6:14 - ThiccFilA found out that if you land 2 shots on ONE the bottom doors of the strider, it'll kill it, but if you hit both doors, then it'll take more shots
If you poke out of cover to the right you can get body shots and headshots with little danger from their weapon. The closer they are to you the more room you have to poke out due to the angle of their gun and that it's always in their right hand. It's still not a whole lot. But once you get it. It makes them pretty trivial with a precision weapon. I find you can get an angle where they can't shoot back well either poking over a sand dune sometimes.
I took out the gunships with 1 missile to it's engines. Just hard to hit 2 shots to the eye can drop a factory strider. But of course that means you gotta get rid of the mini guns You can also close bug holes from any direction... you don't need to shoot the actual hole Tbh I think the commando might be my new favorite support weapon
Can confirm 1 hit to gunship engines. I have done this multiple times. I even missed hard but managed to swerve the missile back into the rear engine for a 1 shot kill once.
You can also take out hulks with one rocket to their face, if I recall. I might be confusing the MLS-4X with the Railgun (And yes, I am saying that the railgun can one-shot hulks if you hit their heads.)
When Bile Titans are spewing, their "head" killbox moves to their cheek area where the head armour meets the jaw. If you aim there when they spew, you'll get consistent 2 shots.
And there is only one strength of stratagem jammer. The “weaker” one only dies because the attached factory is destroyed and explodes with a higher demolition force than the missile.
@@Ellinkaiprobly aim was a bit off and he hit the hull of tank is my best bet. Alternatively could be a slight hitbox issue if he was in a session with a bit of lag.
Cool thing happened the other day. Was playing with a pick up group and all of us watch your videos! It was a cool interaction. Real Helldivers watch Takibo!
Some corrections: Tanks take 2 shots to the turret not 3 Gunships take 2 shots to the body but only 1 to the engine Factory Strides can be killed in 2 shots to the eye
Right, like how the normal machine gun is "redundant" because of HMG since they're both machine guns? Commando is basically the middle ground between EAT and recoilless
I do prefer the commando most of the time but the spear gives you the ability to reload and also refill it with ammo boxes, for utility the spear is still better at least against spore spewers and shrieker nests, about equal against fabricators but the commando is more flexible and more reliable at close range
Commandos (450 damage) are weaker than EATs (650 damage), but with Behemoth's they both take 2 to the face because it has 850 HP. (for anyone interested behemoth legs also take 2 commandos, but you can one tap the legs if you move forward while firing an EAT/RR/QC.)
True but honestly I'd rather do a quick 2 tap to the face than use an EAT most of the time. I think they work really well together, since they're both similarly great at most stuff and slightly better than each other in other situations
something people need to understand is the commando is designed for long distance targets where you have an easier time using the laser to guide the missle into the target
I 4 shoot factorystriders in the face every time during the defence campain and in games yesterday aswell, something was very off with that 16 shot tests, especially since the light in the face only takes 2 shoots to bring it down
He wasn't aiming. His shots were hitting the face & neck. Honestly not a great video, missed quite a few details. Sure it kills grunts if you headshot them - but what about splash damage ? How many grunts can you kill with one rocket, and how far can they be spaced ? Same for striders - it one shots them anywhere on the armored top, but what about legs ? Can splash damage leg a strider ? It doesn't kill shield devastators if you hit the shield - ok, but CAN you break the shield with rockets ? Could the splash damage from hitting the shield kill the head if it was weakened ?
The issue is that the general face area isn't a weakspot it has a very specific spot, @mattparent the splash damage is about one meter you won't get many splash damage kills but I can't say how many hits a shield would take. One of the few things I'd say he got bang on in this video is that devastators and beserkers aren't worth spending commando shots on unless you were about to call another in anyway
Dont really know what to say, was taking out numerous factory striders on the base defense missions with 2-4 shots to the face. Teammates were remarking on the fastest factory strider kills ever.
