It's a must-have. There's literally no mission I go into without it now at any level. But at the highest difficulties you want at least 1, if not 2 teammates running these. I've even switched up my usual armour selection and started using the 6-nade gear. If only it closed bug holes too but no sense having it borderline broken haha
@@spartanhexus6759 Honestly that sounds amazing, I should try that as well. Shields are just so mandatory feeling with how powerful hunters and stalkers are
@@Darksiege357 could pair well with slugger since slugger deals with stalkers and armoured guards very well. and stun grenade and lock a devesator or hulk in place to ensure a good shot on crit w slugger
You can't kill with it, and your sacrificing the ability to destroy factories and bug holes. Hopefully that's enough of a trade off to keep any nerfs away
Don’t really thinks that the devs care about if a content creator says something is op. They probably listen more to the opinions on their discord or can see what weapons etc that is most often used in game. They can probably see what weapons that gets the most kills etc too
Definitely my favorite addition to the warbond and with the sickle it makes it all worth it IMO. Just skip the other weapons and get these, ez win and medals savings! I'm excited for the Railgun video, it's still conceptually my favorite weapon and it's such a shame what happened to it; on paper a one-hit "risky" weapon that needs to be recharged at every shot has all the rights to be strong, but oh well...
The Railgun was a lot of fun and it's a shame. They should have balanced the bugs around the weapons with modifiers that get rolled pre-mission instead, like extra armoured legs etc. Would be more fun to have to swap your loadout around based on the modifiers on enemies kinda like you already do with automatons vs bugs.
@@AJCDesignsI’ve been using the EAT to oneshot hulks recently, and it slaps. Lock the hulk in place with a stub grenade, line up an easy headshot, and boom!
Slugger, Arc Thrower, Grenade launcher and Autocannon can help you with that. Plus, there are often red explosive canisters near those shipment containers.
Honestly it would make sense if they made the duration proportional to size or health. There isn't much reason to use it on tiny guys as you don't get many grenades and they are for far more useful for big units.
I did a video on the new localisation confusion booster and it did nothing to patrols at all. Other people have told me it's supposed to slow down how often bug breaches and drop ships can be called in. I've not tested that, but my experience is it makes no difference. I'd love to see you do a video on this as someone who's more knowledgeable about the game
It definitely increases the time between breeches/dropships. It's not by a lot, 30 or 40 seconds, but it's noticeable when you start to get into a bad situation.
It does make me miss having the utility of impact grenades esp. in missions heavy with spewers but the fact it has strong use and strong drawbacks is what makes it balanced.
for the heavier units other than the charger seems like it just makes the easy ways of killing them even easier, the heavy units arent bad on their own its just dealing with them WHILE getting swarmed by hunters or jetpack soldiers and berserkers which on that front, especially when running something like a slugger or scorcher which i akways do, it seems SO nice for dealing with swarms or getting them off you while to target hulk eyes or bomb a bile titan
@Adeon55 Crazy idea came to me but I bet you could toss automaton grenades through the open door of fabricators. Obviously that requires a few stars to align though. Not sure if the bugs can do it except maybe the bile spewers mortar shot landing in the hole
I love that most grenades have an actual application with downsides. Some arguably better than others but even the default grenade is still a good option
I love pairing this with the EAT. I can close small bug nests or stalker lairs easily by calling the EAT down right on top of it. I also like to pair it with the eagle airstrike for the same purpose
This is how you do your game! You have a unique tool that is really good at one particular thing. Meanwhile the smoothbrain dev is like "it's braindead play! Nerf into uselessness"🤡
Nerfed rail gun is still useful, you just probably don't want more than 1 person running it. Sniped a bile Titan with a fully charged head shot from 100m away after it ate an EAT from a teammate. It's nice for cleaning up what your stratagems don't kill and doesn't require a backpack. It's more friendly to those who aren't best at using a missile launcher since the reload time isn't long. The one thing i would change though is making the charge time 10-15% faster.
Are you on ps4? It still works againsr titans on ps4 because of the bug. (Also works if a ps4 player is in your lobby. You can 1 or 2shot bile titans) The devs play on ps4 and think it's normal. They dumb
What this video actually showcases is how the Flamethrower trivializes chargers, a fact well known, and how the stun grenade makes it easier to do for heavily impaired players.
It changed my life No more getting mauled by swarms Finally i can aim at hulk face without getting a heartburn as it runs toward me (randoms running away)
It's definitely a grenade you don't want the whole team to use. Not being able to destroy nests or factories has been an issue at times (especially when in chaotic moments of being swarmed since it's hard to get a stratagem up without killing yourself and sucks when you didn't have a chance to pick up a support weapon that could have destroyed them). I personally think it's pretty balanced. There's times where it's insanely clutch and there's times where having a standard grenade would have worked out better (because a few dead enemies sometimes is better than stunning a bunch of them, especially if you're running an incendiary shot gun that might have fire that can kill whatever survives the initial blast).
