Testing EVERYTHING For New Patriot EXOSUIT STRATAGEM | Helldivers 2 Things You Missed
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- Опубликовано: 21 авг 2024
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I love that you visually see how many rockets are left in the launcher
You already do. You can even see it in the video. 2:06 for example
@@Finn-J.K reread the comment bro...
Ah, yes, an extremely basic detail. :D
@EchoOne101 basic sure. But easily skippable by a developer.
I love that you visually see how many rockets are left before you fucking explode randomly.
[Message under investigation for Treason]
😂
[REDACTED]
😂😂😂😂😂😂😂😂
He was asking: "Are you a boy or a girl?"
@@killersloth8779"every man, woman, and child over 7" that wouldn't be treason
Having a designated suit pilot that is basically only gonna bring support weapon stratagems for the rest of the team means you can always have a dude piloting it and get a lot of orbitals for the rest of the team along with each one getting the mech suit for the pilot. The pilot getting the mech suit and 3 support weapons, each helldiver getting the mech suit and 3 stratagems like a shield generator to cover the pilot, orbitals and airstrikes. In a well coordinated team, this thing can be a beast.
That’s basically how things were in the first game and too. The exosuit was pretty good, but when you had a designated suit pilot in a well coordinated team, it could absolutely dominate.
I can’t wait to see how they implement new equipment like the mechs into the game further down the line. Having the mechs be only available IF we take a planet is amazing engagement, i remember playing on the planet and after one 15 minute mission the capture percentage going up by full percentage points. Phenomenal decision by the helldivers devs.
That is a huge if bud. They were going to release the mechs regardless. Too think otherwise is naive.
@@Moth-MellowYou clearly misread or misunderstood the OP. Were you aware?
If so, what was your point?
@@Moth-Mellowwe would have gotten them way later and everyone probably wouldn’t have gotten a free mech
@@Moth-Mellow I mean, they've been ready to go since the game launched. They could have included the mechs then, but they decided to wait on a narrative hook instead.
Sure, if we completely ignored and failed this major order, they probably would've made a different narrative hook to introduce them, but it was also a deliberately very quick and easy order to make that almost impossible.
@@fwg1994they weren't done before launch...
The free mech stratagem has 1 use, but if you select the stratagem, it has 2 uses (so 3 in total now)
With laggy servers can't seem to unlock it at the moment.
2 uses and 10min CD
So it's still bad.
@@Noname72105 NOPE. it kicks ass. will take on multiple heavies and a horde of smaller shit with ease.
@@Noname72105 Your trading say the ability to throw and forget a stratagem for a weapon platform you can personally have destroy things. A Hammer for a Scalpel. Both have uses.
Apparently if you turn too quickly while firing a rocket, it collides with the mech hitbox and nukes you.
Edit, I take no credit for this, just passing the info to my fellow divers.
So that’s why I died immediately 😮
Man that’s janky lmfao that’s gotta be patched
Not a problem on controller
can confirm has happened to me 3 times already and seen it happen to other divers.
Also if u drop one to get ready for extraction when u get in it ur teamates will also drop one blowing u up. Oh is that just with me?
One more thing to remember Helldivers: these mechs are sadly not recoverable at the end of a mission. Always be sure to destroy your mechs before being extracted to prevent this technology from falling into enemy hands.
When I joined the corps, we didn’t have any fancy schmancy mechs. We had sticks, two sticks and a rock for a whole platoon! And we had to share the rock!
I'll be honest , I did not expect it to be so squishy. Basic grunts can pulp this thing after a few seconds of sustained fire .
Ngl it feels like a lot of equipment is undertuned
Sometimes the best defense is a good offense. 🤔
@@GamerSingularity Sure but spawns are insane now. You can wipe the map and have two patrols spawn in 20m away
@@ubisuccle It really does. Almost all of the weapons feel bad to use.
Disinformation, small arms fire from bots does nothing to its armor.
Work with your team, don't get hit.
I find the exosuit most useful during extraction, especially due to the mission timer running out.
1. You can not use stratgems either when in the exosuit and/or extracting due to an expired mission timer.
2. The limited mobility of the exosuit favors defending positions, which means it may also be best in quick missions for extermination or defend missions for saving civilians.
