Helldivers 2 - AMR Feels Amazing Now (Helldive Solo)
HTML-код
- Опубликовано: 6 май 2024
- Helldivers 2 - AMR Bug is Finally Better (Helldive Solo)
Ekko Vision Code: ohdoughplays10 ekkovision.com/?ref=ohdough
Creator Code: ohdough (for epic games store)
(ad)
Paypal: paypal.me/OhDough
►Twitch: / ohdough
►Discord - / discord
►Tiktok - / ohdoughplays Игры
helldivers, the only game where a bug fix will always be a bigger buff than an actual stat buff
Just wait until they fix the Spear
@@redcenturion88 The spear will be monstrous with the lock on fix, I use to think it was just too accurate for it's own good and wouldn't lock on without a full silhouette but have come to realize it really is just a nightmare to try and have function.
@@redcenturion88If it's anything like the recent eruptor change, they'll just remove the need for lock-on entirely and increase the damage by 20. Congrats. Enjoy having a slower recoilless rifle.
@@AsterSea it's definitely within the realm possibility
@@redcenturion88And the arc targeting
Any solo helldivers: "Oh, I just made it past that massive wave of enemies, let's take some time..."
The 5 patrols of Heavy Devastator: "Don't mind if we do!"
Kid named impact grenade:
This game has such a weird sound system. The bots can hear you fire a gun fifty meters away, but a hulk made from metal that weighs probably a metric ton can sneak up on you in complete silence.
I came to play this game from playing Darktide. That game was made with the same engine, but the developers at Fatshark gave every single enemy their unique audio identity, with many specialist enemies even having audio cues for their attacks. Therefore, even if you can't see an enemy or their action, you can hear it and react accordingly. When I saw some Helldivers 2 streamers play the game while listening to music, I realized that there was something fundamentally wrong with this game. The sound just does not give players enough information.
this is an excellent point i don’t see anybody else making. boost!
The problem is that the music we hear in game is actually diegetic. All Helldiver helmets are equipped with in ear speakers that are constantly playing all the music we hear in game.
They can't hear shit. So we can't either.
@@rainbowkrampus lol, seriously your comment made my day
Been annoyed at how bile butts, chargers and hulks can just sneak up on you since day 1. I have a 5.1 system that has been incredible for directional audio cues in other games and here I get nothing.
It also doesn't help that they keep spawning things right where you just looked and saw clear .335 seconds ago, or worse yet right under your feet. Way to actively discourage situational awareness and tactical maneuvering.
Excellent point. Perhaps we need to suggest this to the devs. At least give the players a fighting chance to avoid an encounter. You have no idea how many times I'm at the edge of the battle sniping at a bunch of enemies attacking my squad and out of nowhere a group of Heavy Devastators and a Hulk appear right behind me.
AMR Bros Who play a dedicated anti-devastator role are the true silent heroes of the game
Thank you!
I have a tear in my eyes.
We are noticed!
I'm doing my part.
@@aziouss2863Noticed and loved.
Yes. Well noted. AMR on a PS5, that's me.
Heros of what? Playing a lesser used support weapon?
Heavy devastator has like 100% accuracy out of all the bots
I hate it more than hulks, everytime man they be beaming from 200m away
Those heavy devastators can shoot through terrain at times. You could be hiding behind some rocky cover only to still get hit/killed because the bot decided to use no-clip
You would think that big shield they carrying would affect their aim somewhat but they literally have aimbot
They just shoot so rapidly that they're constantly "rolling the dice". And on higher difficulties they sometimes spawn in packs of 5, so when they all start shooting, you basically get destroyed by the sheer power of statistics.
They actually have about the same dmg as an mg raider but if they rtd especially some headshots you can die quickly.
I'm not sure why they fixed the scope. They could have just nerfed the railgun again to make you use the AMR anyway.
🤣🤣🤣
theres already no reason to use the Nerfgun
@@fire_drake12.arc.24 it can still 1-shot hulks, this MUST be prevented.
I still mained AMR even before they fixed the scope and I’ll never stop
I do completely agree with the stop nerfing and start buffing idea. If they made more weapons and stratagems viable then meta would be less prevalent after all.
Oh no no, there is a growing meta for this game at this rate
Quitting
Scopes actually aren't fixed, it was shown on Reddit that they're still misaligned.
Just not as much
Imagine that 🤦♂️
Step in the right direction
Doesn't seem to matter for this guy
@@waldamy it's exactly the same as it was pre-update, the strat weapons were not touched by the fix
Talking about the balance team and keeping it PG. This dude is a damn superhero.
There's a lot of things that one could get "passionate" about in HD2, the first one I started yapping about is the in game tool tip suggesting there is a suppression mechanic against the bots, BS I say, I swear heavy devastators get a 300% buff to two tap my noggin if I shoot at them for >1 second without killing them.
hardly the biggest issue in game, but it stands out for me since I never would've assumed there was (allegedly) suppression without the in game "tip".
It's pretty apparent that there is, in fact, suppression just from playing a match
I think part of what trips people up here is that, especially at range, bots are often not actually shooting at *you*. Instead, they fire in the general direction of your last known position.