I have a strong feeling they are going to walk back the utility of the stun grenade a bit. Probably going to add a resistance timer for enemies so you cant stun lock. Maybe have a chance for heavies to not be affected as easily unless you get a direct hit with the grenade.
Nice video as always. Regarding the railgun tests, I find that it works wonders against Automatons, Unsafe mode can still oneshot the bipod guys and I think either 1 or 2 shot Hulks in the eye. Of course with a Scorcher equipped its utility will definitely go down as my biggest hurdle with automatons is dealing with walkers, which the scorcher can do. Still it feels great there coupled with an orbital laser to deal with bases. For bugs it's awful in my opinion, I stick to EAT and having a blast!
Even as a 500kg user and as a person who usually agrees with your assessment of gear in this game for the most part.. i just dont see the point of ever using this. Like ever. I primarily use grenades for two things. Taking out a group of bile spewers (or other enemies) at the same time, and closing bugholes. This one can do neither. Instead what i get is an item that makes it slightly easier to deal with enemies you can already deal with pretty easily imho. Like, it's not even a free kill, you still have to kill them normally with your method of choice, it just stands still (arguably trivializing the kill, unless other enemies are involved, but still). The bile titan effectively just stuns itself when you get close to it, as it stays still to either trample on you or spit on you.. which is more than enough time for a bomb to drop. I usually just throw a stratagem between its legs, move in range, and that's it, it's dead, it just doesnt know yet. Or well.. i mean.. it's dead if the 500kg does its job.. but you get the idea. On that note.. anybody else feel like stuff that should oneshot titans actually does so more frequently lately? Anyways. Chargers are a tiny bit more annoying given their frequency, but the flamethrower and arc thrower among other anti tank solutions get rid of them pretty quickly. Stunning them does not seem required. Sure, it's totally nice to have.. but you only have 4 grenades or in other words 4 stuns at hand anyways. So there is likely far more things you'd want to stun than there is grenades available at any given time, so it's more of a convenience on *some* enemies than anything else, while completely losing all the other benefits grenades have. I know how good stuns can be. Against bugs i primarily use orbital EMS. It can lock up the majority of a bug breach. It couples well with the 500kg, especially on bug breaches. Heck i once stunned 4 chargers and wiped them with a single 500kg, that felt great. CC can be fantastic. I just.. like.. i dont feel it for the stun grenade. No matter how i look at it. Stratagem slots are already pretty limited and i feel like im giving up the only easy solution to destroying spawners (among some other usecases like walk-by destroying broadcast towers). So you have to use a stratagem to fill that role. Sure, the 500kg can close holes. A lot of them actually, but that's far from enough for wiping out a nest and i'd rather not use all charges just to wipe out holes lol. Maybe my perspective is biased since i usually play with smaller teams tho. Somebody having stun grenades in a full squad seems nice to have. But if it's just 2 players, for example, you already have barely enough firepower to close all holes in a 12 or so spawner nest as is, including the occasional stratagem use or .. you know.. throwing a supply drop in a bughole for good measure xD
I like to bring either the Eagle Airstrike, the EAT, or both for clearing outposts. Hellpods you use to call down equipment (including the EAT with a 60s CD) also close bugholes. Fun fact you can also stun a Charger, place a hellpod beacon on top of it's head or back, and the hellpod will kill it
If you aren't bringing at least one item in your loadout to close bugholes you are throwing. If your nade can't, make sure your support weapon or airstrikes can. At least if you are playing with randoms. In pre made teams, it doesn't matter nearly as much.
I can 100% see them nerfing the duration of the stun. They already nerfed the railgun because it was "overperforming" because the crossplay bug was making it oneshot Titans. Even though it could NEVER oneshot Titans without that bug being active.
@@SuperCatacata my guess is that they'll nerf the area of effect and penetration value(which should make some of the bigger enemies immune to its stun effect)
that was like 5 seconds of stun, that is stupid good. could you test the frag grenade? it seems worse then the starting grenade. i just don't get it. it feels like the only thing i wasted war bonds on.
At some point down the road, I would be curious if you would test and have any recommendations on AR/BR currently in the game. Class of weapon seems to be really underwhelming but I may be missing something. ^.^
having 1 liberator concussive is nice to have on team. its stunning ability buys the team a lot of breathing room. would not recommend 2 its not worth the damage drop off as a team.
Are you aiming specifically for the legs of the charger with the flamethrower? That seemed to kill the charger way quicker than I usually do with Flammenwerfer. Is this a strat that I don't know about?
Yes the flame seems to bypass the armor and the leg still seems to be the lowest HP part of the charger, even after the head nerf. At least from my discoveries.