-In order to fully utilize mech, use it as it was used in HD1 - rocket barge support tool
-Considering "raw charger-killing abilities", EAT-17's better - it yields you 20 dead chargers/10 minutes vs. 14 chargers/10 minutes. (considering 1 legshot + magdump into weakspot)
-What matters is that pilot is put into "I kill primarily chargers now" mindset - let your team mop up smaller bugs with Stalwarts, clusters and laser drones, while you are looking around for chargers, while providing immediate support to whoever might be overwhelmed at the moment.
-1-tap leg, unload short burst from minigun into it and move on; if I saw correctly mech is able to kill a titan if rocket goes directly into it's throat while spewing bile.
-be a designated mech player, in team ask somebody else to pick a mech for you too, in order to have it available whenever more than 2 EATs are needed
-mech survives 2-3 chargers' charges, but can only withstand ONE "overhead stomp" from charger - keep them at minigun's length at all cost
TL;DR - consider mech not as a tank with rockets and guns, but mobile EAT-17 and apply it's mindset to it
thats how im going to use it as overwatch for the team focusing on armoured and major threats like bile spewers and rocket devastators coz i hate them
Yeah since your ammo is limited ur role should be to hit the armored targets and let ur team mop up the rest
I love how the Rover just sits on top of the mech when we pilot it and not in our back pack
For me and other people that played the hell out of the first game, we expected exactly what we got. People that are new might be a little sad that is not the killing machine they expected.
For me it will forever be the "extraction helping machine". You suddenly get a bunch of powerful rockets to destroy chargers and heavy bots, and a bunch of strong ammo. It's not the "i am gonna solo the mission inside this thing" as many people believed it would be.
Tbh it’s strength is perfect, having it be more reliant would be great
yeah. people are just looking at it the wrong way. it’s not meant to be used for long periods of time which is why you can’t refill the ammo. it’s for extraction or covering your teammates if they’re doing a SEAF side mission
As someone who played the first game, I've had a multitude of games where two or more people would go the entire way through the mission using just one mech. And they were way more durable than what's been shown in this video.
@@Kizaru3314 maybe they’ll buff the mech in the future. the game (helldivers 2) itself is still very new
Its also great for map crossing with Team mates. Just hop on the top of it and walk around.
Basically we get our own Heavy Devastator!
If it were made out of paper machet and carried barely any ammo.
Nah devastator can tank a few hits. This shit is cardboard
Devastator use high quality titanium amour , this exo suit use aluminium whahhaha . 😂😂😂😂
@@g00gleisgayerthanaids56 You mean, the same Devastators that die to three headshots from a basic AR? Devastators aren't really THAT tough, the Heavy/Rockets ones are just dangerous offensively
@@boo1488I'm guessing the devs will likely tweak the armor rating of the mechs, moving forward. Chargers seem to be the biggest issue right now, along with rocket devastators. I agree that those are OP and hopefully the devs will do something about it. One idea I had is to have a teammate get on top of the mech and use a shield backpack. Not sure if it will work, but it would be an interesting idea.
It could absolutely do with a health bar, because currently there's no way to know exactly when it's going to explode
It’s also automatically stims you while you’re inside it if you have personal damage. Which is good so when you get out of the mech and you were to be low on health and enemies behind you, you would be a sitting duck without it.
I love that it’s strong enough to make a big difference in the field, but is very vincible if you aren’t careful with it.
I don’t know what that says about me but this is the first time I have ever seen someone use the word vincible 😂😂
@@PervKage first time I heard it was in a song named “Hurt Feelings” by Flight of the Conchords back in 2009. This is like the third time I’ve ever used it since then.
@@PervKageit feels wrong to me 😅
Other will complain but ya i think you have it right. If it was heavily armored then it will be the only thing you use. Its just a means of getting that extra firepower and mobility when necessary. Anything more will turn it into the new railgun. I think one change they need though is a means to escape the mech before it goes down
@@rickeykekoa023 yeah maybe a warning siren to let you know death is imminent if the damage you’ve taken somehow wasn’t instantly fatal. Or maybe a very short period of time between ceasing function and when it explodes where you can hit the dive button and it violently ejects you lol
I feel like we’re gonna be in the honey moon phase for this weekend the Joel is gonna give us a reality check…
Yeah seems like it, Joel is gonna have a heyday putting these things to the test
Somebody’s been in domestic violence classes to know that phrase ☠️🤣
This feels like US Abram tanks in the Ukraine war. Hype as fuck, gets blown sky-high.