The hulk will still take damage when hit there though. The point is that if you have to burn all 4 rockets to kill a hulk through leg shots, it doesn't matter If you cripple the hulk and hit the busted kneecap or take out both legs (which results in an instakill regardless of the hulk's actual health). Given that you can kill on 3 to center mass and the commando is rapid fire (vs Spear/RR), you're better off aiming for the torso unless circumstances recommend otherwise (for example, having only 2 missiles left and cooldown active so you want to cripple the hulk since you can't guaranteed kill it right away)
i loved this thing in the Defense of X-45 and I still love it now. I had a match earlier where i killed a charger with 2 of its rockets only to turn around and stare at a bile titan. I waited out its breath, shot the remaining two rockets at the titan's face and boom, dead.
Hey Takibo, I really enjoy your videos and have been watching them for months now. I don't know if you still do this, but I was hoping you can try a meta I use while playing Helldivers 2 and see what you think. I call it the "Crowd Controller" and it consist of: Stratagems: -Grenade Launcher: which can double tab most medium armored enemies along with a couple of shot to Tanks and Turrets. -Shield Generator: this is for protection because sometimes you get close to the enemies in this build. -Railcannon Strike: can one shot Hulks, Tanks, and Turrets so it's good to help get out of a pinch. -Rocket Sentry: This can help deal with big crowds of medium to heavy armored enemies, but most importantly it helps deal with gunships which this build lacks in weaponry to deal with. Loadout: -Standard Breaker: this can rapidly deal with smaller enemies along with Berserkers and Devastators. (though you can take the Dominator if you feel it to be a better choice since it can take out Striders from its under belly) -Grenade Pistol: great utility weapon for factories and Walkers. -Thermite Grenades: surprisingly good weapon for dealing with Hulks which you can take out with just four grenades on any part of the body. -Armor: use an armor set that has the fortified passive to help deal with explosive damage. (though you can get the engineer passive if you want more grenades) -Booster: it doesn't really matter which booster you use it's up to you. This meta is great for crowd control and there are a few weapons/stratagems that help deal with heavier armored enemies that the Grenade Launcher may struggle against. I've had fun with this build, and been using it for months now so it would mean the world to me if you gave it a try.
I pop two missiles back to back and then just follow the gun ship. It guides both in. It's absolutely easier if they're mering your friends because one rocket barrage and your laser guidence is gone
love this thing, I play with VoiceAttack so just made it drop when I say "Request Arnold" some reason it didn't listen well when I said "commando". I love the EAT but this thing takes the cake!
I just tried the Commando and it kicks so much ass. The accuracy & range on this thing is out of control. Takes out factories in one shot. Striders go down 2 shots to the eye, 2 shots to take out turrets, hulks can be 1 shotted. I just need to get used to the laser guided feature more, but overall this thing shows no mercy to bots.
I feel that arrow head has stepped in the right direction when adding this weapon very well versatile and not overpowered right direction making powerful but balanced weapons
Indeed. I just wish they brought some of the other options up to par. This thing makes the EAT look pretty lame by comparison - It has more consistent shots to kill on most things, can destroy objectives in one hit from any angle even though it deals less damage, the uses are way more granular because the effect of 2 missiles is split up into 4 that can all be carried at once and fired with no reload or prep time, and it's extremely forgiving to use because of the laser guide + no ballistic arc on the rocket + even if you mess up you can just fire again immediately. The only cost is that the cooldown is slightly longer.
One correction, it only takes two shots on a tanks turret to destroy it. Even from the front, but don't hit the barrel, hit to the right or left of it. This also includes tower turrets.
It’s also 2 shots for the tiny tiny tiny nearly invisible, might as well not be, face weak spot of the factory strider. Or I think I saw that on Thicc’s walkthrough of the weapon.
I definitely wouldn't recommend it against Shrieker Nests. I'm not sure if they are always in clusters of 3, but it was painful trying to take them out with a Commando.
Spear is best for long range shrieker nest kills, if you have a solo nest and another commando off cooldown it's probably worth it to avoid them spawning but I'd generally just use a stratagem if I'm running commando
5:50 you have to shoot at the same door because there's 2 doors otherwise it will take you more to destroy the Factory Strider, same thing with every single weapon that can damage them underneath.
A tank takes 2 shot to the turret from any direction not 3, and if you hit the heat sync once it takes so much damage you could throw a rock and it'd die, don't waste a second rocket, pull out your primary 👍 (same for stationary turrets)
It takes 1 rocket to gunship thrusters but because of weapon handling, rocket velocity, and the speed at which gunships strafe, it's hard to actually land those shots.