Right now is not S tier, the Granades are essential in higher difficulties. In the future when they release that pistol that shoots explosives it will probably will be way more useful
People that say the Stuns are bad because they can't destroy outposts haven't experimented enough. So many other stratagems that cooldown rather fast like the EAT and Eagle airstrike are way better at clearing outposts than risking your life running into the middle and tossing a nade. Especially if its an impact nade and a bug swats it midair like a pro NBA player lmao
This is just my personal opinion might be controversial but I personally think the grenades are less op then the rail gun due to the rail gun having way more ammo and use cases. I do understand how the grenades are great but the rail gun has 20 shots compared to 4-6 stung grenades. If you’re sparing that could last a while. Also the grenades trade off any form of damage capability for stunning heavy targets, while the rail gun could deal damage while also having incredible armor piercing capability. I just think the stun grenades are pretty balanced and hope they don’t get nerfed.
Dont bother talking logic to him, bro drops the worst takes on game balance known to man, ignores why he’s getting perma spawned on while standing next to a detector tower, for instance, and complains the rail gun was perfectly fine and didnt need tuning while it was the absolute strongest stratagem in the game bar none
I'm curious if there's some kind of hidden stat to it that does wind up doing damage. Last night I threw one at a charger that I had already damaged quite a bit expecting to sun it so that I could easily finish off the kill with my auto cannon. Except when the stun grenade went off, the charger died. And to my knowledge it didn't take damage from any other source, nor did I see any bleeding coming from it. So it really seemed that the initial blast of the stun grenade finished it off. Obviously this was a one off thing so its possible I did miss another factor, like the ones I mentioned. But it might be something you want to play around with in testing. Because if it does do some hidden damage, that'd probably make for good content for your channel.
increases the time your stratagem deploys by 100%, so if your strategem takes 4 seconds from becon to boom it takes 8 seconds instead, it also affects your resupply and even the evac timer at the end of the mission
@rmack9226 a mission modifier, if you play on anything higher than difficulty 4 you get forced modifiers to the mission, these are mostly just obnoxious, with some examples being the one i previously mentioned, one only lets you bring 3 strategems instead of 4, one makes it so your strategems have 50% longer cooldowns and much worse. The higher difficulties have multiple of these active as well just to ruin your fun
The stun grenade is quite amazing, I think you can even hit friendlies and they just slow down while enemies are frozen in place. I hope they just leave it as is, because the downsides of taking it balance it out already. But with this team you never know.
It’s EMS in a can, I think they’d have to change the way EMS works mechanically, which I don’t see being high on the priority list! Plus it doesn’t pop nests or automaton factories so it’s got situational use with clear drawbacks
@@jamesgreen6211Agreed hence why I said it was balanced, used it a lot myself and found it very annoying when I was near a factory or hole and didn't have the means, and became very useful against oncoming chargers or hoards of enemies. So its working fine as intended ..... although I have noticed a lot of chargers get stuck in their running animation when stunned.
So... is it just common to kick someone that isnt doing exactly what you want in a game now!? If im playing a different objective or holding down the exraction while others finish the last S.M. or just waiting to resawn because all the reinforcements were used up... WTF am i getting kicked right before EXTRACTION!?
This stun grenade is amazing, but it has plenty of downsides. It doesn't actually kill anything on its own, so you usually need to commit to a follow-up attack. It cannot destroy bug-holes or bot-factories, which means you need something else in your arsenal or to rely on friends to destroy them. The railgun comparisons seem unwarranted.
The railgun needed to be nerfed and it is still worth running. Pair it with the breaker or punisher and use it to 1 tap your medium armor enemies with little effort. Larger enemies now require more skill which is a good thing considering how few downsides the railgun has.
Yeah, it was insanely skillful to throw a stun nade and cook a charger or throw a 500kg at an immobile titan. Flamethrower is even more brainless but people act like it somehow requires skill, lol. They could've just lowered the amount of ammunition for railgun to adjust the ammo economy and left it as it was. It would be on par with the flamer and the arc thrower now.
@@ch4zff jesus christ people are still going on about those nerfs? Its been 10 god damn days. Even reddit the cool ass reddit that turned into another reddit thread went back to normal after 5 days its honestly getting annoying hearing the same crap like its groundhog day. We get railgun nerf bad revert nerf, etc, etc ETC how long will people keep going with this crap?
@ch4zff it's hard when I just want to pop into a section and read about the actual subject of the video and how people feel about the subject, and there's usually 3 after one another about the first patch (btw both sides are annoying). Im not trying to get annoyed. I was fine with it when it happened the first 2-3 days it happened, but it just got really irritating after almost 5-6 days in, and you just don't stop seeing it. I'm just more shocked discord shuts the "skill issue" and "meta slaves" down, and reddit basically just don't care anymore and those two are worse than yt and yet yt is still going after 2 weeks pretty much.
I find it hard to justify taking these on the basis of removing 90% of my ability to destroy bug holes. Once the grenade pistol comes out on the other hand...
