_"Orbital Napalm Barrage, FOR SURE! Let there be light, and let it be lit by the burning corpses of humanity's undemocratic enemies!"_ -Death Captain Lionheart
They took the railgun's AP rounds out of service, gave us training ball ammunition and now finally equipped us with what appears to be anti material slugs.
it was never an overpowered gun since we can't really use it on every single case, but they took away the only thing it was supposed to do. I am one of those ppl who don't understand the way of thinking behind the railgun nerf back then. It still is not op even by now because it couldn't deal with chaff. it's doing what it's supposed to do now, being a railgun. a real one.
I like how using the rocket launcher thing in the trailer used to kill that bile titan actually kills bile titans now, if they were ever nerfed in the first place
@@invertedv12powerhouse77 The patch 1 version of the recoilless rifle had a slightly longer reload time, which was buffed to be a little bit faster a few months ago (minus a glitch nerf where it was reversed to its patch 1 version erroneously for a week or two). Now it’s better than ever.
Fun fact, your thermite grenades are strong enough to destroy those pesky automaton command bunkers and possibly even some side objective buildings on both bugs and bots.
@@SuperEarthSalute I love using the rail gun with the thermite with the eruptor or one of the diligence snipers (The Sniper) but some other fun ones I have tried are, are grenade launcher supply pack and thermite (bug denial unit), all flame throwers and the gas strike (the war criminal), just lasers (the homelander), and recoiless rifle and thermite with OBS and rail cannon (anti heavy unit)
The Dagger was actually pretty up big this patch. The extra 50 dps, zero recoil and setting enemies on fire MUCH faster makes it a really good infinite ammo sidearm. It can kill impalers
@@SuperEarthSalute Granted you have to hit the fleshy part of it and it'll take a minute on your own but it's possible. I imagine it'll be hilarious for 4 players to laser one down with just pistols
Idk. A weapon with the versatility of a bolt-action rifle 1-shotting everything is kinda .... meh. I feel like I'm using a hacked Hunting Rifle in Fallout 3 that's been moded for "9999 damage". People want it to be the BFG, but God damn its boring. Let it at least recoil me backwards like the Noisy Cricket from Men in Black.
Im glad everything got buffed. Now i can take a full flame loadout and begin deep exterminations on the bug front. With how the update is performing and with player counts on the rise, the SES Flame of Freedom was just changed to the SES Flame of Redemption. Hope to be diving with y'all, for the flames of liberty shall purge the alien menace!
4 months the Weekend was fun but finding a fun loadout is hard Something to Work around the Eruptor woud be nice but my old Combo (pre shrapnel removal) of Auto Cannon+Eruptor isnt that fun or good anymore i sadly dont have the new warnond with the Flame pump Action otherwhise i woud probably Just Run that and Auto Cannon (yes i Love that Auto Cannon it was Love at First Shot)
Everyone literally ignoring the fact that the HMG, AUTO CANNON and HMG In placement all can penetrate heavy armor enemies now no weak spot required, ITS SO OP
HMG placement was like that even before this update, i saw it on high value evac (defense mission) vs automaton lv.6 i was surprised meself and thought that was some secret buff or sumtin
I was wondering when it would happen. He did say he would commit in his channel info quite some time ago, around the time he changed his channel name and look. (His timeline of this can also be tracked through Shorts along with a sub-community in them.)
I think the Eruptor really did need that buff. As someone that plays Super Helldive on both fronts on quick play, I rarely saw anyone use it. And it was mostly just on the bot front. The broblem with the eruptor is even with the damage and explosion radius increase, it just didn't effectively kill enemies all that quickly. The AMR in this regard did what the Eruptor does, but better in almost every single way except for group wide stager. The eruptor was built around its shrapnel mechanic due to the low mag and medium bullet count, alongside its slow handling and the fact it's a bolt action and slow reload.
10:01: "If your squadmates are liberated from critical thought"... A horrendous situation indeed, but couldn't have expressed this better myself! Keep up the democratic work, S.E.S.!
Admittedly we were a bit strapped for time covering this, but with all the updates, we're going to be rolling out as much short and longform content as we can. FOR SUPER EARTH!
@baconflakes3345 I tried it, doesn't really kill anything. Terminids will swarm you. Sure you can lock up a brood commander but the hunters will jump you.
You're actually the best helldivers 2 content channel, incredibly fun, always up to date and very high quality. I hope you get the attention and fame you deserve, which is clearly way way more than you currently have. Thank you for your service
I definitely think the buffs were the right move, however level 10 is a bit of a cakewalk right now. I think this would be largely fixed if the enemy spawns were increased across all levels. This game is at its best with strong weapons versus huge hordes
Decided to hop back into the game after a few months of not playing. Huge fan of the buffs they've done so far. It reminds me more of the first game now. In the first Helldivers, there were some totally niche builds you could slap together, but the only reason this worked at all was because _pretty much everything_ was good. Like, some things were situationally better than others in specific contexts, but all-around, you could totally hop into a helldive with the constitution musket and a flamethrower and still put in work. I really look forward to more buffs. I hope all weapons get similar treatment. They should all functionally be sidegrades with very specific niche uses. Like, in the first game, the railgun couldn't eliminate heavy armor by itself. However, it was capable of stunning all heavy armor except for cyborg IFVs. While it couldn't take out an armored hulk or armored behemoth, it could STOP THEM from charging or dealing damage. It could also shoot through multiple enemies at once, acting like a scissor that would cut across the screen. This made it a highly effective pick in HD1 across ALL difficulties, because the teammate with the railgun could set up opportunities for people with actual anti-tank weaponry to take care of the threat easier. Was also a surprisingly effective crowd control weapon! Flamethrowers in specific also worked a bit differently in HD1. I hope to see them introduce some of the features of flame weapons from the first game. What made the flamethrower so good in HD1 wasn't its ability to deal damage, but rather its ability to be excellent area denial and crowd control. In HD1 you could upgrade weapons with research samples, and there was an upgrade for the flamethrower which allowed it to create a wall of fire very similar to the napalm strikes we have now. This meant a player could create a wall of fire at specific locations, any time they wanted, to immediately deny entry to a specific area.