This means that, when you shoot at a devastator at long range, it might lower its "accuracy" (as in, the chance that their shot will hit a target point), however it will also update your 'known' position to where you currently are, meaning that subsequent enemy fire becomes more "accurate" (as in, more likely to actually hit you) than it otherwise would be.
@@Uncertainty2 experiences in the thick of things are understandably only so reliable, but the encounters I'm referring to are at ~50m and they're very much shooting at me or another divers in my proximity, I'm not literally saying they get a buff, but more that my survival seems to depend on my moving and not returning fire. Or in fewer words, they don't lose accuracy from my shooting towards them.
in any case, shit definitely does not hit like the suppression from Arma... which might be the only other game where I utilized such a mechanic come to think of it.
@@fowlWarDog seems fair; I agree that the mechanic is pretty useless in practice. I could swear that I've noticed it working before vs. devastators/troopers, but maybe its just placebo
@@Uncertainty2 I think that what he means is that the tips tell you the bots have a hyper reactive sub routines. So shooting at automatons is supposed to cause their accuracy to drop significantly. This is false. This does actually not work. Bots seem to have varying degrees of accuracy. Bots frequently shoot me in the head and I am constantly diving, running, and moving around while trying to line up headshots. But bots like rocket devastators and cannon towers actually are omnipotent. They know exactly where you are once you engage in combat and trying to flank and lose line of sight with cover. Will get you annihilated when you pop out from around a land mass to resume combat and shoot a weak spot. As soon as you peek. Boom! Head shot from a rocket salvo from 5 rocket devastators. 😂 If the tips were accurate. Using suppressive fire as a squad with machine gun fire. Should lessen bot accuracy by about 70%. If the tips are to be believed. Doesn't work like that. I have had regular grunts kill me in two shots because they hit my head. Same with ATST walkers. The 3 shot volley they had when I ran around them to try to shoot the rider off with a Senator. Obliterated my shield backpack and 2 tapped me in the head for an instant kill in .00578 seconds. No chance of survival or using a stim to save myself.
The Shield Devies just need to not shoot so damn much. If they didn't shoot 27/7 and stun you with a graze they wouldn't be so bad.
Yeah they’re not fun to fight cuz of that
They really need to chill with the amount of flinch you receive in this game. A gun grazes your shin and your character's torso does a 180 twist and snaps their spine. It's insanely over tuned. At least give us a booster for reduced flinch.
@razzyrazberries funny you mention that...
Heavy devastators and hunters are the most dangerous foes by far. Their high damage output and aggresiveness coupled with their ability to slow and interrupt are a bit too much at times.
except some jackass would probably reply saying "well Heavy Devastators actually have a short period where they aren't shooting you!" That would be the case if they weren't ALWAYS coming at you in threes or fours. Not to mention their shield almost covers their entire body except for their dumb little head which makes staggering them exceptionally difficult because they keep flinching you.
Either re-evaluate the design of the Heavy Devastators or HEAVILY reduced how often they can spawn and where they can spawn, feels like Heavies and Rockets are the only Devastators I'm fighting.
The patrol that always somehow knows where you are has been a thing for a while. A video i saw of a guy trying to full stealth a mission (no combat) came across it as he could be behind enemy lines clearly undetected and a trooper would come full sprint straight to him. Cant remember the vid or creator specifically.
Yeah, "soft alert" status hurts stealth gameplay a lot 🥲
This is especially bad during extraction. You can be laying down on a two-story building 40m away from the beacon, and enemies will visit the beacon then walk straight towards the player. Even being mobile stealthy they will blatantly follow after you.
On level 7+ there is a patrol spawning after main objective that pursues the player regardless of stealth.
@@Wavuvi_Speedruns It seems I got lucky on one of my runs. My friends got disconnected and I was the only one left to get to extraction. I got there, called it in and I decided to take the stealth approach and not fight any robots. I hid in a corner and saw all of those robots searching the area. Somehow they didn't see me in that small ass corner as I was clearly wearing a heavy Juggernaut armor. Ran into the ship as it landed and made it out alive.
@@dolanstaton266 I still have nightmares of the XCOM yellow alert mod
They’re still misaligned…
I’ve been saying that shit about shield and rocket devastators. They’re literally more powerful than hulks it’s fucking ridiculous
I just thought I had bad aim lmao
sight was off but bot head hitboxes are also scuffed. so its double fucked
one does not exclude the other
“WARNING‼️‼️ YOU ARE IN RANGE OF ENEMY ARTILLERY🗣️🔥🗣️🔥”
Diss track on the dev balance team incoming 😭🙌🙏 but fr i disagree with their decisions on a fundamental level, its as if they nerf whatever the community finds genuinely fun
Use the bbl drizzy beat lol
This game makes it so clear how fundamental balance is. Who cares about shiny new toys coming out if either at release or some time down the future, it's just gonna be a wet towel at killing enemies?
Orbital interference and orbital increased call down NO FUN.