Ok hear me out For bots you have to have following load out cannon sentry Rocket sentry Mg sentry Secondary either auto cannon or any other rocket launchers. Or Eagle cluster bmbs. Primary: Plasma punisher shotty or scorcher Grnd pistol. Mg stry, 1 min to recharge keep s bots away for good. Rocket and Cannon they just take out whole drop ship units including Devastators, tanks,hulks from a very long distance. Hard for striders cause they go for sentry and destroys in 1 shot with cannon.
I’m pretty sure if you get the factory strider in its eye/nostril on the lower left side of its nose the it dies in like 2-3. I did it on a wall defence mission
The other day, my team failed to kill a regular charger with 4 commando shots to the front, 1 quasar to the side and an eagle strike, but it finally died to a bit of flamethrower
I played mission last night, we dropped in next to a POI that had a behemoth but we weren't close enough for it to spot us. I call in a commando and 2 shot the behemoths head. Later in the mission we had a bug breach with about 6-7 regular chargers (one was already on the obj) and most of them die in one shot but one charger take a quasar to the chest, both front legs are missing armour, it's entire back is missing from a rail cannon strike and its still charging at us for another 15 seconds. The inconsistency with enemies is painful.
2 missiles remove a hulk leg, which has a large health pool, same for hulk arms, which has a much lower health pool than the legs, which is strange because of break points (2 is enough for leg, but over-kill for arm). Useful info for immobilizing them.
Hulk's legs only have 100 more health than the arms, and only 10% more durable (80% compared to 70%, which doesn't affect anti tanks like the commando anyways)
Don't know for sure. I know it takes 2 AC shots to blow off arm, but 4 for a leg. Might be an apples and oranges comparison, Ervin has good data mined info on all this stuff.
@@mattmaffett5879 Hulk's arms are 500 HP, AV(Armor Value) 4, 100% durable. Autocannon projectile is 260 damage, AP(Armor Penetration), 100% durable. Because AP = AV, 50% damage reduction to the Autocannon's projectile. So, 260 / 2 = 130. 500 / 130 = 3.8 (4 Shots) Hulk's legs are 600 HP, AV4, 100% durable. 600 / 130 = 4.6 (5 Shots) The only explanation for the hulk being 2 shot by your autocannon is that the arm was already damaged, whether that be from you, your teammates, or enemy friendly fire. All information sourced from helldiversdotio, and invadersfromplanetdotspace (Replace the dot for a fullstop. RUclips automatically filters and hides comments that have links in them) I know about Eravin, but don't give him the light of day due to the clickbait thumbnails. Does he provide a source for his datamined info, if any, or did he obtain them by himself?
I really, really, really wish it was closer to the HD1 iteration, with a support backpack to reload, but i get both thematically (commandos thematically feel closer to disposable heavy weapons than reloadables since their missions are typically high priority elimination over prolonged combat) and gameplay wise (it would edge out the Spear) why it's now a disposable
@@PPWRUP They fixed the Spear target lock, it's less fickle now (you still need roughly LOS to some arbitrary center of the target, I think). I still find it as a niche pick, good for taking out bunkers, fabricators, turrets and gunships but edged out in other more common roles. Autocannon edges it out against hulks, and devastators, RR is better for shooting down dropships and taking out tanks/cracking strider armor (both are typically better taken out with orbitals/eagles anyways ideally). I don't complain when I see a Spear user on my team, but as the dedicated Supply Pack rearline, I often find myself using all my supplies to keep him topped off with missiles on higher difficulties since they're used to take out the gunship patrols and eat away at outposts from a safe distance. Give it another try, the lock on feels 10 times better than it did before!
4:30 This is slightly inaccurate. Some variants of the stratagem jammer have a bot fabricator directly next to the jammer. You need to destroy this fabricator to chain into destroying the fabricator. The jammer itself is still immune to direct Commando shots.
Ill put money on this thing getting nerfed, especially the oneshotting the factories from any angle, the only other weapon that can do this is the Spear and that is just the niche the Spear seems to be good for. This thing outclasses the EAT in basically every way.