You use hand grenades to close bug holes? Airstrikes, Grenade Launcher, Autocannon, EAT, Hellpods, 500kg, Patriot Suit, Precision Strike, Barrages, SEAF Artillery, etc are all safer and quicker at clearing outposts
Brother, no one told me about the 500 kg bs 😂 they buff enemies, nerf us but the engine is like this??? I love this game, I have over 200 hours in it but come on, I’ve had enough of the clipping!
I'm pretty sure they've been doing some stealth patching too. The Diligence DMR one-shots things way more consistently, the liberator feels like it recoils a little less/shoots faster, and the patrol aggro seems to be a bit less insane.
God I'm sick of people bitching about the railgun "nerf". I like your videos about testing the weapons but man you're beating a dead horse with the railgun crap, just get over it already.
I think the Railgun still has a place, on unsafe mode - especially against automatons - it oneshots hulks and can oneshot any medium unit if you hit it where it hurts. You might wanna use the Anti-materiel rifle more, though I wish it had a crosshair when you're not aiming down sights.
Y'all need to stop saying things are good or they're gonna nerf em. Just complain that it still sucks so they nerf it a little less. Because buffing weapons doesn't exist.
Funny thing is you can kill your team with it by just holding it and standing next to someone and letting it go off. At least i think that's what happened to the guy I just wanted to spook and now he's dead... Sorry man (didn't kill me tho)
Why take a grenade that stuns and use something extra to kill things, when you can take a grenade that kills things right away? There are plenty of ways to kill chargers or titans, BTW you don't need to stun a charger to kill him with flamer. No way Im gonna replace my explosive nades with that thing. Especially when you play with randoms it pretty useless.
It's a must-have. There's literally no mission I go into without it now at any level. But at the highest difficulties you want at least 1, if not 2 teammates running these.
I've even switched up my usual armour selection and started using the 6-nade gear. If only it closed bug holes too but no sense having it borderline broken haha
AC or grenade launcher support weapon I suppose if you want to be able to solo with it.
@@pubcle I like to go grenade launcher so i can pair it with the supply pack, which means more grenades AND stun grenades.
@@spartanhexus6759 Honestly that sounds amazing, I should try that as well. Shields are just so mandatory feeling with how powerful hunters and stalkers are
@@Darksiege357 could pair well with slugger since slugger deals with stalkers and armoured guards very well. and stun grenade and lock a devesator or hulk in place to ensure a good shot on crit w slugger
I'm scared of being hyberbolic, youtubers calling things OP then the devs sniff it out and nerf it :)
You can't kill with it, and your sacrificing the ability to destroy factories and bug holes. Hopefully that's enough of a trade off to keep any nerfs away
Hyperbolic is how RUclipsrs get clicks
@@BandannaDannI know that, but it's also how bad devs with an itchy trigger finger balance
Don’t really thinks that the devs care about if a content creator says something is op. They probably listen more to the opinions on their discord or can see what weapons etc that is most often used in game. They can probably see what weapons that gets the most kills etc too
@@Boamerethey have nerfed three weapons and buffed 20
This will pair especially well with the upcoming handheld grenade launcher.
Paired w/ the pulse laser rifle for I infinite ammo
So will the one handed nade launcher change the type of grenades it throws depending on which one you have selected?
@@Planterobeets I hope not. I want to use the stun grenades and still destroy bug nests with it.
i need the flamethrower pistol for a boba fett build
Starcraft Firebat 😎
When the grenade pistol releases these two are gonna be everywhere
What this video actually showcases is that Total Annihilation music still goes hard over 25 years later
favorite OST ever
Definitely my favorite addition to the warbond and with the sickle it makes it all worth it IMO. Just skip the other weapons and get these, ez win and medals savings!
I'm excited for the Railgun video, it's still conceptually my favorite weapon and it's such a shame what happened to it; on paper a one-hit "risky" weapon that needs to be recharged at every shot has all the rights to be strong, but oh well...
The Railgun was a lot of fun and it's a shame. They should have balanced the bugs around the weapons with modifiers that get rolled pre-mission instead, like extra armoured legs etc. Would be more fun to have to swap your loadout around based on the modifiers on enemies kinda like you already do with automatons vs bugs.
Rail gun is still the best weapon for Bots imo . Still one shots every enemy including Hulks in the visor in unsafe mode.
Railgun is perfectly fine weapon, it's just noticeably riskier and require more time to charge up.
@@AJCDesignsI’ve been using the EAT to oneshot hulks recently, and it slaps. Lock the hulk in place with a stub grenade, line up an easy headshot, and boom!
Railgun was overpowered. Still a great gun after massive nerfs
After watching this video I've come to the conclusion that the railgun needs another nerf 😂
100% every shot in reserve is way too few shots to kill a titans face :P
I do like the stun but I do miss using impacts on those blastable doors
you can use laser rifle to open doors
Slugger, Arc Thrower, Grenade launcher and Autocannon can help you with that. Plus, there are often red explosive canisters near those shipment containers.