Erupter bad NO FUN.
Railgun mediocre NO FUN.
Running away is meta NO FUN.
Sustained continious fire weapons are meta NO FUN.
Solo Helldive more enemies than group play? makes no sense NO FUN.
Can the game please be more fun!
Running away meta (or at least stealth meta) seems like it can be fair, at least on solo and/or hard difficulties. Giving us distractor beacons like in the first game wound be nice though...
Atleast all my builds are still fun (here 3 bugs build):
- Dominator, Flamethrower, Energy Shield, Stun Grenades, Napalm Eagle, 500 Kg.
- Blitz, Arcthrower, Stun Grenades, Rover, Tesla and Gas/380mm.
- Plasma Shotgun, Impact Grenades, EAT, Railgun Orbital, Eagle Strike, Rover.
@Alsborg good builds mate! I've been really successful on helldive running duo/trios with average 550 kills against bugs with a similar blitz build.
-Blitzer, Grenade pistol for bug holes, stuns/new flaming impact (insane for bug tunnel breach clearing, can also kill chargers with 2 perfect hits behind them).
Eagle 500kg, Eagle napalm, Guard dog rover and Expendable anti tank.
Grenade light armour.
Killed 3 titans at the same time yesterday while being swarmed with this loadout yesterday, expendable anti tank makes light work of all chargers and titans, especially when two people or more is rubbing them.
Don't stop complaining. I feel like I'm getting gaslit by most of the community who don't seem to take issue with literally anything AH does. The only actual complaining I see is when a favorite weapon gets nerfed, but no one actually addresses the myriad gameplay systems that are constantly being changed for the worse, and seemingly to punish us for not being bad at the game.
Their hyper focus on weapon "balance" while totally ignoring stratagems is weird too. I feel like there's a lot of tweaking they could do to make things like the orbital gatling and smoke actually effective.
@@PRC533 too many arrogant nerds in that org for it ever to get better
My complaint is I have nothing to work towards except levelling up. Nothing new since lev. 50 means not worth logging in.
If the game isn't entertaining, I'll go play something else.
It's entertaining because they are balancing the weapons and not just making the players gods like many games these days.
Does every single change they make agree with my personal opinion? Of cause not, the changes are made to make the game more fun. Not to make me personally happy.
@@flakcannon722lmao
Glad they fixed the alignment. Now they need to fix the absolute _dogshit_ reticle that covers up what you're trying to shoot at when firing from a distance.
TRUE
I hope they declutter the scopes some day. Maybe its just me, but whenever I use a weapon in 1st person, I feel blind. Especially at night, when all the funky lights in the scope are the only thing you see.
same i have lots of things in graphic on low and fog off but still can't see anything and things like spoor mushroom/blizzard this that are suppose to hamper my view makes me have to play i can't see it OH it in my face. i get they don't want you to see to much but somethings keep you from seeing anything.
Solo and duo diving feels pretty damn bad thanks to all the balance changes even at 4/5. Joined randoms today on an Impossible dive and it was an okay experience. Fully convinced they are accidentally trying to patch out any sub 4 diver teams regardless of difficulty. Balance philosophy needs a total change across the board. Limiting your game to only functioning with 3 or 4 man teams is a terrible idea for longevity.
yeah the enemy change for solo/duo sucks man I hate it
There are plenty of games balanced to play exclusively with a full team. They don't have an option to play solo.
Helldivers 2 is just not that fun now for solo, there is extremely little tactics or strategy that can be applied to it.
It's an endless, mindless spam of enemies that leverage the poor physics implementation (stand up after rag doll for example), that's it.
I've been finding it quite a bit more intense when extracting especially. Getting the missions done usually isn't too bad, but come extract it just gets so insanely hairy. Still fun and I still love being a solo diver, taking my time and clearing everything out (while being able to take ALL the supply drops 😁) but man it can feel a little frustrating sometimes.
What I've started doing for my solo games is just doing the main objectives as quick as possible and then starting extraction, but leaving the site when Pelican is inbound in like 20-10 seconds, that way he doesn't land but hovers around and shoots at everything, he can cover almost the whole map depending on where extraction is. He'll stay that way until you get too close to extraction or the mission timer runs out, and the best part is he actually draws aggro as well, meaning I can take my time clearing out the area for samples and gold beacons and not have to deal with many patrols.
@@Auzzymandias this is a staple of my solo play but this doesn't seem as good as it was ~2 patches ago. Right now a lot of the extracts are in really stupid blocking terrain where Pelican 1 ends up barely shooting/not shooting at all.
I'm ready for that video on AH's balance philosophy. It's not only terrible, but also nonsensical at times. Completely castrate the Slugger, overbuff the Dominator. No one is using the explosive crossbow? Cool, let's make it even worse. I can't figure out what they're thinking.