id really love to see AH add a hellpod specialization that matches the warbonds. Viper commandos turns you invisible for 30 seconds like stalkers, Democratic Detonation you drop in as a 500kg, polar patriots freezes surrounding enemies, etc. Let each helldiver choose their own. That would be an easy change that would give me something more to do with my requisition slips.
@@SuperEarthSalute it would also incentivize going back and purchasing warbonds people may have skipped. I know some people find certain warbonds to be boring, or lackluster. A small change like this might push people to reconsider
When using railgun make sure to equip high fire rate and damage weapon. I learned that the hard way bc stalker nests were not fight to fight against with a laser pistol, crossbow, and railgun.
So a neat thing I noticed while fighting the dirty Clankers today was that the Thermite Grenades don't have to directly go into their Fabricators to destroy them, you can just attach it to the side and it's gone.
I’m one of the few helldivers that really enjoyed the difficulty of the game before this update. I don’t agree with a lot of things like the fire changes they had and whatnot, but the general difficulty was great. Now it feels really easy, regularly completing difficulty 10 missions with no deaths. Also, the number of weapons that have 4 armor penetration feels wrong to me. I still think the update was great, I just wish we’d get a higher difficulty now. Maybe we need a Bile Titan Behemoth for difficulty 11 and 12?
game was easy and difficulty nonexistent since release this is just a delusional take, you are confusing hard and tedious/annoying which is not the same ... also the update didnt change that much lets not pretend about that, some of the terrible weapons got some of their fun back so you just have more options thats it
One of the more underrated buffs in my opinion is to the Explosive Crossbow. It got a nice damage boost and also got its explosion radius increased. Its extremely effective against bugs since it one shots warriors and two shots guards to the face. It can take down multiple at a time and csn clear adds fairly well. It wipes out spitters really well, and most of all its one handed so you can use it with the shield or while carrying items. Its also really effective against bots, and will one shot them usually if you aim for the head.
The eruptor buffs were actually pretty noticeable. After the update the impact of shots felt much heavier and even sounds slightly different, and Elite Brood Commanders consistently die to 1 or 2 shots to the face. Prior to the update, EBCs would take a consistent 2 - 3 headshots to kill (sometimes more). Also bile spewers can be popped with one shot much more reliably. The shrapnel buff may not be a damage boost on paper, but it definitely is a damage boost.
Just to add for those that havent read the notes but watched the video. A couple enemies have had weak spot reworks to be easier and more common sense to kill and most "high caliber" stratagem weapons got buffed to pierce hulks chargers titans etc. such as the heavy MG, stationary mg turret, anti material rifle, and so on
Also thermites do 2000 damage now, they now work well as large enemy busters deleting chargers, hulks, bile titans, and even striders but obviously only really if you stick it to the enemy because the blast radius is quite small. Now the heavy enemy/building destroyer
my favored tactic is Arcthrower/jump jet. i can yeet my self, turn, full charge hit whatever is behind me, then charge up at least another shot or 2 before I move again
1:47 I fear this buff also goes to the enemies, as it would spice things up in a bad way. I’ll feel bad for the officer assigned for the mission as they got to send more drivers against buff hulks, scary to think about.
Thankfully the old Breaker handling was put back on this buff as well. When it was nerfed, it would rise up when fired making shots fire higher and higher upon use. Now it stays exactly steady upon firing without kick-back.
Yep and I would add a bias emp for bots and shrapnel for bugs. Of course all these do work for both at a default level but slight buffs depending on your enemy.
The "Captain (insert your country here)" build for bots: Armor: CE-81 Juggernaut medium Main weapon: crossbow Sidearm: Las-7 Dagger Grenade: Thermite Stratagems: Ballistic shield/Queso Cannon/two of your choice. Idea: A shielded super soldier that is INCREDIBLY hard to kill (thanks buff divers patch for making us EXTRA glass cannons) That packs the firepower to nearly one tap every enemy on the bot front. Dagger for small enemies Crossbow for mediums Queso for big/one shot fabricators Shield......to protect yourself democratically Thermite for when your queso is recharging Have fun!
I think the 500kg is now in a place that forces them to consider if they need to bring up most of the 'red' strategems to that level or not. If this is the new level they are to aim for, then almost every other orbital and eagle needs some help. If not, then wait a bit for the politics of throwing any nerf to calm down and tone it back down to a halfway point between where it was and where it is. With how exciting support weapons are now and in the theory that every strategem should be balanced against all others, I say the former. My arc thrower is back. Either it, the RR, or the railgun is probably the overall biggest winner of the patch. Those or any one of like half a dozen buffed primaries.
There should be an update where some parts of both the automaton and terminal factions break off into their own factions which means that they will fight them and sometimes us as well (depending on how we treat them) but if we treat these independent factions well and help them in battle then they'll help us.