Or the arc thrower
Honestly it would make sense if they made the duration proportional to size or health. There isn't much reason to use it on tiny guys as you don't get many grenades and they are for far more useful for big units.
I did a video on the new localisation confusion booster and it did nothing to patrols at all. Other people have told me it's supposed to slow down how often bug breaches and drop ships can be called in. I've not tested that, but my experience is it makes no difference. I'd love to see you do a video on this as someone who's more knowledgeable about the game
It definitely increases the time between breeches/dropships. It's not by a lot, 30 or 40 seconds, but it's noticeable when you start to get into a bad situation.
Three grenades to airstrike a tiny group of enemies.
Seems useful against heavies though. Save your turrets from chargers!
That G-23 + Anti-Materiel Rifle combo might just make me leave my dearly beloved Autocannon at home for a while.
It does make me miss having the utility of impact grenades esp. in missions heavy with spewers but the fact it has strong use and strong drawbacks is what makes it balanced.
for the heavier units other than the charger seems like it just makes the easy ways of killing them even easier, the heavy units arent bad on their own its just dealing with them WHILE getting swarmed by hunters or jetpack soldiers and berserkers which on that front, especially when running something like a slugger or scorcher which i akways do, it seems SO nice for dealing with swarms or getting them off you while to target hulk eyes or bomb a bile titan
only tangentially related but they need to make the flamer kill bug holes, idk about factories but definitely bug holes
Is there any other method in the game that can kill bug holes but not factories (or vice versa)?
@@Adeon55 none that i not of
@Adeon55 Crazy idea came to me but I bet you could toss automaton grenades through the open door of fabricators. Obviously that requires a few stars to align though. Not sure if the bugs can do it except maybe the bile spewers mortar shot landing in the hole
I love that most grenades have an actual application with downsides. Some arguably better than others but even the default grenade is still a good option
bro still finds a way to bitch about the railgun lol
I love pairing this with the EAT. I can close small bug nests or stalker lairs easily by calling the EAT down right on top of it. I also like to pair it with the eagle airstrike for the same purpose
This is how you do your game!
You have a unique tool that is really good at one particular thing.
Meanwhile the smoothbrain dev is like "it's braindead play! Nerf into uselessness"🤡
Nerfed rail gun is still useful, you just probably don't want more than 1 person running it.
Sniped a bile Titan with a fully charged head shot from 100m away after it ate an EAT from a teammate.
It's nice for cleaning up what your stratagems don't kill and doesn't require a backpack. It's more friendly to those who aren't best at using a missile launcher since the reload time isn't long.
The one thing i would change though is making the charge time 10-15% faster.
Are you on ps4?
It still works againsr titans on ps4 because of the bug. (Also works if a ps4 player is in your lobby. You can 1 or 2shot bile titans) The devs play on ps4 and think it's normal. They dumb
What this video actually showcases is how the Flamethrower trivializes chargers, a fact well known, and how the stun grenade makes it easier to do for heavily impaired players.
S-Tier... untill you are right next to 5 open bug holes, with a stalward in your hands.
Sick so were gonna have a nerfed stratagem weapons, a nerfed grenade, and a nerfed primary. Let’s goooooo
The second they add that leaked 1 handed nade launcher it's over, it'll be a staple on everyone's loadout + stuns as grenades
Stunning a rusher type enemy does sound like a good utility.
Stunningly good lol ❤
It changed my life
No more getting mauled by swarms
Finally i can aim at hulk face without getting a heartburn as it runs toward me (randoms running away)
The 500 kg is underwhelming
The railgun WAS OP, it did exactly the job for which it was added! Nothing more, nothing less, just what it was meant for. :P
It's definitely a grenade you don't want the whole team to use. Not being able to destroy nests or factories has been an issue at times (especially when in chaotic moments of being swarmed since it's hard to get a stratagem up without killing yourself and sucks when you didn't have a chance to pick up a support weapon that could have destroyed them).
I personally think it's pretty balanced. There's times where it's insanely clutch and there's times where having a standard grenade would have worked out better (because a few dead enemies sometimes is better than stunning a bunch of them, especially if you're running an incendiary shot gun that might have fire that can kill whatever survives the initial blast).
I have a strong feeling they are going to walk back the utility of the stun grenade a bit.
Probably going to add a resistance timer for enemies so you cant stun lock. Maybe have a chance for heavies to not be affected as easily unless you get a direct hit with the grenade.
thats wild expecting the stun gren to blow a bug hole lol
Nice video as always. Regarding the railgun tests, I find that it works wonders against Automatons, Unsafe mode can still oneshot the bipod guys and I think either 1 or 2 shot Hulks in the eye. Of course with a Scorcher equipped its utility will definitely go down as my biggest hurdle with automatons is dealing with walkers, which the scorcher can do. Still it feels great there coupled with an orbital laser to deal with bases. For bugs it's awful in my opinion, I stick to EAT and having a blast!