Real talk tho, in my opinion it's really well balanced like the real version of tanks. Don't get cocky behind metal beast becuz they still need real flesh human around to protect them.
I have had a charger charge at me while in the mech, hit me head on, and not kill me or even cause the mech to smoke.
Yeah I had one make my mech smoke, saw a fellow patriot get one tapped though, so maybe janky hitboxes with the charge?
chargers are pretty buggy when it comes to damage, if you somehow find a part of your body under their crush attack its 1hko cause it seems like it hits you a ton of times not just once. but if they acctually hit you and you only take damage once they really dont hit that hard.
When a charger hit me with the charge, it made my vision blurry as if I had gotten knocked over on foot.
It did not destroy my mech. I think the charger's attack where it stomps with its front legs is the attack he's mistaking for "charging"
@@ShaoShaoMienshaoYeah, looking at the clip he used that was a stomp, not a charge. The charge barely puts a dent in the mech, and also stuns the charger as if it had run into a wall
Good for you guys. Im my experience a charger sneezed the wrong way and my mech exploded (all it did was hit me with his leg when his turning)
Call in for pick up and ressuply could work... Just like eagle...
And overpowered. Its on a knife’s edge of balance currently.
One thing I really like about it is that it cuts down trees when you walk into them so on certain maps you can clear out a big forest of trees which is amazing for turrets like the autocannon etc to hit enemies from a much further distance accurately.
I jumped into it today and it immediately blew up. lol
You can one shot yourself with the rockets
it could be the very Pelican who brought you this mech who fired at a bug very close
Not sure if anyone else mentioned it but in HD1 the mech had a function that you are able to call in stratagems out of a side port. So maybe eventually we get a ship module that allows us to use stratagems inside the mechs. Heck they may add the ability to lets say the guard dog to function as well when we are inside the mech. Arrowhead can literally do anything they want really in future updates in regards to the mechs.
i crave 4 autocannons mech
The Patriot mech is good against the Bile Titan and Chargers for sure. But will it survive their leader the Hive Lord?
important to note that there are 2 color gradients on the mech and they correspond to the armor level. Matte black areas are light armor, which includes the legs, the hatches and annoyingly the front center torso plate. The lighter grey areas are medium armor which is much of the torso and also the arms and light arms fire will ricochet off of those parts. I'd prefer if that front center plate was more heavily armored but overall the mech is cool as hell
Would love if they added stratogems that are focused on gearing up the mechs, like a backpack where it gives you more ammo
fun fact, it's not the extraction shuttle that drops off the Exo Suit. it's a different type of pelican that doesn't have a passenger bay, only a carrier mechanism for the Exo Suit
To make up for the lack of not using the other stratagems in a mech it seems good to pair with stratagems with higher cooldowns
The mechanics are identical to the first game for the mech, which is a good choice. They were popular with the players but I rarely used them, as they were a wasted slot once you were out of ammo.
However I would always being the REPL healing gun and so would keep the other mechs we were escourting topping up on health at all times. That's something we need in HD2!
Is the orbital laser a wasted slot when it runs out of charges? The sheer firepower this thing has on hand is insane.
Awkward location defense is no longer awkward with the exosuit!! To bunker down, I usually call in a resupply or anti-armor support weapon and place a gatling sentry to cover my blindspot and create a bottleneck. The exosuit survives long enough to accomplish all 3 and carry me to the next objective. It’s so satisfying to coordinate each player burning their mech at their respective objective
I found that summoning it right away in an op you get the benefit of the power and lots of time to use the second call down in the battle. I would also avoid calling down other equipment the first time - you're basically dying in that suit of armor. That way when you spawn again you can call in your gear until the cool down for the exosuit is up and you can call another one. It's like 1 life you have in the suit then the other is your actually helldiver life, which you can reinforce with the second exosuit. This way you take advantage of the high cool down and maximize you potential fire power with the strategem. Also, when attacking with the suit, make sure you're never standing still and shoot as you move to avoid being shot or swarmed. The suit actually has decent speed, even though its slow relative to other helldivers, its speed vs normal bug speed is comparable. Finally, never move the HUD across your suit when the crosshairs are over you. You can kill yourself with rockets if you rotate your HUD too fast and the mech isn't caught up to it. THis can cause a rocket to shoot into your mech ending your gundam vs alien fantasy.