Even with the new buffs and orbital napalm, the 500 kg’s bigger boom has a good place in my team’s arsenal. The boom is so big that it can take out medium bug nests and even heavy nests with good placement. Only downside is the possible casualties of teammates, but it’s a fair trade for killing the bugs
Ministry of science did great with the laser beam based weapons, my team are able to dispatch bots more efficiently thanks to the motor augmentations to allow for zero recoil and since it the motor is more efficient it can concentrate the beams heat more efficiently. My team recently passed me the research for changing the formula for the upcoming chemical agent warbond and I'm ecstatic on its improvement! - Chief scientist of the SES Agent of War.
Crossbow is back as my fav to bug missions, its quiet, can close bug holes, 3 shoots to kill the new hive guard, able to destroy spore trees and flyers nests, we are so back baby
I was using railgun 90% mission before update against bots and now i use it even more. It can one shot hulks, gunships, devastators of all kinds and struggle only with tanks and towers but for them i have my 500kg bomb ready. It can also destroy bots outpost with 8 almost fully charged shots from insane range if you have to.
Breaker S&P got a MASSIVE buff that no one is talking about and imo it’s one of the best chaff clear guns for helldive, it just mows through hunter’s and other bugs and has an insane amount of ammo
The funny thing about the Eruptor buff is that, the crossbow got even buffed MORE, so nobody takes the Eruptor anymore because the CB is better at dealing AoE damage, and shoots faster.
I heard from other Divers that there is a legendary Shield Generator Pack somewhere in General Brasch's personal vaults that gave nigh-invincibility to melee damage and someone tried to sneak them to us. Is it true? Does the legendary Shield actually exist? It would have helped on the Bug front!
I love the fact that fabricators can now be destroyed by all anti tank weapons not just the commando. I'm having a great time bringing the recoilless to the bot front, one shoting fabricators, hulks, cannon turrets and dropships anywhere I hit them.
I love the buffs, the rail gun feels so good to use and the 500 Kg, my Democracy! I never used to use the 500 because I felt the EAS did more damage, but finally, now I never go without a 500Kg
This! This is good, this is so promising because it shows that the community is being listened too! It honestly was baffling when they started nerfing weapons into the ground…in a PvE GAME. I’m glad they’re finally realising that this genre is largely built on power-tripping.
I wouldn’t mind nerfs if they were like temporary like “The Automatrons have taken over a very important facility on this planet in the production of (list of guns and equipment) take the planet over to have your equipment back to super earth standards” or something cause it makes no sense that our weapons would be nerfed canonically but I could see if certain planets are taken over that certain equipment be nerfed due to using inferior parts for the gun and equipment if they wanted players to use different equipment and stuff that would’ve allowed without all the stuff in the past. Love how they fixed everything though cause now it’s so much easier to fight
It’s very good now. Figuring out loadouts is actually getting exciting. Everyone seems to be using different things. It feels good having overpowered guns while the enemies can also easily kill you as well. We are so back
You missed the two biggest buffs. Thermites are now the god king of grenades, able to blow a charger's head off or a Hulk's faceplate out with a single stick. The HMG, and by extension the HMG Emplacement, are capable of shredding straight through heavy armor now. It's beautiful.
Crossbow is now without a doubt my best robot primary. Still great on bugs too. Eruptor is fun, but I think crossbow outclasses it in every category except maybe really long ranges, which is a very niche situation in Helldivers. Cleaving 3 walkers at a time, or entire packs of small enemies with just one shot is hilarious. Add to that the utility. Need to break doors and fences? No problem. Bot spawners and bug holes? No problem. And also a 1 handed weapon now... The literal only draw back is that the AOE is so large now it is easy to blow yourself up.
honestly this buff update really "ignited" the fun again and actually made me return even after my complete burn out as now i can actually bring different stuff rather then just do the same thing over and over.
The railgun can one shot gunships. As a strictly automaton player it is hands down the best weapon strategem in the game. I encourage others to try out the HMG Emplacement too, I think that is just hands down the best bot strategem in the game.
@@SuperEarthSalute It’s a great drop for horde control, and eliminate a factory strider on its own if you aim for the eye, can be used for air superiority around gunship factories while others move in on it, and it’s only weakness is tanks. I like to call down Expendable AT alongside it in case of tank or factory strider to take the top gun out. Works in as a great combo piece and team support.
i personally believe that the automatons should be allowed as far as cyberstan. if they attempt to progress beyond, i believe they should be pushed back, and a genuine attempt on super earth should be met with swift justice, but until such an attempt occurs, i will be staying on the bug front exclusively.
Now all they need to fix is the the completely bipolar AI spawn rates. Yesterday we burned through the remaining 15 reinforcements and lost the mission because (I kid you not) 4 patrols spawned right on top of us when we reached the extraction zone. The bots also materialized out of thin air, there were no dropships, no nothing, the game just decided that now our squad is going to be surrounded by 6 heavy devastators, 8 striders, 4 hulks and 4 rocket devastators suddenly. Also it kept spawning in ridiculous amount of bots for no reason (we didn't even have time to call in the extraction), it was as if we had 3 detector towers looking at us. But the thing is there was only 1 medium outpost left on the map by that time, and eventually even that was taken out by our team. Then everyone died at the extraction and we lost the mission.
You have to wonder what the hell they were thinking with the nerfs in the first place. I don't trust Arrowhead at all anymore, but let's hope they keep buffing instead of nerfing everything.
Now I hope they cool it with the drop pod and mech skins and actually begin adding those vehicles that have been in the engine for several months now! 😂 also, missions set in abandoned cities.
I never once thought that the weaponry SuperEarth gave me was unsatisfactory for spreading democracy, because thinking is treacherous. I didn’t join the chaos divers like those treacherous cowards because the flamethrower was quote “unsatisfactory.” Instead, I went down there with a can of Raid and a lighter!! But I must say, the weapon upgrades are very nice.
