you can one tap leg armor.
I see Dough video, I click. Simple
"OhDough is clickbait" says everyone on Discord. 😮
It got nerfed by accident? Until AH gets rid of Alexus, I will automatically think that every negative impact a patch has was completely intentional.
Hes actually been sneaking things in
For sure intentional. No way they can do this many accidents since release.. they are just doing PR statements to make it seem like it was unintended... if it truly was, then why take another 1-2 months to revert numbers lol
@@someone-ji2zb Agreed. If the nerf to anti-tank weapons was unintentional, and it's just a single digit damage breakpoint issue, then push out an emergency bugfix patch where you increase the damage of all the anti-tank weapons by 5 damage points to fix the issue, without affecting anything else.
If your development team can't take a pre-existing build and increase a single number on three guns without breaking the entire game, you need to strongly consider firing several members of the development team and the management team that can't deliver the world's most simple bugfix in a reasonable time frame.
so from my testing safe mode charge is actually more powerful then a minimum charged unsafe shot
Railgun is officially great for bugs. It one shots Hive guardians, Brood Commanders, and Spewers plus it only takes 2 shots to strip charger leg armor and 3 shots to strip the leg armor from a behemoth. It's a perfect "medium enemy" destroyer. You take the breaker incendiary to obliterate the chaff (scavs, warriors, hunters) and then the railgun makes short work of the spewers, broods, guardians. You take the grenade pistol to close bug holes. You take stun grenades to immobilize chargers so you can railgun them down as well. Then the only thing you have to worry about is bile titans which you can pretty reliably kill with the 500kg (which can also be used to kill chaff or medium enemies if the situation gets hairy enough).
Get Arrowhead to make powerpoint presentation and you will have 3 slides missing, 2 slides will crash your PC if you click on them during retrograde Mercury near the midnight on second tuesday of March, 6 slides will be fun and creative, 3 slides will require you to use strictly keyboard to go through them, 4 slides will be there because it was inside joke and 1 slide will be there "unintentionally"
Well
You've got the idea😂
Anyone feel like spawns got worse?
If you mean the completely unannounced flying patrols which are their own separate spawn, and the over saturation of charger behemoths, then yes
It's completely random now. One round, there's a bunch of endless waves, another round, there's barely anything. Game's RNG now...
I'd say it feels more or less the same on average, but there is more variability. Some missions feel better than others.
Unironically I threw three knives into a chargers leg and decided to beat it to death and it still took 5 punches xd
i miss my old arc thrower from operation swift dissasembly. the long range and slam fire trick got me through my service in the creek
I heard from two creators that back legs of behemoth has 600 hp, front has 650. Also heard that the break points happen because of velocity and fall off. They found that you can increase the damage on things like the EAT and recoiless by moving forward, sprinting forward or diving forward while shooting. They found better damage break points on behemoths by aiming at back legs and W shift . Eravin and thicc and crazyp are the sources.
I guess every weapon (maybe not lasers) lose 1 damage the moment it leaves the barrel.
It is the dumb fallout damage with a minimum of 1 for most weapons. It is really just a dumb mechanic because tuning weapon damage requires you to instinctively know this. Thats why the diligence sucks because it loses 1 dmg as it leaves the barrel and cannot one shot devastators in the head. Arrowhead overcomplicated themselves into a corner and unless you can remember that while tuning weapons with the more complex damage system than most games, then you cannot effectively tune weapons properly.
I dont understand arrowhead, they give us buffs to make the game less oppressive and yet they make it more oppressive with another anti tank sink. We just don't have enough good anti tank ffs. They fight meta by making everything but 1 weapon useless. Right now you go flamethrower against bugs or you stay home, charger behemoth makes quasar, eat and recoiless pointless
Flame thrower is good it seems but quasar only takes two headshots
Are you playing different game than me? We have tons of anti tank. Spear, eat, recoiless, railcannon strike, etc. the list goes on
@@jakeshively5092key word was good
@@jakeshively5092 Even if you have 1 million options you can only bring one, or two maybe if you talking about the eat, but they all are ineffective. Need 2 quasar shots to the head to kill a behemoth charger? That's 30 seconds just for the cooldown, make it 40 for the time it takes to actually charge the thing. If you have 3 chargers on your ass, that's 2 minutes just to kill those and that is best case scenario. Why take a quasar/recoiless/eat when you can just kill them in 3 seconds with stun grenade + flamethrower? What's the point of anything other than flamethrower? I'm not asking for the flamethrower to be nerfed, i'm asking for decent anti tank options. No matter the number of options we have, if they are all trash what's the point?