They really should consider having it to where you can reload it with the ammo backpack. at the cost that you can only bring in limited amount of mech suits per game. but it says deployment time pursuit is 600 seconds in translation 10 minutes have it to where you can deploy maybe two per game and allow you to be able to reload it.👍
Unsure if its been changed or if it was a bug but if you wear the bubble shield it will still be active and provide a little extra protection against the bots
Missiles need an arming distance. A number of times now a leaping hunter or stalker had dived im front at the right time for it to blow up in my face.
Very based take. I'm tired of seeing people whine and complain about the mech's survivability and ammo reserves when it offers you 14 EATs and 1000 rounds of medium penetrating ammo (basically the MG support weapon) that you can use AT THE SAME TIME for the cost of one stratagem slot. Some people complain that its too fragile but its a light fighting vehicle, not a tank. When have you seen a light vehicle survive a direct rocket hit? Position this thing correctly and you will survive longer. As for the ammo, use bursts for the MG and save the rockets for heavy units (like chargers) and objectives.
I was on the fence about mechs right up until my very first rocket downed a bile titan. One headshot and the thing dropped! Now it's my favorite stratagem! Especially since the freebie and the bought stratagem don't share a cool down.
Ah, the exo suits. I remember back when this one was called the walker/stomper instead of the patriot! It was my favorite exo from the first game, at that.
The exo is powerful, but as with all things in this game, its becomes better with effective teamwork, so simple tips from a Helldivers 1 veteran!
-Let your squad handle smaller groups of enemies. Your ammo can't be replenished, and you need to make sure you're armed and ready for the big fights in each mission.
-Know when to take cover, even in the exo. In the first game we had the rep-80 repair tool to keep exos alive and well, but in this game you have hope and freedom keeping you alive, and neither of those are immune to rocket barrages. Your biggest threats are not gonna be big and obvious, because if its big and obvious, you've probably already put a rocket into its center mass. Protect your team by dealing with large threats, and have them protect you from the high-damage small ones, especially on your flanks.
-Watch where you step! The number of deaths by friendly mech stomp I've had is too high to count, and in the chaos of the battlefield in this game, it can happen to you to!
These are just some simple and, to many, obvious tips on using the exo suits. Some of you probably don't need these, but there will be players who do, especially those who get a sense of invincibility inside the walking war box. It's great that we get exos in this game, and I hope to see the other two original variants return, as well. Until we see them, though, all of you get out there on the battlefield and use your new tools to do your duty: spreading managed democracy to the enemies of Super Earth!
My keybindings in the mech are messed up, when i exit the mech it does a melee attack and stomps on me, melee button does not work while in the mech, also map spams 100 times when i have it set to hold instead of press. seems like it overlaps default keybinds or something? cant get it to work
If you coordinate with the other players, you can have someone bring support items and then use the mech at the start. About the time that the cooldown is up they can call in support items for you when your mech is about out of ammo. This essentially frees up a couple stratagem slots for the team instead of everyone bringing their own support items.
I dropped it in the Creek and was being swarmed by bots and as soon as I hopped in all the devastators and bots turned around and started running away toward the mine field my teammate placed and had to choose me or the mines. It was the best feeling in the world seeing them run away for a change.
probably not so much run away as just being aggrod by your friend. The bots do not run. The troopers sometimes retreat if you blow their arms off but at that point they're not a threat anymore anyways. The Devastators however definitely do not retreat. They'll keep coming no matter what.
...so either they locked onto your buddy, or its bs.
You can also walk over smaller enemies and it will squash them (including teammates) without needing to melee 😊😊
I spawned this thing at evac on helldive, killed 3 titans and mopped the smaller critters (below the level of a chargers) that where around. Its insane powerful but to sacrifice 1 spot for this, I don't know, its a hard choice.
Its an easy choice. 1 stratagem out of 16 in the team to trivialize one or even multiple engagements and the extraction is worth it. If you think the orbital laser is worth a slot, this thing is worth 2.
It can make main objective + evac easier, which are the two most heated scenarios for most missions. on a full team its easily worth it, especially on bug missions where it's relative fragileness isn't a big factor.