Not to sounds like a traitor but, I liked the rocket devastaters endless ammo, I like a little but of a challenge when facing the bots and seeing a large patrol of em walking, I just get in front of em and watch the bots do endless friendly fire lmao
The rocket Devastator wasn't even the most annoying enemy type. The guys with the shields were the biggest problem due to bad programming allowing them to shoot sideways with pinpoint accuracy, but now? It's the Scout Striders imo. Hard to kill and can one-shot you. It's like the only enemy in the game that can do that
What’s your favorite weapon or stratagems to use post-update Helldivers?
Flamethrowers, 500KG, Jumpack, Obrital Napalm Barrage, Thermite, Eruptor, Punisher, Adjucator, both Exo-Suits and most of the sentries!
_"Orbital Napalm Barrage, FOR SURE! Let there be light, and let it be lit by the burning corpses of humanity's undemocratic enemies!"_ -Death Captain Lionheart
Eruptor.
I've been playing the finals during last week so idk.
Same as before, Eruptor and AMR. My babies just keep getting buffs.
They took the railgun's AP rounds out of service, gave us training ball ammunition and now finally equipped us with what appears to be anti material slugs.
This would indeed appear to be the case, Helldiver! We're glad the Railgun is back where it needs to be! FOR SUPER EARTH!
it was never an overpowered gun since we can't really use it on every single case, but they took away the only thing it was supposed to do. I am one of those ppl who don't understand the way of thinking behind the railgun nerf back then. It still is not op even by now because it couldn't deal with chaff. it's doing what it's supposed to do now, being a railgun. a real one.
I like how using the rocket launcher thing in the trailer used to kill that bile titan actually kills bile titans now, if they were ever nerfed in the first place
Now that's the kind of "realism" we can get behind, Helldiver! FOR SUPER EARTH!
Actually i think the recoiless rifle was literally left untouched until now. But now that the recoiless rifle is based again i am happy
@@Dragonenthusiast-g7i It shouldn’t do tbh
@@r.k845 Why not?
@@invertedv12powerhouse77 The patch 1 version of the recoilless rifle had a slightly longer reload time, which was buffed to be a little bit faster a few months ago (minus a glitch nerf where it was reversed to its patch 1 version erroneously for a week or two). Now it’s better than ever.
Fun fact, your thermite grenades are strong enough to destroy those pesky automaton command bunkers and possibly even some side objective buildings on both bugs and bots.
Thanks for the tip Helldiver!
They can also destroy illegal broadcast towers
nice, I can incinerate both bugs and bots
I saw someone 1 shotting a hulk with them
They can also one shot an Impaler if you stick it to its face
The thing I’ve loved the most about the update is how many stupid builds I can make that actually work
What's your favourite build to run after the patch?
@@SuperEarthSalute I love using the rail gun with the thermite with the eruptor or one of the diligence snipers (The Sniper) but some other fun ones I have tried are, are grenade launcher supply pack and thermite (bug denial unit), all flame throwers and the gas strike (the war criminal), just lasers (the homelander), and recoiless rifle and thermite with OBS and rail cannon (anti heavy unit)
Me and my braincell running the Knight, Dagger, Throwing Knives, Airburst Launcher, and all the landmines
@@calebkelly8221 sounds fun I might have to try it
@@YeortleTortle can't wait to have a full gas load out on the bots. And make the botocost. Lol
The Dagger was actually pretty up big this patch. The extra 50 dps, zero recoil and setting enemies on fire MUCH faster makes it a really good infinite ammo sidearm. It can kill impalers
That's amazing actually! Crazy to think a sidearm can now kill Impalers! A worthwhile armaments to master then. FOR SUPER EARTH!
@@SuperEarthSalute Granted you have to hit the fleshy part of it and it'll take a minute on your own but it's possible. I imagine it'll be hilarious for 4 players to laser one down with just pistols
so it's no longer the doo doo dagger
Railgun: Shoots like a musket, hits like a freight train.
We're very glad the Railgun is back to where it deserves to be! Truly Freedom has won this day! FOR SUPER EARTH!
I love it too 😍 ugh bile titan shot to the face boom so satisfying 😍
Idk. A weapon with the versatility of a bolt-action rifle 1-shotting everything is kinda .... meh.
I feel like I'm using a hacked Hunting Rifle in Fallout 3 that's been moded for "9999 damage".
People want it to be the BFG, but God damn its boring. Let it at least recoil me backwards like the Noisy Cricket from Men in Black.
Im glad everything got buffed. Now i can take a full flame loadout and begin deep exterminations on the bug front.
With how the update is performing and with player counts on the rise, the SES Flame of Freedom was just changed to the SES Flame of Redemption. Hope to be diving with y'all, for the flames of liberty shall purge the alien menace!
This is a most noble and democratic rebrand of your destroyer
To 10000000 more dives
Bring alot of stims with you, your gonna be on fire alot, ask me how I know😂
@@christopherroberts6089
Oh yeah, I've been using 20 stims a match
I came back from a 5 month long break to spread democracy and freedom with these upgraded weapons
We're glad to have you back, Helldiver
@@n1c0785 same here, FOR SUPER EARTH!
@n1c0785 never give up we must go strong for atleast 2 Years or more years 💪
4 months the Weekend was fun but finding a fun loadout is hard Something to Work around the Eruptor woud be nice but my old Combo (pre shrapnel removal) of Auto Cannon+Eruptor isnt that fun or good anymore i sadly dont have the new warnond with the Flame pump Action otherwhise i woud probably Just Run that and Auto Cannon (yes i Love that Auto Cannon it was Love at First Shot)
Everyone literally ignoring the fact that the HMG, AUTO CANNON and HMG In placement all can penetrate heavy armor enemies now no weak spot required, ITS SO OP
Just what we love to see. For Super Earth.