I have not had two missiles kill a bile Titan. I've shot Bile Titans directly in the face on different stages of its head just plain head when it's mouth is open and while puking. two shots never killed it lol
Aoe explosion does nothing to the head of bile spewers. Most (and I'm pretty sure all) heads are explosive immune, meaning they take 0 damage from explosion.
I've been referring to the stratagem jammers as old and new type, during the first week I had never seen a jammer without a linked fabricator, but after that update that removed the server que issues, I suddenly started seeing these free-standing jammers. Does anyone know if this is actually true?
One correction, it only takes one shot to take out a gunship if you squarely hit an engine
The problem is hitting the damn thing though
But ypu have this problem with every rocket launcher
@@8-7-styx94it's laser guided, so its a lot easier to hit.
Shoot and aim to the middle of it, the when it moves keep following it and it hits 7/10 times the engine, this works for me
@@8-7-styx94 the quasar is pretty easy because the projectile is so fast.
6:14 - ThiccFilA found out that if you land 2 shots on ONE the bottom doors of the strider, it'll kill it, but if you hit both doors, then it'll take more shots
Each door has independent HP
Three shots
@@is1dsa700 From my testing it took 4 shots on the belly and they were point blank too. Still pretty good
@@is1dsa700Like the OP said, each door has seperate hp.
If you focus fire one side, it dies faster.
Heavy Devs once again being the bane of every Helldiver's existence.
If you poke out of cover to the right you can get body shots and headshots with little danger from their weapon. The closer they are to you the more room you have to poke out due to the angle of their gun and that it's always in their right hand. It's still not a whole lot. But once you get it. It makes them pretty trivial with a precision weapon. I find you can get an angle where they can't shoot back well either poking over a sand dune sometimes.
I took out the gunships with 1 missile to it's engines. Just hard to hit
2 shots to the eye can drop a factory strider. But of course that means you gotta get rid of the mini guns
You can also close bug holes from any direction... you don't need to shoot the actual hole
Tbh I think the commando might be my new favorite support weapon
Aim for the middle of the gunship and let the gunship drift sideways. Good way to hit the engines with the Commando.
Can confirm 1 hit to gunship engines. I have done this multiple times. I even missed hard but managed to swerve the missile back into the rear engine for a 1 shot kill once.
I tried hitting a strider in the eye. It took around 6 or 7 missiles. Does anyone know what happened??
You can also take out hulks with one rocket to their face, if I recall. I might be confusing the MLS-4X with the Railgun (And yes, I am saying that the railgun can one-shot hulks if you hit their heads.)
When Bile Titans are spewing, their "head" killbox moves to their cheek area where the head armour meets the jaw.
If you aim there when they spew, you'll get consistent 2 shots.
You can also destroy bug nests using the commando, which is very useful to do it from a safe distance and if you're running out of nades
Yo, also, you don't have to send missile directly into the hole. Just has to hit near it, so it's possible to close 2 in 1 shot
True, fabricators are just easier to see from range most of the time because they're generally a bit taller than any walls that might surround them
In my experience, it's 2 shots on a turret of a tank to kill it. Same with turret towers.
And it's 1 shot per gunship when hit their engines.
Same
And there is only one strength of stratagem jammer. The “weaker” one only dies because the attached factory is destroyed and explodes with a higher demolition force than the missile.
@adeadfishdied Right.
Kinda surprised me Takibo didn't know that.
tested on a lot of tanks and cannon towers and its always been 2 hits on the turret so im not sure what he did to make it take 3 shots.
@@Ellinkaiprobly aim was a bit off and he hit the hull of tank is my best bet. Alternatively could be a slight hitbox issue if he was in a session with a bit of lag.
I want an unsafe mode. Fires all 4 at once and you get rag dolled backwards
Cindy: "What's that?"
Matrix: "Rocket launcher"
now i have to watch it :D
They will NEVER guess....hhahahahahahhahahahhaha
I bet no one but a GenX knows WHY this weapon is called COMMANDO.
@@nunobarros3629 haha right? :D that shopping and then the beach equiping was my favourite parts :D
"Remember when i said i would kill you last?" :D
@@tryskacz - “I lied…..”
“Aaaaaaaaaaaaaaaargh…”
@@nunobarros3629And one of the actors in that movie is named Vernon Wells!
Cool thing happened the other day.
Was playing with a pick up group and all of us watch your videos!