Mark my words now that the flamethrower is actually decent it's 100% getting a nerf sooner or later
@@discoalice yup. We’re gonna be better off melee with all the guns to kill instead of shooting by the time they’re done “balancing” things out
Scythe = 350 DPS
Sickle, a weapon filling the same role as Scythe = 687,5 DPS + 1 second extra before overheating
They could literally double the Scythes damage and it would still arguably be worse than the Sickle due to having only 12,5 more DPS but 1 second less it can fire before overheating. The fact that they have put attention on the Scythe and buffed its damage but STILL somehow fail to see how incredibly underpowered it is compared to other weapons really shows how the guy/s handling the weapon balance really doesnt know what they are doing.
I mean this is not a case of "It works differently in the game" but even pure "On paper balance" that they have completely failed with.
Eruptor nerfs could be a case of not knowing how it works in the game with the explosive AoE + shrapnel interacting but the above is simple math, should be nearly impossible to get it wrong if they spend even a minute or two thinking about it.
@@TheHuffur Then you check the Dominator's DPS lmao
hard agree, although imo i don’t think the dominator is overturned. i think there are just a lack of viable alternatives at higher difficulties
I am level 115 and for the last 2 months play exclusively vs robots.
I will agree that, almost always, the heavy devastators are HARDER than hulks. Those huge shields are ridiculous, covering even part of their face, and their miniguns have no telegraph nor wind-up, and the rocket ones are insane since they track you from behind cover (i believe this has been tested), so you cant peep for even a second, and all it takes is a single rocket for you to get stun-ragdoll-locked, as by the time youve finally gotten up, they are already sending you another rocket barrage.
I mean it’s helldive. Rocket devs, like gunships, have a rhythm to their rocket shooting and they’ll lead you so if you change directions last second when they fire, you dodge. Heavy devs have their gun on the right arm, if you find one that hasn’t spotted you yet and have no cover, shoot off the arm. AMR takes one shot. If you do have cover, peak him to where his gun arm is the one you’re hidden from. I mean the game literally tells you to use cover. Literally the only issue here is the wall hacks but that’s only if the enemies shoved their gun into the object or rock you’re hiding behind. If there’s too many of these devs to handle this way, run or learn to line up your stratagems just right. I genuinely don’t get all this complaining about spawns and buffs to enemies like the spore spewer, you guys seem to forget there’s literally 9 difficulties in this game and you’re playing on MAX with the two previous difficulties literally being named SUIC*DE and IMPOSSIBLE! What y’all think they just wanted to stick those names there to look hardcore? Of course these mfs gonna feel broken unless you take the time to learn their patterns and their mechanics. Nowadays I find rocket devs laughably easy that I’d take 5 rocket devs firing at me over 2 shield devs any day
@@ci825 Get a load of this guy... 🏅
@@josephhein9497 I’ll take that “I’m not a whiny bitch like you” medal thank you
@@ci825yep I agree with all of that. I do believe some weapons need to be tweaked and there are some screwed up things with bugs more so, but people want a participation award for the hardest difficulties.
@@Thatbeardedguy86 This is not the case. People want difficulty while not having to deal with annoying bullshit. All the high level players are saying similar things, the games balance is a mess. it also does a piss poor job of informing you of certain mechanics - the info about guns is unacceptable how little (and misleading if not outright wrong) stats they show you.
That mission opening was a sliver of General Braasch in his prime
My biggest complaint that I’ll always have is the random patrols sneaking up on you making absolutely no sound, even tho there’s a big ass enemy wobbling along side the patrol. Apart from the patrols, the sound needs to be fixed big time…
And those fkn Hunters!
Yeah, and they spawn right where you just looked .335 seconds ago and saw everything completely clear
Devs patching this game, then playing Medium-Hard difficulty only. smh
yeah exactly they made a game for themself, therefore only medium diff counts.
I'm not even convinced that they play the same game that we do... Alexus was saying that his eruptor does the same damage as it did before, either he's smoking some really good shit or...
Let’s face it, they all just made millions of dollars, they are celebrating
Holy shit that fight at the beginning against what I call them "walking factories" was insane.
So there has been a further update on Discord. "Alexus", the head of balance now says the Eruptor is not bugged at all, has the same number of shots to kill medium enemies (blatantly untrue), and that the Eruptor HAD to had the Shrapnel removed because it could one-shot chargers if you shot them in the ass at the end of their charge. Currently they are looking into it, but think it's fine as is.
Then it needs a bigger mag or more mags
It was a great answer to the silent killing spewers and now? They just walking off 3 shots…
I actually do believe the automatons are busted beyond belief rn. I randomly get headshotted from across 200meters at times. Sometimes even get stun locked into an insta death combo where I end up ragdoll spinning and get headshotted into death in a second. But yeah, that's without this increasd patrol solo stuff which feels honestly broken as well. (devastators are dumb accurate and deadly at any distance, waaaaaaaaaaaay more than a Hulk.)
5:01 “Understood, Helldiver! The JAR-5 has now been designated as a stratagem.”
25:34 My most favourite thing about this game is the destructible fences. Often times, an alternate entrance to an area is blocked by a fence and there are sometimes ways to climb over it from the inside but not the outside.