Yup the hang emplacements on defense missions are a point and klick adventure
@gibbyboi7313 holy shit. I did not see the AC buff.
HMG placement was like that even before this update, i saw it on high value evac (defense mission) vs automaton lv.6
i was surprised meself and thought that was some secret buff or sumtin
"WHAT. I CAN'T HEAR YOU OVER MY AUTOCANNON!"
_"All I can say about this Update is, that I never had this much fun being democratic!"_ - Death Captain Lionheart
Truer words have never been spoken
I can finally live out my pyromaniac fantasy of role-playing a WH40k Salamander space marine
Baby wake up new S.E.S. long form video just dropped 🔥🔥🔥
Wake up babeeee
I was wondering when it would happen. He did say he would commit in his channel info quite some time ago, around the time he changed his channel name and look. (His timeline of this can also be tracked through Shorts along with a sub-community in them.)
I had my doubts, but Super Earth has refuelled my democratic flame with these liberty-blessed buffs! FOR SUPER EARTH!
Yes indeed, Helldiver! Truly the light of Managed Democracy has shone upon us this day! FOR SUPER EARTH!
I think the Eruptor really did need that buff.
As someone that plays Super Helldive on both fronts on quick play, I rarely saw anyone use it. And it was mostly just on the bot front.
The broblem with the eruptor is even with the damage and explosion radius increase, it just didn't effectively kill enemies all that quickly.
The AMR in this regard did what the Eruptor does, but better in almost every single way except for group wide stager.
The eruptor was built around its shrapnel mechanic due to the low mag and medium bullet count, alongside its slow handling and the fact it's a bolt action and slow reload.
My problem now is what to pick with so many great choices... this is indeed a great problem... supper happy with this changes
Super happy to hear that
I think after the months of democratic frustration this has been a great change of course
Choose the load out you use. Your already good with it, now you'll be great
10:01: "If your squadmates are liberated from critical thought"... A horrendous situation indeed, but couldn't have expressed this better myself! Keep up the democratic work, S.E.S.!
Thanks Helldiver, we'll keep up our side of things if you keep up your side of protecting Super Earth. For democracy.
Why is nobody talking about the Grenade launcher, with Supply pack and Breaker Incindiary and thermite grenades it's so damn OP
Admittedly we were a bit strapped for time covering this, but with all the updates, we're going to be rolling out as much short and longform content as we can. FOR SUPER EARTH!
@@blutadlerx This is it. You're literally unstoppable. I've been absolutely wiping maps, 2x the kill count of everyone else.
And liberator concussive. Its like being able to bring an lmg without needing strategems
@@baconflakes3345 I will definitely try it today
:)
@baconflakes3345 I tried it, doesn't really kill anything. Terminids will swarm you. Sure you can lock up a brood commander but the hunters will jump you.
You missed something. The COMMANDO no longer takes 1, but 2 shots to destroy fabricators.
@@MassiveBunns 1 shot if you guide it into the vents 😜
@@MassiveBunns Queso Cannon does though
Meh, just thermite the side of the building.
@@joshuakelley438
Except I use my stun grenades
@@MassiveBunns grenade pistol
You're actually the best helldivers 2 content channel, incredibly fun, always up to date and very high quality. I hope you get the attention and fame you deserve, which is clearly way way more than you currently have. Thank you for your service
Helldiver, thank you for these amazing words! We plan to keep delivering the best quality content we can! Keep up the fight ! FOR SUPER EARTH!
The grenade launcher getting an extra grenade belt was a small buff but you can feel the difference. Im so happy
The game feels so much cooler now, I absolutely love the higher difficulties
Let’s hope they listen to us properly, we should be allowed to feel op!
The game is so much easier now, I basically never need to worry about dying on lvl 10!! Finally every situation is manageable!
just got on today back to almost to 100k helldivers we are back baby
We are so back
I definitely think the buffs were the right move, however level 10 is a bit of a cakewalk right now. I think this would be largely fixed if the enemy spawns were increased across all levels. This game is at its best with strong weapons versus huge hordes
No question that the buffs were exactly what was needed, and we're glad to see so many have been introduced! WE'RE BACK BABY! FOR SUPER EARTH!
I agree, larger enemy spawns combined with strong weapons makes for an incredible experience.
100% lore-compliant. Brilliant! :D
Thank you, noble Helldiver! We will continue to serve Super Earth and the SEAF with distinction and honor! FOR SUPER EARTH!
Decided to hop back into the game after a few months of not playing. Huge fan of the buffs they've done so far. It reminds me more of the first game now. In the first Helldivers, there were some totally niche builds you could slap together, but the only reason this worked at all was because _pretty much everything_ was good. Like, some things were situationally better than others in specific contexts, but all-around, you could totally hop into a helldive with the constitution musket and a flamethrower and still put in work. I really look forward to more buffs. I hope all weapons get similar treatment.
They should all functionally be sidegrades with very specific niche uses. Like, in the first game, the railgun couldn't eliminate heavy armor by itself. However, it was capable of stunning all heavy armor except for cyborg IFVs. While it couldn't take out an armored hulk or armored behemoth, it could STOP THEM from charging or dealing damage. It could also shoot through multiple enemies at once, acting like a scissor that would cut across the screen. This made it a highly effective pick in HD1 across ALL difficulties, because the teammate with the railgun could set up opportunities for people with actual anti-tank weaponry to take care of the threat easier. Was also a surprisingly effective crowd control weapon!