Even as a 500kg user and as a person who usually agrees with your assessment of gear in this game for the most part.. i just dont see the point of ever using this. Like ever. I primarily use grenades for two things. Taking out a group of bile spewers (or other enemies) at the same time, and closing bugholes. This one can do neither. Instead what i get is an item that makes it slightly easier to deal with enemies you can already deal with pretty easily imho. Like, it's not even a free kill, you still have to kill them normally with your method of choice, it just stands still (arguably trivializing the kill, unless other enemies are involved, but still). The bile titan effectively just stuns itself when you get close to it, as it stays still to either trample on you or spit on you.. which is more than enough time for a bomb to drop. I usually just throw a stratagem between its legs, move in range, and that's it, it's dead, it just doesnt know yet. Or well.. i mean.. it's dead if the 500kg does its job.. but you get the idea. On that note.. anybody else feel like stuff that should oneshot titans actually does so more frequently lately? Anyways.
Chargers are a tiny bit more annoying given their frequency, but the flamethrower and arc thrower among other anti tank solutions get rid of them pretty quickly. Stunning them does not seem required. Sure, it's totally nice to have.. but you only have 4 grenades or in other words 4 stuns at hand anyways. So there is likely far more things you'd want to stun than there is grenades available at any given time, so it's more of a convenience on *some* enemies than anything else, while completely losing all the other benefits grenades have.
I know how good stuns can be. Against bugs i primarily use orbital EMS. It can lock up the majority of a bug breach. It couples well with the 500kg, especially on bug breaches. Heck i once stunned 4 chargers and wiped them with a single 500kg, that felt great. CC can be fantastic. I just.. like.. i dont feel it for the stun grenade. No matter how i look at it. Stratagem slots are already pretty limited and i feel like im giving up the only easy solution to destroying spawners (among some other usecases like walk-by destroying broadcast towers). So you have to use a stratagem to fill that role. Sure, the 500kg can close holes. A lot of them actually, but that's far from enough for wiping out a nest and i'd rather not use all charges just to wipe out holes lol.
Maybe my perspective is biased since i usually play with smaller teams tho. Somebody having stun grenades in a full squad seems nice to have. But if it's just 2 players, for example, you already have barely enough firepower to close all holes in a 12 or so spawner nest as is, including the occasional stratagem use or .. you know.. throwing a supply drop in a bughole for good measure xD
holding units in place during complex strategem plotting isn't a boon when they literally added the effects so they could sell us the warbond.
does targeting a chargers leg with the flamethrower do more damage?
how are you killing chargers so fast with the flamethrower? they take almost a whole mag for me
Roast the legs
I love using it but man, I’m just hoping my teammate close the bugholes for me because I can’t
I like to bring either the Eagle Airstrike, the EAT, or both for clearing outposts. Hellpods you use to call down equipment (including the EAT with a 60s CD) also close bugholes. Fun fact you can also stun a Charger, place a hellpod beacon on top of it's head or back, and the hellpod will kill it
If you aren't bringing at least one item in your loadout to close bugholes you are throwing. If your nade can't, make sure your support weapon or airstrikes can.
At least if you are playing with randoms. In pre made teams, it doesn't matter nearly as much.
Really curious to see your review of the Arc Thrower 🤣
They are nerfing this grenade in 2 or 3 weeks, you can bet your money on it.
no fun allowed
I can 100% see them nerfing the duration of the stun. They already nerfed the railgun because it was "overperforming" because the crossplay bug was making it oneshot Titans. Even though it could NEVER oneshot Titans without that bug being active.
@@SuperCatacata my guess is that they'll nerf the area of effect and penetration value(which should make some of the bigger enemies immune to its stun effect)
that was like 5 seconds of stun, that is stupid good. could you test the frag grenade? it seems worse then the starting grenade. i just don't get it. it feels like the only thing i wasted war bonds on.
its aight ig
Oh no, it's OP. It's gotta get toned down to be in line with the other grenades now.
i sub just bc i like your voice :D (and good content ofc)
This grenade is an autocannon enjoyers dream
hello thanks for your video.
what about a review on the super sniper ?
Stunningly good🦭
At some point down the road, I would be curious if you would test and have any recommendations on AR/BR currently in the game. Class of weapon seems to be really underwhelming but I may be missing something. ^.^
having 1 liberator concussive is nice to have on team. its stunning ability buys the team a lot of breathing room. would not recommend 2 its not worth the damage drop off as a team.
Are you aiming specifically for the legs of the charger with the flamethrower? That seemed to kill the charger way quicker than I usually do with Flammenwerfer. Is this a strat that I don't know about?