So you can do stuff like blow it up directly for easier movement, or temporarily trap enemies on the otherside to give you more time to run.
devs: "We want players to diversify their loadouts"
also devs: buffs enemies forcing players to only play meta
devs next path: nerfs the good weapons and buffs enemies again
its a perfect loop. with the new patrol patch, it really feels like one mistake will kill you.
The AMR is amazing and I've been using it since launch.
Now I just wish they'd give it a scope that doesn't look like it came from Roblox.
Trueee
I honestly think the scope design is at least part of what makes it inaccurate. Aiming an open box at something is not precise.
@@PRC533 especially when the bullet wont even necessarily hit within said box!
(much better now than before, thank Super Earth!)
Should be a simple dot or a chevron
@@PRC533 You'd be surprised how accurate an open box or circle reticle can be. Used to use an open circle front sight for CMP pellet rifle matches for years. The problem is that the lines and dots on pretty much all the optics are WAY too thick. IRL illuminated optics normally have adjustable brightness for exactly that reason, or alternatively come in a variety of dot sizes based on preference. Yet, max brightness in the country on a new moon night is still better than most of the reticles in this game...
they definitely know the JAR stuns, its stun buff was noted along with the original 100 damage buff.
They're slow learners
dough if u drop ur backpack strat in before the support wep they will land closer together timing wise... backbacks take a little longer to call in than weps
Most of the time you are going to want your weapon first though
@@Jumpboy5100 weapon will still drop first if you are quick
@@reedworsham5643 to be fair I usually fat finger the d pad and throw an incendiary grenade at my feet.
Arrowhead should claim that the increase in solo and duo patrols were bugged and "fix" it so it's the halfway point between the pre patch and the new patrol numbers
I like the idea of more patrols but I don't like the patrols being nothing but rocket devastators and Shieldon's. Heavily agree with 1/5th vs 1/4th for patrols if nothing else changes
@@OhDough They could also mess around with the spawn timers, more patrols could be fine for solo players if they didnt continuously pop out behind every rock or tree every 20 seconds or whatever so you could fight some of them without there already being 2 new ones "randomly" walking right in your direction.
@OhDough if they really wanted to make solo better they could leave the patrol count the same but make the time between bot drops increase, sometimes it feels like if you fire 1 bullet or kick a pebble bots are paranoid and preemptively fire a flare. Either less patrols or a reinforce spawn rate would be nice.
14:30 mr. dough your helldiver cannot voluntarily deform their spine while laying down in order to spread managed democracy. Great vid tho, your AMR game is goated.
yeah, bots feel so stupid...perma stagger, instant death when peaking, fire rate and damage of devastators too high while being nearly as tanky as a charger...pretty much a pure bug player at this point until they fix this. two factory striders spawning at once in solo play is also wild.
Odd, I have the opposite issue. I can kinda solo level 7 vs bots, but struggle a lot against bugs, even at lower difficulties. Maybe it's just because with all the MOs I had more experience against bots though.
Don't forget they have wallhacks , sometimes you hide behind a huge mountain and you can see the bullets passing through.
@@DARKCOP2011 Oh yeah, and sometimes the rocks undemocratically engulf them, allowing them to shoot at you while you can't shoot at them.
Gonna say here the same thing I said in another reply: I mean it’s helldive. Rocket devs, like gunships, have a rhythm to their rocket shooting and they’ll lead you so if you change directions last second when they fire, you dodge. Heavy devs have their gun on the right arm, if you find one that hasn’t spotted you yet and have no cover, shoot off the arm. AMR takes one shot. If you do have cover, peak him to where his gun arm is the one you’re hidden from. I mean the game literally tells you to use cover. Literally the only issue here is the wall hacks but that’s only if the enemies shoved their gun into the object or rock you’re hiding behind. If there’s too many of these devs to handle this way, run or learn to line up your stratagems just right. I genuinely don’t get all this complaining about spawns and buffs to enemies like the spore spewer, you guys seem to forget there’s literally 9 difficulties in this game and you’re playing on MAX with the two previous difficulties literally being named SUIC*DE and IMPOSSIBLE! What y’all think they just wanted to stick those names there to look hardcore? Of course these mfs gonna feel broken unless you take the time to learn their patterns and their mechanics. Nowadays I find rocket devs laughably easy that I’d take 5 rocket devs firing at me over 2 shield devs any day
Aaaaawesome!
Now if they only could remove the cringe "sCi-Fi" clutter from the scope.
Most guns actually suffer from that.
Honestly one of the reasons the scope doesn't work is because the crosshair design is unbelievably silly. There's a reason that effective optics give you an actual aiming point rather than a big open square. Crosshairs have been around a very long time because they work.
Come for the info and strats, stay for the rants. As always, thanks for the video.
Shame how every time they do something good like DOT fix and AMR scope fix they also do something horrendous like the eruptor changes
They already said that it's not working as intended and are looking into it.
@@itriyumshould've been caught before pushing a patch.
@@itriyumthats false one of their devs is actively defending the change. Twinbeard typed that its not working as intended and hes only a CM.
@@dimains6011 Welcome to Helldivers 2. The devs set a release schedule they acknowledge they can't keep up with and doubled down on sticking to it.