Flamethrowers in specific also worked a bit differently in HD1. I hope to see them introduce some of the features of flame weapons from the first game. What made the flamethrower so good in HD1 wasn't its ability to deal damage, but rather its ability to be excellent area denial and crowd control. In HD1 you could upgrade weapons with research samples, and there was an upgrade for the flamethrower which allowed it to create a wall of fire very similar to the napalm strikes we have now. This meant a player could create a wall of fire at specific locations, any time they wanted, to immediately deny entry to a specific area.
Hey I just arrived in Cyberstan and I saw a couple Cyborgs building a house! Also huge posters
Report all intel to your nearest democracy officer, Helldiver
Chaos Divers SCUM!!!!
id really love to see AH add a hellpod specialization that matches the warbonds. Viper commandos turns you invisible for 30 seconds like stalkers, Democratic Detonation you drop in as a 500kg, polar patriots freezes surrounding enemies, etc. Let each helldiver choose their own. That would be an easy change that would give me something more to do with my requisition slips.
Really love these suggestions! Could definitely get behind that, and it would be easy to implement for sure!
@@SuperEarthSalute it would also incentivize going back and purchasing warbonds people may have skipped. I know some people find certain warbonds to be boring, or lackluster. A small change like this might push people to reconsider
When using railgun make sure to equip high fire rate and damage weapon. I learned that the hard way bc stalker nests were not fight to fight against with a laser pistol, crossbow, and railgun.
I love using the punisher, but the shotgun pistol handles them pretty good too. You can easily kite them by sprinting.
So a neat thing I noticed while fighting the dirty Clankers today was that the Thermite Grenades don't have to directly go into their Fabricators to destroy them, you can just attach it to the side and it's gone.
Thanks for the tip Helldiver, we'll be sure to use this in the field. For Super Earth!
I’m one of the few helldivers that really enjoyed the difficulty of the game before this update. I don’t agree with a lot of things like the fire changes they had and whatnot, but the general difficulty was great. Now it feels really easy, regularly completing difficulty 10 missions with no deaths.
Also, the number of weapons that have 4 armor penetration feels wrong to me.
I still think the update was great, I just wish we’d get a higher difficulty now. Maybe we need a Bile Titan Behemoth for difficulty 11 and 12?
That's my concern. There are 10 difficulties. if 10 isn't really hard whats the point?
game was easy and difficulty nonexistent since release this is just a delusional take, you are confusing hard and tedious/annoying which is not the same ... also the update didnt change that much lets not pretend about that, some of the terrible weapons got some of their fun back so you just have more options thats it
@@613Nightmare So it was easy at launch and is now even easier...
And easily oneshotting the biggest enemies in the game is not changing that much lol
overall great update. 1 shotting bile titans is a bit too much and lvl 10 feels a bit too easy overall. but with a few twerks its fun
Definitely good overall but probably did lean a little too hard into the buffs, so some tweaks and reversions are probably on the cards.
One of the more underrated buffs in my opinion is to the Explosive Crossbow. It got a nice damage boost and also got its explosion radius increased. Its extremely effective against bugs since it one shots warriors and two shots guards to the face. It can take down multiple at a time and csn clear adds fairly well. It wipes out spitters really well, and most of all its one handed so you can use it with the shield or while carrying items. Its also really effective against bots, and will one shot them usually if you aim for the head.
Bro I had the best laugh when the diver with the eruptor headshots the strafing other diver and the 500kg landing next to the prone diver 😂
The eruptor buffs were actually pretty noticeable. After the update the impact of shots felt much heavier and even sounds slightly different, and Elite Brood Commanders consistently die to 1 or 2 shots to the face. Prior to the update, EBCs would take a consistent 2 - 3 headshots to kill (sometimes more).
Also bile spewers can be popped with one shot much more reliably. The shrapnel buff may not be a damage boost on paper, but it definitely is a damage boost.
You do the best job at making the changes blend in with the lore of the game! Love it man keep going!
“Unintended Casualties” 11:56
Honestly happy about the Erupter getting a buff, I was struggling to use it to take out big guys because you have to hit them perfectly.
Just to add for those that havent read the notes but watched the video. A couple enemies have had weak spot reworks to be easier and more common sense to kill and most "high caliber" stratagem weapons got buffed to pierce hulks chargers titans etc. such as the heavy MG, stationary mg turret, anti material rifle, and so on
Also thermites do 2000 damage now, they now work well as large enemy busters deleting chargers, hulks, bile titans, and even striders but obviously only really if you stick it to the enemy because the blast radius is quite small. Now the heavy enemy/building destroyer
my favored tactic is Arcthrower/jump jet. i can yeet my self, turn, full charge hit whatever is behind me, then charge up at least another shot or 2 before I move again
1:47 I fear this buff also goes to the enemies, as it would spice things up in a bad way. I’ll feel bad for the officer assigned for the mission as they got to send more drivers against buff hulks, scary to think about.
I love the commentary, how its so in universe, which is exactly how i want patch notes for this game
Thankfully the old Breaker handling was put back on this buff as well. When it was nerfed, it would rise up when fired making shots fire higher and higher upon use. Now it stays exactly steady upon firing without kick-back.
Yeahhhhh buddyyyyy
Look I think bots should have been more resistant to flame weapons, not invulnerable just more resistant.
In all honesty, yes. Certainly the heavier units, at least. Probably more tweaks to come, so we will see!
Incendiary against bugs, caustic against bots. Would make sense.
Yep and I would add a bias emp for bots and shrapnel for bugs. Of course all these do work for both at a default level but slight buffs depending on your enemy.