It was a cool interaction.
Real Helldivers watch Takibo!
Some corrections:
Tanks take 2 shots to the turret not 3
Gunships take 2 shots to the body but only 1 to the engine
Factory Strides can be killed in 2 shots to the eye
I love how they finally fixed the spear, and then about 3 weeks later, they make it almost completely redundant with a new rocket laucher 🎉
Not really, getting rid of Spores, multiple Titans and Shrieker nest is still vital with the Spear.
@LordVader69420 You’ve only been using it one way. The guy above knows what’s up
Commando user when 3 bile titans show up 😱
Right, like how the normal machine gun is "redundant" because of HMG since they're both machine guns? Commando is basically the middle ground between EAT and recoilless
I do prefer the commando most of the time but the spear gives you the ability to reload and also refill it with ammo boxes, for utility the spear is still better at least against spore spewers and shrieker nests, about equal against fabricators but the commando is more flexible and more reliable at close range
4 shots for a factory strider is nuts!
2 if you hit its under belly at the same plate.
It only takes 2 shots to kill a factory strider to the face he just has poor aim. Hit the yellow glowing eye and it dies in 2 shots.
Commandos (450 damage) are weaker than EATs (650 damage), but with Behemoth's they both take 2 to the face because it has 850 HP. (for anyone interested behemoth legs also take 2 commandos, but you can one tap the legs if you move forward while firing an EAT/RR/QC.)
True but honestly I'd rather do a quick 2 tap to the face than use an EAT most of the time. I think they work really well together, since they're both similarly great at most stuff and slightly better than each other in other situations
Also the recoilless requires a backpack which is balanced but not always ideal and I just feel like the cooldown on quasar is a bit too long now
Only 3m45s in and I have come to the conclusion I better have fun with it now.
I know right, we all know what happens to fun equipment in game.
something people need to understand is the commando is designed for long distance targets where you have an easier time using the laser to guide the missle into the target
I 4 shoot factorystriders in the face every time during the defence campain and in games yesterday aswell, something was very off with that 16 shot tests, especially since the light in the face only takes 2 shoots to bring it down
He wasn't aiming. His shots were hitting the face & neck.
Honestly not a great video, missed quite a few details.
Sure it kills grunts if you headshot them - but what about splash damage ? How many grunts can you kill with one rocket, and how far can they be spaced ?
Same for striders - it one shots them anywhere on the armored top, but what about legs ? Can splash damage leg a strider ?
It doesn't kill shield devastators if you hit the shield - ok, but CAN you break the shield with rockets ? Could the splash damage from hitting the shield kill the head if it was weakened ?
@@matteparent2468 I've killed normal tanks and tower turrets in two rockets before so...dunno what he's been doing wrong?
The issue is that the general face area isn't a weakspot it has a very specific spot, @mattparent the splash damage is about one meter you won't get many splash damage kills but I can't say how many hits a shield would take. One of the few things I'd say he got bang on in this video is that devastators and beserkers aren't worth spending commando shots on unless you were about to call another in anyway
Hell yeah. You are by far my favorite creator of Helldivers informational videos. Thanks bro.
I like it because they're both slightly spammable
Hey! nice to have some youtubers still making content, i hope the new faction comes out soon so yall get more stuff to make content from
Commando is sick.
Dont really know what to say, was taking out numerous factory striders on the base defense missions with 2-4 shots to the face. Teammates were remarking on the fastest factory strider kills ever.
The hulk’s leg was already destroyed after 2 hits, it can’t get any more destroyed.
The hulk will still take damage when hit there though. The point is that if you have to burn all 4 rockets to kill a hulk through leg shots, it doesn't matter If you cripple the hulk and hit the busted kneecap or take out both legs (which results in an instakill regardless of the hulk's actual health). Given that you can kill on 3 to center mass and the commando is rapid fire (vs Spear/RR), you're better off aiming for the torso unless circumstances recommend otherwise (for example, having only 2 missiles left and cooldown active so you want to cripple the hulk since you can't guaranteed kill it right away)
What a fantastic add to our arsenal! If only we'd had this a month back! Fingers crossed that there are no nerfs incoming!
i loved this thing in the Defense of X-45 and I still love it now. I had a match earlier where i killed a charger with 2 of its rockets only to turn around and stare at a bile titan. I waited out its breath, shot the remaining two rockets at the titan's face and boom, dead.