@@brilobox2 That is really true but the problem with this is if you run randoms, you have 1 slot out of 4 since you can't count on other people and you don't know how they will do and even if t hey will stay in the game, I have so many people leaving helldive lately, if they notice things are not going well, they leave.
So in the team, unless you get a premade team with friends (most people are randoms) there is a substantial risk there.
Instead of strafing, its diagonal walk (forward/backward + left/right) is very efficient so use that.
Also, the rockets are very strong. They only take 2 rockets to take a charger or Bile Titan out, if you hit the same spot you did with the first shot (2 rockets to Titan face will make it pop.) It has weak splash, which is why hive guards seems to take 2+, although I've been clearing them no problem with 1 direct hit.
honestly i think there should be an extra slot just for vehicle strategems
The more important teamwork is in a game, the more important it is to limit how many sorts of challenges a player can tackle on their own.
Giving all players an extra strategem slot means none of them have to give up some other type of power to gain access to a vehicle.
On top of that, it would be like saying by the game expects everyone to be used a vehicle to overcome its challenges… which not everyone will want to do.
would be too OP imo
They may add it if there are more vehicles added, it’d be cool
Something i figured out this morning while experimenting with it is that you can jump into it while jumping with the jetpack, at least while landing.
I love these things, they can kill the chargers and titans fairly efficiently in my runs. Main thing is the team has to distract the chargers and screen to keep the horde off its feet. As he said, its a powerful force multiplier, but can't survive long on its own on higher difficulties without support.
Also, even if you used all ammo but the mech is still not half broken it's an excellent way to quickly move to objectives, it goes steadly at the same speed as Divers without having to slow down for stamina. Also, people can jump from rocks on top of it and get transported and shooting at the same time. I used the free one on a mission and after it ran out of ammo I ran back to quickly do all side objectives on one side of the map while the rest of my team went to destroy nests on the opposite one, it's so fast and handy.
So cool when you are running through a stunning planet, with a couple of mechs at your side.
As someone who loved the emplaced hmg, I think this will end up being a straight replacement for me. The turret doesn’t seem quite as strong, but the mobility , protection and the rockets more than make up for that. Typically, I’d only use the emplaced for certain mission types where I know I’ll run into one or two defense scenarios, so the two drop limit isn’t really a dealbreaker either.
when i called in my first mech the shuttle literally destroyed two devastator and one bot fabricator at 30 meters distance. imagine dropping the mech in the middle of a base and have the shuttle gun everything down in a 30 + meter radius without having to aim at all. effectively making it both an airstrike and a support weapon. actually insane.
your minigun will penetrate hive guards btw. the minigun has medium pen so anything with medium armor will die relatively quickly. also, the mech actually can survive one charge from a charger, but the slam from one or a charge while your mech is smoking, it will blow up.
0:16 how cute that little alien is trying to scratch that mech.
I feel that not being able to reload is overkill, because you only get one suit. There should be a resupply specific to the paitrot in place of the call down stratagem. That way, the stratagem slot still has a minor function, and you can be a little bit more flexible with your seemingly very limited supply of ammo.
the fact that pelican shoots targets is fun i wish it was also a stratagem where it follows you and shoots everything from above
yeah thats called being a traitor
@@achield3613 i'll rather call it Democracy from Above
TIP: As shown on other vids, when a charger comes at you, turn your mech to the left or right spot that the charger will hit your right or left side only. This will do very little damage (if any at all) and you can brush off the chargers attack. Then step away and rocket them.
You can use the sield backpack in the mech and protects a small area
worth noting the shield backpack seems to work in the mech, whether it protects from damage or not, im not too sure. But i feel like it stays alive longer when i have one. Also you can kill the charger with one rocket if you hit its leg then finish it with the minigun, i adore this mech already.
You forgot to mention that you need to be careful when firing rockets because if something is in rockets way rocket does not pierce through, it explodes, and if it is too close it is killing you. And that range is a bit longer then you might think
Worth noting you can wear the personal shield while piloting the mech and it will partially stick out, not sure how this interacts exactly but could be useful
Might want to do a bit more testing, at least for the Bugs. the rockets can one shot headshot everything stalker down and can reliably 2 shot titans, while chargers need one shot on the legs to strip armor allowing you to finish them off with the gun. so with perfect accuracy, 1 mech can take down 7-ish titans or 14 chargers before you're left with guns only. used properly it really is the "I don't feel like fighting over this objective anymore" stratagem. i say 7-ish titans because for reasons i don't fully understand, the rockets will occasionally 1 shot them too.