The "Captain (insert your country here)" build for bots:
Armor: CE-81 Juggernaut medium
Main weapon: crossbow
Sidearm: Las-7 Dagger
Grenade: Thermite
Stratagems: Ballistic shield/Queso Cannon/two of your choice.
Idea: A shielded super soldier that is INCREDIBLY hard to kill (thanks buff divers patch for making us EXTRA glass cannons)
That packs the firepower to nearly one tap every enemy on the bot front.
Dagger for small enemies
Crossbow for mediums
Queso for big/one shot fabricators
Shield......to protect yourself democratically
Thermite for when your queso is recharging
Have fun!
I think the 500kg is now in a place that forces them to consider if they need to bring up most of the 'red' strategems to that level or not. If this is the new level they are to aim for, then almost every other orbital and eagle needs some help. If not, then wait a bit for the politics of throwing any nerf to calm down and tone it back down to a halfway point between where it was and where it is. With how exciting support weapons are now and in the theory that every strategem should be balanced against all others, I say the former.
My arc thrower is back. Either it, the RR, or the railgun is probably the overall biggest winner of the patch. Those or any one of like half a dozen buffed primaries.
There should be an update where some parts of both the automaton and terminal factions break off into their own factions which means that they will fight them and sometimes us as well (depending on how we treat them) but if we treat these independent factions well and help them in battle then they'll help us.
Even with the new buffs and orbital napalm, the 500 kg’s bigger boom has a good place in my team’s arsenal. The boom is so big that it can take out medium bug nests and even heavy nests with good placement. Only downside is the possible casualties of teammates, but it’s a fair trade for killing the bugs
Ministry of science did great with the laser beam based weapons, my team are able to dispatch bots more efficiently thanks to the motor augmentations to allow for zero recoil and since it the motor is more efficient it can concentrate the beams heat more efficiently. My team recently passed me the research for changing the formula for the upcoming chemical agent warbond and I'm ecstatic on its improvement! - Chief scientist of the SES Agent of War.
Thank you for reporting in, Helldiver! Your feedback and contributions mean everything to us! FOR SUPER EARTH!
Crossbow is back as my fav to bug missions, its quiet, can close bug holes, 3 shoots to kill the new hive guard, able to destroy spore trees and flyers nests, we are so back baby
I was using railgun 90% mission before update against bots and now i use it even more. It can one shot hulks, gunships, devastators of all kinds and struggle only with tanks and towers but for them i have my 500kg bomb ready. It can also destroy bots outpost with 8 almost fully charged shots from insane range if you have to.
Breaker S&P got a MASSIVE buff that no one is talking about and imo it’s one of the best chaff clear guns for helldive, it just mows through hunter’s and other bugs and has an insane amount of ammo
In the words of spartan Jerome 092 "you can never have too much overkill"
The funny thing about the Eruptor buff is that, the crossbow got even buffed MORE, so nobody takes the Eruptor anymore because the CB is better at dealing AoE damage, and shoots faster.
Putting new eruptor in B tier is Blasphemy, the gun is an S++ beast rn
Yup, like it was at release.
I heard from other Divers that there is a legendary Shield Generator Pack somewhere in General Brasch's personal vaults that gave nigh-invincibility to melee damage and someone tried to sneak them to us.
Is it true? Does the legendary Shield actually exist? It would have helped on the Bug front!
We'll look into this for you Helldiver
I love the fact that fabricators can now be destroyed by all anti tank weapons not just the commando.
I'm having a great time bringing the recoilless to the bot front, one shoting fabricators, hulks, cannon turrets and dropships anywhere I hit them.
I love the buffs, the rail gun feels so good to use and the 500 Kg, my Democracy! I never used to use the 500 because I felt the EAS did more damage, but finally, now I never go without a 500Kg
@@raptorrogue4227 same
This! This is good, this is so promising because it shows that the community is being listened too!
It honestly was baffling when they started nerfing weapons into the ground…in a PvE GAME. I’m glad they’re finally realising that this genre is largely built on power-tripping.
I wouldn’t mind nerfs if they were like temporary like “The Automatrons have taken over a very important facility on this planet in the production of (list of guns and equipment) take the planet over to have your equipment back to super earth standards” or something cause it makes no sense that our weapons would be nerfed canonically but I could see if certain planets are taken over that certain equipment be nerfed due to using inferior parts for the gun and equipment if they wanted players to use different equipment and stuff that would’ve allowed without all the stuff in the past. Love how they fixed everything though cause now it’s so much easier to fight
This narrative that nobody asked for Eruptor changes is wild
It’s very good now. Figuring out loadouts is actually getting exciting. Everyone seems to be using different things. It feels good having overpowered guns while the enemies can also easily kill you as well. We are so back
The recoilless rifle is also a beast now as it can pretty much one shot any large enemies, dropships and fabricators
In my opinion the Arc Thrower already was a beast before.
I play it very often and almost always I have by far the most kills in my team with it.
As someone who’s taken a Democratic break till now, I appreciate you going through the update history of each weapon you talked about
As a proud Pyrodiver, R&D really came through with me with the formula tweaks to our incendiary weapons.
You missed the two biggest buffs. Thermites are now the god king of grenades, able to blow a charger's head off or a Hulk's faceplate out with a single stick. The HMG, and by extension the HMG Emplacement, are capable of shredding straight through heavy armor now. It's beautiful.
Crossbow is now without a doubt my best robot primary. Still great on bugs too. Eruptor is fun, but I think crossbow outclasses it in every category except maybe really long ranges, which is a very niche situation in Helldivers. Cleaving 3 walkers at a time, or entire packs of small enemies with just one shot is hilarious. Add to that the utility. Need to break doors and fences? No problem. Bot spawners and bug holes? No problem. And also a 1 handed weapon now...