@@CozySER Only 2 headshots? The thing needs 15 seconds to cooldown between shots. And 3 seconds to charge up. If you don't miss and don't waste a moment that's 21 seconds to kill one charger behemoth. And they rarely come alone.
Can't say for certain against the behemoth variant, but I know shooting the back of the normal charger with the AMR is not the way to use it. The way to take a charger out with the AMR, is to stun them, get point blank facing the back of the leg, and if your barrel is stuffed in their leg, it's a 3-4 shot. Way more ammo efficient, no waiting for the charger to bleed out, the only problem is it's finicky and requires some experience to learn the placement.
I don't wanna just make a claim like the comment you pointed out in the video and not put money where my mouth is, if you'd like I'd be happy to get several clips to share with you, or even hop in game and show you firsthand.
Love the videos though and appreciate the work you put into sharing pertinent information and not wasting time explaining every detail that doesn't really apply or have a use
This is gold advice. I am eager to test it out myself. As an AMR lover, I am disappointed when it comes to bugs. But at least I now I have a reason to use it.
"Barrel stuffed in their leg" :thinking_face:
You're playing with physics.
That was the smoothest ad transition I've ever seen 😂 Looks like the Flamethrower and Quasar are the best options rn for Support Weapons, maybe Spear if you can scrounge ammo. Railcannon Strike not ideal for many of these bastards but still annihilates them, good to know. The Rocket Pods are straight up like praying to RNGesus, I sometimes get lucky and strip a leg's armour, sometimes it just damages the back. Either way I still use it just for having 3 of them before cooldown. Great vid man, much appreciated. Also at 5:21 I think he was rather enjoying that 🍑
Arc thrower is definitely bad, but I like to use it on bugs a lot. I run stuns and precision strike to take care of chargers, and 500kg for Bile Titans. You basically have to devote your whole loadout into heavy killing, but arc thrower can take care of all med enemies pretty well. Great for spewers, brood commanders, and hive guards. It def could use a buff though. Was very sad to see no arc thrower love in the patch, and more behemoths which it is terrible against. If they make it do extra damage to chargers like kill them consistently in 4-5 shots it would be solid honestly. Still not great for bots unless they bring back stunning hulks.
I used to use the Recoilless all the time. I'm almost convinced they were trying to get rid of the reload cancel tech people were doing, but they fucked up hard and decided to try and cover it up by calling the results "unintentional." Don't understand what spaghetti code shenanigans are going on to mess up the damage for it and the anti-tank.
It makes me sad Arrowhead just happens to keep nerfing the weapons I like the most either through intentional and unnecessary nerfs or through unintended circumstances due to utter incompetence.
Devs: Players don't seem to like fighting bots...
Alexus: Let's make Bugs less fun to play against.
Devs: You are indeed The Bringer of Balance.
I think they fixed throwing resupply beacons on the charges as well. Tried for a whole day and they always bounce off.
for the laser cannon, against bugs, I've found it has a really good niche in taking out medium sized enemies. It pretty much blaps their head in a milisecond if you have good aim. It relies a ton on hitting weak spots. Against chargers it's god awful though.
i think a lot of the heavy machine gun shots bounced off the top part of its rear. i was looking at the mark that shows no damage popping up.
The wagon seems to be the same for chargers and behemoth chargers
6:28 "Don't go in a fist fight with chargera"
Me:I'll take that challenge and bring a knife. Its hunting season.
If two people take Recoilless you can boost each other's reload speed significantly with team reloads. Same works with autocannon, but I wouldn't advise taking autocannon against bugs usually. Recoilless should honestly strip legs in one hit, but don't sleep on it for team strats because the combined firerate of two recoilless team reloading eachother is some brutal burst damage, especially if you've got a resupply ready.
If your playstyle is run and gun and you need to down the Conga line of titans and chargers that have formed behind you, tossing a resupply, maybe a sentry, and turning and burning them down with coordinated recoilless fire is stunningly effective.
For best results, combine with an incendiary bombing run to clear the chaff from said conga line. EMP mortars, Mortars, and Rocket sentries are all valid compliments.
Don't mind to have tougher enemies, but they are everywhere, I think the spawnrates are just glitched atm sometimes.
I think they should have made the model larger, too. It's not marginally tougher than a charger it's like twice as tough, it should be larger.
Before they talked about it in this patch I honestly didn't notice it was a different kind of charger at all, I thought it just looked different.
Supposedly, if you walk or dive forward while shooting an EAT you can one shot leg armor on behemoths.