Its always a great day when there is a new Takibo video.
🔥🤙🔥
Been waiting for this video thank you
Hey Takibo, I really enjoy your videos and have been watching them for months now. I don't know if you still do this, but I was hoping you can try a meta I use while playing Helldivers 2 and see what you think.
I call it the "Crowd Controller" and it consist of:
Stratagems:
-Grenade Launcher: which can double tab most medium armored enemies along with a couple of shot to Tanks and Turrets.
-Shield Generator: this is for protection because sometimes you get close to the enemies in this build.
-Railcannon Strike: can one shot Hulks, Tanks, and Turrets so it's good to help get out of a pinch.
-Rocket Sentry: This can help deal with big crowds of medium to heavy armored enemies, but most importantly it helps deal with gunships which this build lacks in weaponry to deal with.
Loadout:
-Standard Breaker: this can rapidly deal with smaller enemies along with Berserkers and Devastators. (though you can take the Dominator if you feel it to be a better choice since it can take out Striders from its under belly)
-Grenade Pistol: great utility weapon for factories and Walkers.
-Thermite Grenades: surprisingly good weapon for dealing with Hulks which you can take out with just four grenades on any part of the body.
-Armor: use an armor set that has the fortified passive to help deal with explosive damage. (though you can get the engineer passive if you want more grenades)
-Booster: it doesn't really matter which booster you use it's up to you.
This meta is great for crowd control and there are a few weapons/stratagems that help deal with heavier armored enemies that the Grenade Launcher may struggle against. I've had fun with this build, and been using it for months now so it would mean the world to me if you gave it a try.
I pop two missiles back to back and then just follow the gun ship.
It guides both in.
It's absolutely easier if they're mering your friends because one rocket barrage and your laser guidence is gone
Cool! thank you for your detailed analysis!
Thank you for the video mate. It was helpful.
helpful in a dead game destroyed by the devs? yeah i dont think so buddy
love this thing, I play with VoiceAttack so just made it drop when I say "Request Arnold" some reason it didn't listen well when I said "commando". I love the EAT but this thing takes the cake!
I just tried the Commando and it kicks so much ass. The accuracy & range on this thing is out of control. Takes out factories in one shot. Striders go down 2 shots to the eye, 2 shots to take out turrets, hulks can be 1 shotted. I just need to get used to the laser guided feature more, but overall this thing shows no mercy to bots.
I feel that arrow head has stepped in the right direction when adding this weapon very well versatile and not overpowered right direction making powerful but balanced weapons
Indeed. I just wish they brought some of the other options up to par. This thing makes the EAT look pretty lame by comparison - It has more consistent shots to kill on most things, can destroy objectives in one hit from any angle even though it deals less damage, the uses are way more granular because the effect of 2 missiles is split up into 4 that can all be carried at once and fired with no reload or prep time, and it's extremely forgiving to use because of the laser guide + no ballistic arc on the rocket + even if you mess up you can just fire again immediately. The only cost is that the cooldown is slightly longer.
@@BackwardsPancake To be fair though EAT still has more firepower per minute and is still very good so now it's more of a preference/team play choice
@@BackwardsPancakeExacrly why I like this over the expendable. You have 4 shots on you with 1 stratagem instead of having to hang around with the EAT.
meanwhile, 9 spear in the head doesn't kill a factory strider, but it destroys a bunker in 2 shots
very nice arrowhead
It can destroy bug nests the same way it destroys bot fabricators. From any direction. Great for dealing with certain nests.
One correction, it only takes two shots on a tanks turret to destroy it.
Even from the front, but don't hit the barrel, hit to the right or left of it.
This also includes tower turrets.
they better not even think of touching this weapon, its fine where its at
I really like the Commando, also because of it's handling.. It fires so fast..
It’s also 2 shots for the tiny tiny tiny nearly invisible, might as well not be, face weak spot of the factory strider. Or I think I saw that on Thicc’s walkthrough of the weapon.
I definitely wouldn't recommend it against Shrieker Nests. I'm not sure if they are always in clusters of 3, but it was painful trying to take them out with a Commando.