Sloppy QC is the name of the game and has been since launch. It will never improve.
@@broobclop2355 This is so unacceptable a company structure. I don't think we can just let the CEO off the hook here. What type of company doesn't have the communication between the devs and the CMs down pat?
If they want the strats to be good they need to halve the cooldowns of most non-eagle strats. Like yeah cool railcannon strike is nice, it will kill a charger for sure or like 1/2 of a bile titan.
I got 3 more waiting their turn already. Its gonna be 2.5 minutes until I can fire it off again. Why didnt I just bring 500kg or eagle airstrike or a secondary that would help me deal with this.
Still trying to figure out which one tilts me more. Hunter stun or rocket ragdol
Hunter slow + knockdown + swarm so big you can't event stand up and just die because you can't play the game anymore.
@@oreocookie9324 Yeah that tilts me more as well. The reason why I like playing bots more. That, and bile spewers. Freaking hate those when your loadout can't deal with dozens of them.
The rocket ragdoll is annoying, but it's managable. At least it's actually avoidable. If a Hunter manages to sneak up on you, there's absolutely nothing you can do. Especially during a horde, or worse, a Hunter pack.
Luckily we get in the new warbound a perk that prevents us from hunter stun and Bile stun. As long as I understand correctly the description of it.
@@TheKerbero probably just reduces the effects/the time youre stunned I really hope youre right but with these past few patches I fear that booster would be deemed "too fun for use"
Goodness you getting swamped with more enemies solo then most full squads on Helldive haha
I've definitely seen swamping proportionally this bad on this mission in a full squad helldive. You just get lucky if your squadmate across the map pulls enough aggro away from the objective
15:42 you scared me so many times with how close you dance around that mine. lol
Flamer hulks bounce so much when they walk so I find it's actually better to target their legs or flamethrower. If you break a leg they'll start walking super slow and if you break both they'll just die. They die faster if you headshot them but they die slower if you keep missing because they bounce so much
Player Rifle accuracy of 12" MOA vs Bot gun accuracy 1/4" MOA annoys me the most. It's like guns get massively worse in the future.
As a veteran HD1 player, I find this game to be very simple. They have indeed changed a lot of game mechanics regarding patrols and systems. I find it that the balancing team and bug fixes are always centered around the players having an easy time and they just want you to have a shit time. I recently pivoted to heavy armor to understand the game better, since light armor just makes it so I can run away and despawn enemies.
Part of what makes my experience so easy is that I have algortithmically good habits, and when Im fucking up I know Im deliberatedly doing so. The devs only accounted for making the experience saturate the player, as skilled as a player is, they want you to struggle. With some forward planning and fearlessness on stratagem use, any patrols are reduced to zero before you are out of combat for 2 min 30 seconds - time that you should use to reposition, NOT engage in combat. This video shows a highly skilled player with limited good habits and stingy grenade usage. Example, notice how he destroys turrets out of distrust instead of out of principle. Notice how he isnt throwing ressuplies nearly often enough. Notice how he doesnt use the "ammo dupe" trick with supply pack and ressuply to be able to throw extra grenades when needed. His ammo management is entirely centered on the AMR, no doubt cause he is showcasing it, but most engagements needed to pivot his weapons frequently, especially since the jar 15 occupies the same niche and has more ammo. Additionally, he doesnt destroy mines nor frozen flowers even when he knows hes going to need to hang around.
Overall he is right, we as a playerbase should not need for a player thats as principled and algorithmically strict as I am and high skill gameplay as his should be rewarded more.
Listen man I love this game too but please go outside for an afternoon
@@arc-audio good for you I guess?
Best Helldivers youtuber by a mile, keep it up bro.
Just make Heavy Armor anti ragdoll for the love of god
As things are there really should be *something* to counter ragdoll, I'd go for an armor perk personally, but for the love of liberty I'd take anything.
@@fowlWarDog Heavy Armor is still not in the best spot, headshot reduction doesn't matter if you are flying around like a paper bag and you can't stand up so you will just die anyway because you can't stim. Don't even get me started on the armor perk's lmao
@@daztora the obligatory automatic stand up after being ragdolled gets you killed a lot too, if i dont press movement after being ragdolled, leave me laying down on the ground so i can stim and regroup without autorising into 20 million bullets flying around
@@mihailodomanovic1192 Yeah that's a fucking mood, the T pose stand after ragdoll is as infuriating as the ragdoll lmao
Taking on those two walkers was a fantastic display of protecting democracy!
Just putting my 2 cents here after watching that clowncar at the 1st geo survey. Im pretty sure that there is a bug in the game where the patrol respawn timer goes to zero and stays there untill enough players die, or something else restores patrol respawn functionality to normal. The problem isnt exclusive to solo play, but that amount of patrol spawns sure looked familiar to me.