It seems like its meant to be kind of like a suped up eat. Single use but if you prep accordingly you can take out all the enemies at an objective before they cause a breach or drop ships or its used to defend a main objective or difficult side objective. So if you call it in just before the final icbm launch then youll have a much easier time with it because of how much burst it has. I like it.
I hope they add something later on for reloading its guns or even repairing it so you can keep it in the fight longer, like a coop reload system that takes awhile or finding ammo on the map. i could see a team maintenancing a mech in the middle of a fight, or have different attachments later on like a mortar shoulder of flame thrower. All the ammo would be heavy like the SEAF Shells as well and take like 45 seconds to a minute to reload the mech.
I know its a touchy subject hear me out if you run out of ammo it would be pretty cool to call a Dropship down to pick up the Exo to rearm it allowing you to call it back in later depending how much ammo and health the Mech has thats my idea if it has perfect health and only lacking ammo it can be a shorter cool down there ive said it
Wow hot take
Tip: rockets also devastate robot ships, it takes 4-5 direct hits to an engine. So if you are out of heavy rocket launcher, use the mech.
4-5 hits to an engine? By the time you've done that, it's already dropped its payload and is flying away. Not to mention that's a huge chunk of your rockets for 1 dropship
This is only 1 of 3 mechs to come by the way. Pumped to see how they balance the mech with quad auto cannons!
I like how cute the guard dog looks when sitting on the patriot
I was able to hop above the head of the mech while my brother is piloting it inside. It's cool to see mechs in the game now.
I tried it against bots and it was a death box for me but it was super cool and fun.
I am probably not gonna use it often but I think it is really cool and adds to the variety of options we have which I am all for.
I like being a stealthy or quick soldier so this isn't gonna be for me except on defense missions. I am however excited for silenced weapons and maybe stealth armor or a cloaking backpack, that would be so dope.
The mech is AMAZING for extraction. Having 2 or 3 at extraction turns it into a cakewalk (ran a few difficultly 7 runs)
When I was playing I had my shield equipped whilst in the mech, and it stayed on giving my mech an extra layer of shielding
Protip!
Makes me wanna bring the shield bubble (big dome) drop it then climb back in mech.
OR do both shields!
Kudos, Helldiver
Edit: spelling😁
Boy, as long as you have rockets available, the Exosuit TRIVIALIZES Chargers.
you know what else trivializes chargers? Not getting their attention in the first place.
@@Soknik01 sometimes you have to engage with them
@@Soknik01let me avoid them on defense mission, oh wait.
When against the bugs don't bother using ammo on the tiny ones. Just keep your mech stepping about as they come to you and they will die at your feet while you shoot the larger bugs.
Theres a reason why it wouldn’t be heavily armored against heavies. If that was the case then it will become the new thing that you have to take with you. Looks like its design to give you the extra mobility and power when necessary without being the only thing you use
Two vids in one day... I didn't realize it was christmas!
Could be cool to see a mech repair/rearm station as a bonus objective or a point of interest similar to the two-man bunkers.
I think maybe it should last a little bit longer if it's a 1 time call in? Though I wonder if it's only a 1 time call in for the free one we get, in the ship module it says it has a 600s cooldown. Which is long as hell, but means we should be able to get more than 1 per mission.
When you buy it you can have 2 for player
It's two uses with the purchased stratagem
It is 2 uses, though a ten minute cooldown is pretty rough.
@@Lilitha11Compared to what?
To everysingle thing that the Mech takes its slot. Only comparable thing would be Orbital Laser at 300s.
@@GamerSingularity
Its only one shot by a chargers standing 'Melee attack' not its charge. It can take a few charge attacks. If you keep moving the charger wont use its claw attack
Can you make a video going over how many shots it takes to kill various enemies with different weapons? Like roughly how many shots it takes to kill a tank targeting the back vent with the slugger, the scorcher, the railgun, etc, what weapons are capable of killing a hulk from the front and how many shots it takes, etc, I think that'd be a worthwhile comparison.