The literal only draw back is that the AOE is so large now it is easy to blow yourself up.
Somehow the weapons being deadly enough for self-kills feels very on-brand for Helldivers 2. Haha!
honestly this buff update really "ignited" the fun again and actually made me return even after my complete burn out as now i can actually bring different stuff rather then just do the same thing over and over.
The AMR probably got the biggest glowup, it‘s a swiss army knife now
The railgun can one shot gunships. As a strictly automaton player it is hands down the best weapon strategem in the game. I encourage others to try out the HMG Emplacement too, I think that is just hands down the best bot strategem in the game.
Thanks for the tip Helldiver, I'm taking this into my next dive
@@SuperEarthSalute It’s a great drop for horde control, and eliminate a factory strider on its own if you aim for the eye, can be used for air superiority around gunship factories while others move in on it, and it’s only weakness is tanks. I like to call down Expendable AT alongside it in case of tank or factory strider to take the top gun out. Works in as a great combo piece and team support.
I love ur vids. Keep doing what your doing!!!
Cheers lad
"SUPER EARTH STRIKES BACK DIVERS! TO VICTORYYYYY!!!!"
i personally believe that the automatons should be allowed as far as cyberstan. if they attempt to progress beyond, i believe they should be pushed back, and a genuine attempt on super earth should be met with swift justice, but until such an attempt occurs, i will be staying on the bug front exclusively.
THE Eruptor now can wipe whole dropship full of infantry, with striders and devastateor! For Super-Earth my guys!
The Diligence counter sniper is now a hecking beast against automatons, as well. It was good before, but now it is even more so
Now all they need to fix is the the completely bipolar AI spawn rates.
Yesterday we burned through the remaining 15 reinforcements and lost the mission because (I kid you not) 4 patrols spawned right on top of us when we reached the extraction zone. The bots also materialized out of thin air, there were no dropships, no nothing, the game just decided that now our squad is going to be surrounded by 6 heavy devastators, 8 striders, 4 hulks and 4 rocket devastators suddenly. Also it kept spawning in ridiculous amount of bots for no reason (we didn't even have time to call in the extraction), it was as if we had 3 detector towers looking at us. But the thing is there was only 1 medium outpost left on the map by that time, and eventually even that was taken out by our team. Then everyone died at the extraction and we lost the mission.
I love how the glitch that made shield generators immortal was explained as us getting the good shield generators as opposed to the normal ones
Love your vids❤ youre my favourite Information source about helldivers
Thank you, Helldiver! We live to serve! FOR SUPER EARTH!
My favorite Buff is where they buff the Fun out of almost everything in this game, the Bots are still annoying but it's more enjoyable now
500kg bomb's buff has mre going for it than expected. It makes the diference between an alive big bug/bot and a dead big bug/bot.
I love this new update but one thing I dislike is that eradicate missions are almost boring now due to the enemy coming in waves rather than randomly
You have to wonder what the hell they were thinking with the nerfs in the first place. I don't trust Arrowhead at all anymore, but let's hope they keep buffing instead of nerfing everything.
I'm joining the fight again. They done fixed my baby. The eruptor was my go to. Then they nerved it to he'll and I couldn't bring myself to play
Can't believe the spray adn pray wasn't mentioned. this thing rocks now. It's super good against both bots and bugs
Ah yes, science. *Headshot* 7:25
Now I hope they cool it with the drop pod and mech skins and actually begin adding those vehicles that have been in the engine for several months now! 😂 also, missions set in abandoned cities.
Love how he says "the ministry of science really puts there mind to it" as he blasts someone's brains out
It feels like we got the release version of Helldivers 2 + All the new content since + The Escalation of Freedom update with this patch
That's what I think too
I do think large bugs (chargers and bile titans) are basically a non threat now even on max difficulty. Hunters and stalkers are far more dangerous
Beautiful update finally feels like we're doing something and it also feels like the enemies are better
They also increased the amount of reloads you can carry for the grenade launcher from 2 to 3.
The Orbital Napalm strike is absolutely goated. Best stratagem for bugs
I never once thought that the weaponry SuperEarth gave me was unsatisfactory for spreading democracy, because thinking is treacherous. I didn’t join the chaos divers like those treacherous cowards because the flamethrower was quote “unsatisfactory.” Instead, I went down there with a can of Raid and a lighter!! But I must say, the weapon upgrades are very nice.
Not to sounds like a traitor but, I liked the rocket devastaters endless ammo, I like a little but of a challenge when facing the bots and seeing a large patrol of em walking, I just get in front of em and watch the bots do endless friendly fire lmao
The spear can now one-shot bot dropships anywhere it hits😊
Looove it!
Excellent news, Helldiver! We've still got a lot to cover, so keep checking back for content on the daily! FOR SUPER EARTH!
Give us a rocket jumper gun
TF2 vibes right here! FOR SUPER EARTH!
Dont forget. Knight got more damage, reduced recoil, and now is a decent SMG to use with recoil reduc armor
I like how the weapons on the tier list that are blurred are still super obvious😂
The rocket Devastator wasn't even the most annoying enemy type. The guys with the shields were the biggest problem due to bad programming allowing them to shoot sideways with pinpoint accuracy, but now? It's the Scout Striders imo. Hard to kill and can one-shot you. It's like the only enemy in the game that can do that
They did revert the Eruptors damage back to 420 tho which is a shame, hope the shrapnel will compensate that, haven't tried it out yet.