Yes the flame seems to bypass the armor and the leg still seems to be the lowest HP part of the charger, even after the head nerf. At least from my discoveries.
Right now is not S tier, the Granades are essential in higher difficulties.
In the future when they release that pistol that shoots explosives it will probably will be way more useful
And what about arc shotgun ?
It's true. I remember him saying that.
In every mission with randoms i am the only one using it, it be nice to have 2 players with Stun nades and 2 with impact
People that say the Stuns are bad because they can't destroy outposts haven't experimented enough. So many other stratagems that cooldown rather fast like the EAT and Eagle airstrike are way better at clearing outposts than risking your life running into the middle and tossing a nade. Especially if its an impact nade and a bug swats it midair like a pro NBA player lmao
Just need for the grenade pistol to come out so we can still blow up bug holes/fabricators and still use the stun grenade
This is just my personal opinion might be controversial but I personally think the grenades are less op then the rail gun due to the rail gun having way more ammo and use cases. I do understand how the grenades are great but the rail gun has 20 shots compared to 4-6 stung grenades. If you’re sparing that could last a while. Also the grenades trade off any form of damage capability for stunning heavy targets, while the rail gun could deal damage while also having incredible armor piercing capability. I just think the stun grenades are pretty balanced and hope they don’t get nerfed.
Dont bother talking logic to him, bro drops the worst takes on game balance known to man, ignores why he’s getting perma spawned on while standing next to a detector tower, for instance, and complains the rail gun was perfectly fine and didnt need tuning while it was the absolute strongest stratagem in the game bar none
I'm curious if there's some kind of hidden stat to it that does wind up doing damage. Last night I threw one at a charger that I had already damaged quite a bit expecting to sun it so that I could easily finish off the kill with my auto cannon. Except when the stun grenade went off, the charger died. And to my knowledge it didn't take damage from any other source, nor did I see any bleeding coming from it. So it really seemed that the initial blast of the stun grenade finished it off.
Obviously this was a one off thing so its possible I did miss another factor, like the ones I mentioned. But it might be something you want to play around with in testing. Because if it does do some hidden damage, that'd probably make for good content for your channel.
did the blast hide a blue laser?
what is complex stratagem deployment effect?
increases the time your stratagem deploys by 100%, so if your strategem takes 4 seconds from becon to boom it takes 8 seconds instead, it also affects your resupply and even the evac timer at the end of the mission
@@glockenspeal okay so what is it though? An option you enable? Or a game effect?
@rmack9226 a mission modifier, if you play on anything higher than difficulty 4 you get forced modifiers to the mission, these are mostly just obnoxious, with some examples being the one i previously mentioned, one only lets you bring 3 strategems instead of 4, one makes it so your strategems have 50% longer cooldowns and much worse.
The higher difficulties have multiple of these active as well just to ruin your fun
Please review the buttstock melee strike. I feel it’s s tier at worst
Tip: stun grenade +resupply = win
The stun grenade is quite amazing, I think you can even hit friendlies and they just slow down while enemies are frozen in place. I hope they just leave it as is, because the downsides of taking it balance it out already. But with this team you never know.
It’s EMS in a can, I think they’d have to change the way EMS works mechanically, which I don’t see being high on the priority list! Plus it doesn’t pop nests or automaton factories so it’s got situational use with clear drawbacks
@@jamesgreen6211Agreed hence why I said it was balanced, used it a lot myself and found it very annoying when I was near a factory or hole and didn't have the means, and became very useful against oncoming chargers or hoards of enemies. So its working fine as intended ..... although I have noticed a lot of chargers get stuck in their running animation when stunned.
Did you notice that second charger looking like a rhino? It looked different with that horn? 💀
Review the inferno grenade. There's no reviews on youtube for that grenade.
So... is it just common to kick someone that isnt doing exactly what you want in a game now!? If im playing a different objective or holding down the exraction while others finish the last S.M. or just waiting to resawn because all the reinforcements were used up... WTF am i getting kicked right before EXTRACTION!?
hey since youre taking suggestions: the diligence rifles. i just think theyre neat and i like to use them :)
I like it but I prefer having grenades to close bug holes.
This stun grenade is amazing, but it has plenty of downsides. It doesn't actually kill anything on its own, so you usually need to commit to a follow-up attack. It cannot destroy bug-holes or bot-factories, which means you need something else in your arsenal or to rely on friends to destroy them. The railgun comparisons seem unwarranted.
The railgun needed to be nerfed and it is still worth running. Pair it with the breaker or punisher and use it to 1 tap your medium armor enemies with little effort. Larger enemies now require more skill which is a good thing considering how few downsides the railgun has.
Yeah, it was insanely skillful to throw a stun nade and cook a charger or throw a 500kg at an immobile titan. Flamethrower is even more brainless but people act like it somehow requires skill, lol.
They could've just lowered the amount of ammunition for railgun to adjust the ammo economy and left it as it was. It would be on par with the flamer and the arc thrower now.