For now the melee key doesn't get copied over. I have it on mouse 5 but its still F in the mech. Another few things that'd be nice, either sholder switching or a centered camera. And for the cool, a first person view would be dope.
This is the best Starship troopers sequel ever!
The rockets seem to be EAT equivalent and the machine gun seems to be equivalent to the support weapon Machine Gun as far as damage/penetration etc.
It would've been cool to see some support weapons buffed, im shocked the sniper or the stalwart didnt get any love considering they can take up the same slot as nukes, orbitals and this new mech.
It would be so cool and a good solution to the mech running out of ammo. “Self-destrucion” button.
I heard that they have plan for difficulty 10 and above. And they wont have any smaller critters. Which means this mech will be more of a burden that take up your stratagem slots.
We are apparently stress testing for the devs, thus why the devs told us to stop buying. They know it is not ready.
Also looks like 2 shots with rockets can expose charger armor on claws. Can finish off with mg
I have 2 issues with it... 1. It is EXTREMELY friendly fire sensitive. I had time for one match today and my mech lasted 7 seconds because i took a friendly rocket to the back. 2. Without the ability to replenish ammo on this it makes it an extremely limited commodity. The reason the railgun had such popularity was because of the ammo economy + power because infantry weapons are just WEAK. If the EAT or RR could 1 shot titans with headshots, or a tank from the sides or rear we could live with it. Unfortunately it takes nearly all your ammo to kill even one of the above examples. The entire EAT drop isn't enough firepower to kill a single titan, hulk, or tank (despite literally being marketed as anti-tank). Unless the buff infantry weapons to actually have ammo economy, we need those rockets to 1 shot anything on a vital hit, or a way to replenish them. The ammo economy issue is still a major issue and dying or being forced into evasion because there physically is not enough ammo to deal with enemies isn't a fun way to lose.
You can cancel a chargers charge by turning side on to it when it hits negating the damage
The mech shuttle lands so quickly but God forbid I ask for a quick extraction when surrounded by 40 titans.
“T minus 10 years for extraction”
I'm only at level 4, I didn't purchase it, I didn't even have enough credits, but when I log in yesterday I had the mech in my default stratagems. I'm not complaining, the mech is awesome.
Team work should start clicking if you want these stratagems to feel useful
hitting a weak spot on a tank or hulk will one shot it, you can also if you get lucky one shot a crusher or bile titan if you get the specific head shot zone that does it with EATs / RR / Spears. also the shield backpack does work in the mech and it extends its lifespan significantly by taking chip damage for you on anything hitting the central part, its still no good vs charger charges, acid spew, rocket barrages or other huge hits
I was a bit salty about not being able to use strategems in it like in the first game but its a small price to pay for that gorgeous, death dealing tuna can.
you actually get 2 uses from the actual stratemgem. if u use is while the effect is up you get 3 of them. so if its gone, you have 2 more :D
With 6:30 cooldown between...
It can kill a bile titan with 1 rocket to the mouth or two to the head, super easy to get them on target too.
Wearing the Shield Generator while using the mech will protect it for the whole durability of the shield.
However, the "sphere" generated isn't completely getting out of the cockpit. Not sure if it's intended.
Plus, with a bit of practice, your team mates can hop on your mech, and shoot enemies from ""safety"".
Really cool and really fun.
PEAK “I’m the main character” energy when you use this in a team of randoms. Keep it for when you’re playing with friends who are willing to support you while you do the cool thing. Most people aren’t going to want to move at a snails pace across the map.
You will get melted on suicide+ without the other three players supporting you against both enemy types.
It looks very well balanced, they could easily make a mech that is too powerful and wipes out everything, or one that is basically useless if its health or damage is too low. Seems like they nailed it.
I feel like it's a missed opportunity to not have the laser rover dog "attach" to the top of the mech and fire it's laser at whatever enemy you're aiming at rather than just sitting on your head doing eff all.
1 impact grenade vs Shield automatons vs 3 rocket shots. I would choose the grenade everytime.
Hive guard heads are medium armor. All primaries have light armor penetration as a minimum. They deflect off the hive guard armor.
they can richochet but still deal partial damage - armor mechanics in HD2 are weird as hell. Watch for the white hitmarker, that mean's your doing partial damage as opposed to either full damage (red hitmarker) or no damage (deflect icon).