Spear is best for long range shrieker nest kills, if you have a solo nest and another commando off cooldown it's probably worth it to avoid them spawning but I'd generally just use a stratagem if I'm running commando
5:50 you have to shoot at the same door because there's 2 doors otherwise it will take you more to destroy the Factory Strider, same thing with every single weapon that can damage them underneath.
Finally. A reason to play
Thank goodness and Liberty that the -1 stratagem modifier is gone so we can always bring this as a second support weapon.
You took out the hulk leg with 2 shots. Put the other 2 shots into the other leg and he'll go down.
Another reason for not using the Railgun
6:30 factory belly only require 3 shots from Commando as you see here. It will die at the 3rd shot hit it.
Love this support for those pesky factory striders
A tank takes 2 shot to the turret from any direction not 3, and if you hit the heat sync once it takes so much damage you could throw a rock and it'd die, don't waste a second rocket, pull out your primary 👍 (same for stationary turrets)
Commando rocket dont drop off ether like the eat. I snipe a bio titan a cross the map yesterday. Saving the helldiver
It takes 1 rocket to gunship thrusters but because of weapon handling, rocket velocity, and the speed at which gunships strafe, it's hard to actually land those shots.
Ok hear me out For bots you have to have following load out
cannon sentry
Rocket sentry
Mg sentry
Secondary either auto cannon or any other rocket launchers.
Or
Eagle cluster bmbs.
Primary: Plasma punisher shotty or scorcher
Grnd pistol.
Mg stry, 1 min to recharge keep s bots away for good.
Rocket and Cannon they just take out whole drop ship units including Devastators, tanks,hulks from a very long distance.
Hard for striders cause they go for sentry and destroys in 1 shot with cannon.
2 shots to the weak spot on factory strider face kills it as well.
9:05 i did not know that
I’m pretty sure if you get the factory strider in its eye/nostril on the lower left side of its nose the it dies in like 2-3. I did it on a wall defence mission
Ìt would be pretty cool if the gun gad an alternate fire mode that launched all four rockets at the same time
The other day, my team failed to kill a regular charger with 4 commando shots to the front, 1 quasar to the side and an eagle strike, but it finally died to a bit of flamethrower
I played mission last night, we dropped in next to a POI that had a behemoth but we weren't close enough for it to spot us. I call in a commando and 2 shot the behemoths head. Later in the mission we had a bug breach with about 6-7 regular chargers (one was already on the obj) and most of them die in one shot but one charger take a quasar to the chest, both front legs are missing armour, it's entire back is missing from a rail cannon strike and its still charging at us for another 15 seconds. The inconsistency with enemies is painful.
doing lords work
2 missiles remove a hulk leg, which has a large health pool, same for hulk arms, which has a much lower health pool than the legs, which is strange because of break points (2 is enough for leg, but over-kill for arm). Useful info for immobilizing them.
Hulk's legs only have 100 more health than the arms, and only 10% more durable (80% compared to 70%, which doesn't affect anti tanks like the commando anyways)
Don't know for sure. I know it takes 2 AC shots to blow off arm, but 4 for a leg. Might be an apples and oranges comparison, Ervin has good data mined info on all this stuff.
Edit: Eravin
@@mattmaffett5879 Hulk's arms are 500 HP, AV(Armor Value) 4, 100% durable.
Autocannon projectile is 260 damage, AP(Armor Penetration), 100% durable.
Because AP = AV, 50% damage reduction to the Autocannon's projectile.
So, 260 / 2 = 130. 500 / 130 = 3.8 (4 Shots)
Hulk's legs are 600 HP, AV4, 100% durable.
600 / 130 = 4.6 (5 Shots)
The only explanation for the hulk being 2 shot by your autocannon is that the arm was already damaged, whether that be from you, your teammates, or enemy friendly fire.
All information sourced from helldiversdotio, and invadersfromplanetdotspace (Replace the dot for a fullstop. RUclips automatically filters and hides comments that have links in them)
I know about Eravin, but don't give him the light of day due to the clickbait thumbnails. Does he provide a source for his datamined info, if any, or did he obtain them by himself?
I've been on hiatus too long, what's a shredder tank? What's a behemoth? I didn't even know the commando was in the game.