I do not know what specificaly causes it, but at some point you just start getting new patrols replacing old ones and no matter how good you are, no matter how fast you kill the bots, new ones will continue to spawn to replace the old ones. Solo you usualy just die a few times and it resolves itself, but with 4 players you can sometimes delete the bots fast enough that the game starts spawning random patrols anywhere around you where none of the players are looking so fast that you all die to random rockets or MG fire from bots that werent there 2 seconds ago. And with 4 players that bug only resolves itself when you run out of reinforcements and go down to 1-2 helldivers standing where suddenly the clowncar just disappears and the survivors are left standing there confused as to what the f* just happened?
I genuinely believe this bug is what is causing problems with patrols, and why solo feels much worse since now you are gettin the appropriate amount of spawns solo, which also increases the chance you encounter this bug and get swarmed by infinity bots.
I like the ending rant, you're real for that.
Thats one hell of a start. Great job!
My dude that was amazing. You were like John Wick in the beginning!
(Pre patch) "you miss 100% of the shots you take"- Wayne Gretzky/Michael Scott/AMR
Dough you are by far my favorite hellldivers creator. Much schadenfreude
I'm glad someone finally said the AMR is good. It's been my go-to support weapon vs bots even before the damage buff and the scope fix!
Scope seems to still be misaligned. Have you tested? Now scope is too high for the impact point.
If there's problems with the game, complaining about said issues is a completely justified reaction. I'm no where near as good at the game as you, and I prefer playing solo. The fact that I cant do level 7 solo is infuriating, because I just want to farm super samples on my own. I shouldn't be penalized because I don't like playing with randoms.
This game really suffers from elitist ignorant morons who only play on difficulty 5 who scream skill issue whenever you have an actual complaint about the game, like the spear users who act like the lock on isn’t broken and you actually just suck at using the weapon.
I mean even if you don't like it it's still co-op focused game...
@@itriyum Point being what? People who want to play coop can play that, people who want to play solo can play that. Why make one a snooze fest and the other completely unplayable? How about make coop a little harder, to get people to use more teamwork, and make Solo easier, to not alienate people who love the game but can't stand useless randoms?
@@Jabokrazy that actually makes sense and would help but instead of agreeing i'm just gonna say helldivers not helldiver/skill issue even though this change wouldn't affect me whatsoever.
@@itriyum And? The focus of the game should HARM the experience of deviating players?
Yeah, I can't do geo survey without being able to 380 the terminal to clear out the drops and patrols that inevitably dogpile the seismic probe. The insane amount of heavy devastators we get now also feels like I'm forced to take AC every single game cause having no way to force them to stop shooting is basically a death sentence with these ridiculous number of patrols.
I know stealth is always an option for bots but my god its so fucking boring
Damn these vids are basically back to back. Nice. Do you record and do a little editing before you release a vid as soon as you’re done?
That start had me on the edge of my seat
Love that thump thump. JAR has been my fav for a while.
What Armour are you wearing or recommend for Automatons?
So when you do the ore samples, how do you skip letter and numbers when you do it? I play on PS5 and I kinda just drag my cursor to wherever it needs to go, but your gameplay looked like it just tabbed over each letter / number
By samples I mean veins
The AMR is one if not the highest noise radius weapons game, it will alert enemies from 50m+ and the soil scan missions makes you sit in one spot for a long ass time allowing for every patrol that spawns to make its way over to you, making you take longer and then the cycle repeats. But the increased patrol spawns along with the increased devastator spawning a few patches ago makes bots feel awful because you never get time to breath with heavy devastators constantly harassing you no matter how far you run from them.
14:40 : you can only aim up limited while in prone (in order not to break your neck), so crouching is the way to go for stabilization+stealth against air targets
oh, and you can dive out of static fields, like the one from the plant (the diving animation is always the same speed, so you actually move faster than even sprinting)
Idk why, but it isn't fully fixed on my or my cousin's end. Idk if it is an fov issue or what, but it is still off centered a bit, albeit not quite as bad as before.
Thank you very much for that vid, feel ya
5:30 my biggest gripes with the game are:
- backpack and support weapons take up a strategem, when reality they're really just your equipment, so choosing both means you end up with less in-game call-ins (which is less fun)
- only certain strategems are actually worth while because of all the hard armor (tank armor), so seeing the start of your game, literally taking any of the weaker strategems (cluster/strafing run) is more of troll pick because it just wouldn't be useful enough to bail you out of mass heavies
- primaries should be more on the level of the dominator. Good enough for small to even mid level engagements. Whereas currently, a lot of primaries are only good for the most tiniest of engagements because of how weak they are
Like the play through vids on using certain weapons, good shiz
Is it possible that in 4-man the patrols were spread more? (eg. not all 4 players being at the same place)
For a long time i did not know that this was a bug. I always thought the game had bulletdrop and i was using the scope length wrong.
Gave you a subscribe for the first 4 minutes. That shit was bananas but you came out alive. As an AMR bro I'm definitely going to switch the support pack and give that a try now.
I was just getting to the point where I could play on level 4 changeling solo and extract successfully. Now, I find myself failing about 50% of the time or just barely passing the mission without extracting, post-patch. Accidentally, I flipped to level 5 to find a blitz mission and didn't notice until after. Within 1 to 2 minutes on the map, I had Two charger patrols spawn on top of each other, then a bug breach, and a Third charger from a POI.