@@ch4zffCope harder, metaslave
@@ch4zff jesus christ people are still going on about those nerfs? Its been 10 god damn days. Even reddit the cool ass reddit that turned into another reddit thread went back to normal after 5 days its honestly getting annoying hearing the same crap like its groundhog day. We get railgun nerf bad revert nerf, etc, etc ETC how long will people keep going with this crap?
@@Nephi-lily don’t read the comments if it’s annoying? Dunno what else to tell you broski.
@ch4zff it's hard when I just want to pop into a section and read about the actual subject of the video and how people feel about the subject, and there's usually 3 after one another about the first patch (btw both sides are annoying). Im not trying to get annoyed. I was fine with it when it happened the first 2-3 days it happened, but it just got really irritating after almost 5-6 days in, and you just don't stop seeing it. I'm just more shocked discord shuts the "skill issue" and "meta slaves" down, and reddit basically just don't care anymore and those two are worse than yt and yet yt is still going after 2 weeks pretty much.
Hard to pass my impact nades. I'll use stuns when I get a 2ndary that can launch nades
Also when you’re playing with noobs who only have the orbital strike and they throw that against a charger, stun it for them so the beam hits
Since when could bile spitters shoot artillery out their butts?! Are they evolving?!
The green ones always could, I do notice them using it more frequently tho
Everything is OP when you need a clickbait thumbnail.
Stun grenade stuns. Obviously.
As a stun grenade enjoyer DELETE THIS BEFORE ARROWHEAD SEES
the reason why that 500k b didnt work is cus it want under ground
Make it not effective on the biggest units, increase its radius, and make it do like 1 damage so it can close hole with like 2 grenades
And boom
You just created useless trash that no one will equip
Most of the time I think you’re a bit negative Ermz, but yeah, the 500kg bomb is mostly useless or broken.
Sadly im expecting a nerf to come to this nade soon
I find it hard to justify taking these on the basis of removing 90% of my ability to destroy bug holes. Once the grenade pistol comes out on the other hand...
You use hand grenades to close bug holes? Airstrikes, Grenade Launcher, Autocannon, EAT, Hellpods, 500kg, Patriot Suit, Precision Strike, Barrages, SEAF Artillery, etc are all safer and quicker at clearing outposts
@@Darksiege357i assume you take down a medium nest in less than 20min
@@realcharsy7418 Was that meant to be an insult? If so you want to edit to say "more than 20min"
It will be better once you get the grenade pistol
Brother, no one told me about the 500 kg bs 😂 they buff enemies, nerf us but the engine is like this??? I love this game, I have over 200 hours in it but come on, I’ve had enough of the clipping!
I'm pretty sure they've been doing some stealth patching too.
The Diligence DMR one-shots things way more consistently, the liberator feels like it recoils a little less/shoots faster, and the patrol aggro seems to be a bit less insane.
Im glad the Railgun got nerved. I dont like it and i do not have to play it anymore to be viable.
Man why mfers always gotta use the OP title man. Cant it just be a good viable weapon my God 😔
ARC weapons please :)
God I'm sick of people bitching about the railgun "nerf". I like your videos about testing the weapons but man you're beating a dead horse with the railgun crap, just get over it already.
OP grenade? Noooooooo. A bundle of pure TNT 🧨 would be a OP grenade
EAT-17 is a one shot kill. Why waste a grenade?
I think the Railgun still has a place, on unsafe mode - especially against automatons - it oneshots hulks and can oneshot any medium unit if you hit it where it hurts. You might wanna use the Anti-materiel rifle more, though I wish it had a crosshair when you're not aiming down sights.
Y'all need to stop saying things are good or they're gonna nerf em. Just complain that it still sucks so they nerf it a little less. Because buffing weapons doesn't exist.
Funny thing is you can kill your team with it by just holding it and standing next to someone and letting it go off. At least i think that's what happened to the guy I just wanted to spook and now he's dead... Sorry man (didn't kill me tho)
"This thing is more OP than the railgun"
Proceeds to explain why it’s actually not OP and a pretty big trade off.
You sir, are a doofus
too bad it does 0 damage, you can't use it to close holes or destroy fabricators
Way too salty over the railgun.
I hate em. They last like 3 seconds
Fix the 500kg or I istg to god, ⬆➡⬇⬇⬇
there is nothing op in that granade, impact>>>. And by the way dont call things op if you test them below lvl 7.
S-tier? bullshit. its not usefull gainst tanks and titans, neither does it somethin to bot factories and bu holes... thats just B-tier
This guy is annoying
Why take a grenade that stuns and use something extra to kill things, when you can take a grenade that kills things right away? There are plenty of ways to kill chargers or titans, BTW you don't need to stun a charger to kill him with flamer. No way Im gonna replace my explosive nades with that thing. Especially when you play with randoms it pretty useless.