Go at 6:28 and turn speed to x0,25 you will see it explodes at the third shot 🔍
hey uhh takibo, for the tanks its two missiles at the turrets, same for turret cannons, or they have more HP when u play against lols
Actually its only 2 shots for all cannons, tank strider or turret, no matter what angle.
I really, really, really wish it was closer to the HD1 iteration, with a support backpack to reload, but i get both thematically (commandos thematically feel closer to disposable heavy weapons than reloadables since their missions are typically high priority elimination over prolonged combat) and gameplay wise (it would edge out the Spear) why it's now a disposable
Doesn't literally anything edge out the Spear? As far as I know, they never fixed the target lock.
@@PPWRUP They fixed the Spear target lock, it's less fickle now (you still need roughly LOS to some arbitrary center of the target, I think). I still find it as a niche pick, good for taking out bunkers, fabricators, turrets and gunships but edged out in other more common roles. Autocannon edges it out against hulks, and devastators, RR is better for shooting down dropships and taking out tanks/cracking strider armor (both are typically better taken out with orbitals/eagles anyways ideally). I don't complain when I see a Spear user on my team, but as the dedicated Supply Pack rearline, I often find myself using all my supplies to keep him topped off with missiles on higher difficulties since they're used to take out the gunship patrols and eat away at outposts from a safe distance. Give it another try, the lock on feels 10 times better than it did before!
The fastest way to destroy anything in this game is just to give the Devs more time 😂😂😂😂😂
Sadly, this makes my fav Stratagem (Expendable Anti Tank) redundant. Oh well, this is cool, too
4:30
This is slightly inaccurate. Some variants of the stratagem jammer have a bot fabricator directly next to the jammer. You need to destroy this fabricator to chain into destroying the fabricator. The jammer itself is still immune to direct Commando shots.
This stratagem has changed stealth bots on helldive can easily solo now level 60
I bet no one but a GenX knows WHY this weapon is called COMMANDO.
Ill put money on this thing getting nerfed, especially the oneshotting the factories from any angle, the only other weapon that can do this is the Spear and that is just the niche the Spear seems to be good for. This thing outclasses the EAT in basically every way.
Finally a decnt weapon.
Second clip looks like one of mine lol
I have not had two missiles kill a bile Titan. I've shot Bile Titans directly in the face on different stages of its head just plain head when it's mouth is open and while puking. two shots never killed it lol
You can one tap hulks if you hit them in the eye
Yeah it's almost too good. The EAT needs a buff now, imo. A slight damage/armor pen value buff.
I feel like it takes 2 shots to destroy the tanks on the turret when I use it
thanks for the video
One taps a hulk if you hit in eye
wtf I can't even do half of these, I think they nerfed the damage
Also, gunships, if you hit one of the engines, it will go down in one hit.
Them bastards is slippery I tell ya!
Unrelated, but do you plan on making videos about the new DLC Missions for Ready or Not when they come out?
Tanks are killed in 2 rockets if you aim at the turret section. And gunships in 1 shot to engine.
ANd the new MO being completed before I got off work :(
Two shots to the factory strider's eye will kill it, but it's pretty dangerous if you haven't defanged it.
Factory striders are now uselles and your content is great
AoE damage never hits heads btw. Or limbs for that matter. Only bodies.
I feel like all I get is nurse spewers lol
Pretty sure the tank turret and cannon turret are 2 shots.
So, new meta is ammo pack with commando? 👀 or does it not reload with the ammo pack?
W
I always take turrnt towers with 2 shots. No matter where i hit...
Aoe explosion does nothing to the head of bile spewers. Most (and I'm pretty sure all) heads are explosive immune, meaning they take 0 damage from explosion.
What's up legend.
lets see how long takes arrowhead to nerf it
How is the AMR an "easier choice" when trying to shoot down a gunship?
Algorithm 🎉🎉
It should be 3 shots to the underbelly not 4. Also gunships take 1 shot to the engine, if you manage to hit the damn thing lol.
Playing the Roblox verison of this Dark divers it’s good
I've been referring to the stratagem jammers as old and new type, during the first week I had never seen a jammer without a linked fabricator, but after that update that removed the server que issues, I suddenly started seeing these free-standing jammers. Does anyone know if this is actually true?
I would assume this has been nerfed into the ground by now?