I feel like they don't want people to play solo at any level
8:32 honestly I don't blame you for going off on the balance team and how it seems like they just hate people solo-ing high diffs. It's frustrating getting gunned down by a patrol that just materializes right behind you, absolutely insane balance decision and hardly realistic.
8:43 also that jab at Alexus lol. Again, I can't really blame you for complaining because high diff solos don't even feel challenging, they're straight up oppressive.
If their vision for the game is to discourage solo play this is a horrible way to do so. Not to mention you've said how group play is a snooze fest with how little mobs there are, paired with the exponentially increased firepower of the team high diff group play is just.. boring.
AMR nerf inbound now that you can reliably hit heads without the guesswork.
8:20 I think you still get 1/4th the patrols as a solo vs 4man, but when 4 manning it spreads the patrols out over the map, based on the different positions of players. As a solo, all patrols spawn near that one player.
The thing is... what guns left have still the scope missaligned?
There's also that weird bug with the bot patrols where they randomly all clump up in the centre of the map. Imagine how much worse it would be having those extra 50-75 bots actually patrolling properly.
I've noticed that the first match you start when you log in tends to have bugged mechanics, like the UAV augment not showing pois and random little physics errors
I've been using the AMR since release, moreso after the railgun nerf
I basically use it as a shotgun on bug missions
dome one shots everything outside of chargers and titans
and kills everything on bot missions
Try shooting scout strider leg joint, it's guaranteed one-shot from AMR. Also same trick could be done with devastators, but in 2 hits in any of the legs
Adding to that, every bot can be disabled by destroying a leg, including hulks
i noticed he was aiming for the strider's stomach with the AMR. is that a better spot to aim than the face for this specific support weapon?
Aiming for the face of the striders is good specifically with explosive weapons. I believe the face is actually the most heavily armored part of the strider.
Ive tried using the plasma punisher, but it still lacks the ability to be used near you which forces me to not take EATs or quasar canon
at the 15min mark you get a bot drop because the fabricator is considered a unit, and engaging with the airship aggro's it, alerting the bots near it.
Excited for the longer video on the game balance state. Alexus hopping in the discord today to gaslight about the eruptor and the crossbow. Really wish they were more interested in making the game fun to play.
I love the AMR against automatons. The Autocannon may be better in certain ways (being able to blow up fabricators is a big one), but having the precision of the scope on the AMR and the ability to engage from a distance is amazing. Plus, no backpack and running reload!
It's just like Hunters being *cracked* and more of a threat than BIle Titans (or their supposed big brothers, Stalkers).
The balancing team doesn't know what they're doing, combined with an active disdain for the playerbase.
Y'all can be happy about putting Sony in their place but I stopped playing a while ago because of AH's BS.
Keep watching to support or boy and watch this dumpster fire burn.
Thank you for the vid, Dough.
Guys I actually got into arrowheads offices through the air-vents recently so I can leak the illuminates. I couldn't find them, thought it was weird how the balance teams office is just a small circus tent in a hallway....
Sorta parasocial but I’m glad dough consistently gets it in regard to the pulse of the game, feels like I’m always on the same page. I look forward to the aforementioned balance thoughts video
wholeheartedly agree that solo was given 4x patrols. was having casual fun soloing in a simple 4 DIFF. god damn FOUR. tried to do a Seaf art, and my brother in christ. 3 patrols swarm with chargers and nursing spewers. the instance i start gathering shells, bug breach, more patrols, clear that, oh its time for another breach and 3 more patrols. i can't do any side obs because of these insane patrol rates.
I have bad accuracy in every game i play so i simply never use the jar or the diligence but they look like fun guns to play with
You got to try the 380 , its honestly amazing when you unlock last ship module
Based on what this mission looked like, I wonder how different it would be if you ran the boost that reduces enemy spawn rates (if that even actually does anything).
It doesn't. The boost only increases the internal cooldown for Bot Drops and Bug breaches, not patrols.
I still prefer AMR + Supply Pack as my favorite loadout for bots. I never die unless it's a one-shot and I basically never run out of ammo. I can kill every enemy in the game except for tanks and cannon turrets from the front.
But yeah, the balance team is completely incompetent. I could balance the game better. And I'd do it for f*cking FREE. They wouldn't even have to pay me. My payment would the balance being not garbage.
i use the AMR on bot missions with stun nades and jet pack. i use the stuns for hulks and jet pack to get to higher ground. eventually when i get the nade pistol ill be using it for fabricators. defiantly think you should give it a try. and of course i use the new vegas helmet with the medium tan armor with default cape for obvious reasons.
There is a bug when You and teamate call for drill on soil data at the same time 2 drills come at the same time and You can complete 2 drill objectives from one spot.
Found out about it today. Screens overlaped and i needed to guess part of code and eyeball coordinates XD
31:30 Dude that rocket devestator is curving bullets like its starring in Wanted what is going on ?