after i got the experimental infusion booster i haven't played a single mission without it, it became my entire playstyle after i started using armor that gives you two extra stims. I have a severe addiction to stims now. 10/10
Im not usually into tier list videos but i had to stop by to make sure firebomb hellpods was in F tier, otherwise i'd have to ask "what's wrong with you". But it's appropriately in F tier. Carry on.
I think you'd have to specifically choose strategems that are quick to deploy and are entirely offensive, like turrets, for it to not be in F-tier. There is no way I'm gonna wait around a firbomb hellpod and possibly catch fire for a tac-pack or support weapon
Firebomb hellpods are a kick reason imo😂. Nothing like some random bastard who istantly burns u alive when he joins ur game😅 or your pods suddenly burning you.
Absolutely agree with the tierlist, it would be noteworthy to mention how much better the Dead Sprint perk becomes when used together with Vitality Enhancement
The vitality booster doesn't just affect limbs. It's a roughly 20% damage resistance across the board. Use it with the new dead sprint and you'll see how it mitigates damage on everything. People are sleeping on this one because people got the strange idea it only affects limbs.
It’s about 3.75% of health/sec without vitality. With it, it’s about 1% of health/sec. I would like to also recommend pairing it with the experimental infusion booster as well.
After 200 hours and multiple difficulty 10 operations completed i can say that your tier list reflects what people would commonly agree with and so do I.
Wanted to say, that [EXPERIMENTAL INFUSION] buster also works on stim pistols!! So, good time using it, doc! edit: also [DEAD SPRINT] works really well with [VITALITY ENHANCEMENT]. It drains less health by a significant amount of time!
I think localization confusion is more meant for defense missions, as it increases the overall timeframe when enemies spawn, making it easier to kill all the enemies at a slower pace
It makes the biggest difference on asset defense missions where it will reduce the overall numbers of enemies spawned before the mission is complete. It is S tier for this type of mission only.
Localization confusion only slows the timer on potential bug breaches and bot drops. It does not affect patrols at all. The Reddit post: "Let's talk about Patrols: An In Depth Analysis of Patrol Spawning Mechanics" explains everything.
If nobody in my team is using stamina enhancement but someone is using vitality, I would put on dead sprint since it takes way less health, making it way better than stamina enhancement in my opinion.
- Vitality enhancement: gives +20% damage resistance - basically armor. I got that info from another RUclipsr who does a lot of research. Muscle enhancement: another hidden effect is that you won't be slowed that much from Stalkers, and hunters --> you better escape. And another one: combine Death-Sprint with Vitality Booster and you can run for like 3 minutes before collapsing. Its underrated and the only thing you have to learn is stop holding down the sprint button.
shock collars original purpose was to replace muscle enhancements slow-down effect, it was minimal and wasn't worth taking. Muscle Enhancement itself is way more helpful than Shock Collars
@@illuminatecentral I didn't know it was that bad.. I kept choosing it until now. I remember it worked once as intended but I think it changed since then.
A note about experimental infusuon, It applies to the stim gun as well, making the sidearm incredibly powerful as a support tool My friend uses it while i run my flamer build, and basically,i just walk into the bugs with my heavy fire armor, and take basically no damage as the stim is regenerating me, as well reducing the already reducing fire damage
Dead Sprint is easily in the S tier and is way better than the Stamina Enhancement. You just need to combine it with Vitality Booster, which makes Dead Sprint take 5x less damage.
I agree, with the vit booster the health loss is almost meaningless. For situations where having stamina is critical (when being chased by bugs or something similar) - dead sprint is, no question, better than stamina enhancement.
Honestly, vitality, dead sprint, and stamina enhancement seems like a crazy combo for speeding around the map. And if you want to sacrifice space optimization, combining it with experimental infusion could make it even better.
Localization confusion only slows the timer on potential bug breaches and bot drops. It does not affect patrols at all. This analysis on Reddit: "Let's talk about Patrols: An In Depth Analysis of Patrol Spawning Mechanics" explains everything.
one thing i noticed is that Dead Sprint and Vitality Enhancement work together. with both boosters equipped, the damage from sprinting was noticeably lower and i was able to keep running for quite awhile
6:19 this booster is better than what it seems because not only makes bug breaches/bot drops take longer to appear but it also lowers patrols so it is very good for stealth since you can go from A-B with way less patrols.
Your health also drains 5x slower with the deadsprint booster is someone else brings the Vitality booster if your team has the Dead-Sprint, Vitality, Stamina, and Infusion boosters applied, you essentially have an unlimited Stamina cheatcode
7:40 not sure why you were seeing basically no benefit from the motivational shocks. All the videos I've seen that compare the the duration of slowing debuffs with/without the shocks shows that it gives a significant decrease in the duration of those debuffs, somewhere from 25-50% reduction, which is amazing vs bugs! Those videos were from around the time the booster came out so maybe an update made the booster stop working right?
Dead sprint - Combine with vitality and you lose almost zero health. Also pairs very well with the stim pistol (which can’t be used on yourself but works for everyone else). This is a lot more useful than space optimization.
Me and some randoms played a game with Dead Sprint, Vitality Enhancement, Stamina Booster, and Experimental Infusion while running the medic armor. We were so frickin fast it was genuinely amazing
C on extraction is generous. It doesn't activate until YOU'VE ALREADY WON. It's like if chess had a piece you can't use until an enemy's king is captured.
@@Alan.Redwood wdym? In this game you die either really really fast, or from attrition from not finding any stims. So I don't see how a slow regen booster would "break" the game, especially considering booster slots are at a premium
9:50 this exact scenario was my first and only experience with the firebomb hellpod perk. The guy joined while we were extracting and got everyone killed with the sudden firebombs
For anyone who didn’t know, dead sprint has absolutely broken synergy with the vitality enhancement, if you have both of those equipped then I believe you can continue sprinting for just over 2 minutes before reaching 1 hp. Personally if I see someone take vitality enhancement then I always pick dead sprint and sometimes with the supply pack if the difficulty is really high
Another thing to mention about muscle enhancement is that on top of it helping you walk through snow, sand, shrubs, etc more easily, it also lets you run on slopes at full speed. No staggering and power stepping up the hill. Additionally on the bug front, it makes a better “motivational shocks” booster as it decreases the intensity of the bugs’ slow effect People think the stim booster and the stamina booster are good and I agree. But for me, stamina and muscle enhancement are the go to pair
Vitality booster effect on health is identical to an extra armor tier. You also *need* it to reliably survive a direct hit against the big strider rockets in heavy fortified armor. Vitality + stim booster is probably how you survived stepping on a mine in light armor. Stamina booster actually is very similar, stamina just a little below the next lowest armor tier. What a lot of people miss is that it also increases all movement speed by about an armor tier... except light, which is capped at its default speed values. So it's actually even better than just a stamina buff; if you're taking it you can upgrade any light armor to medium, keep about the same movement speeds, and only lose a bit of stamina. Technically this is a weaker effect than Vitality though, because it's a little less than a full armor tier instead of exactly an armor tier, and Vitality helps heavy armor fully while Stamina doesn't help light armor fully. Dead Sprint interacts with Vitality, because the 20% damage resistance it gives applies to damage over time. You get well over twice as much health-sprint time with it. Which... is probably a bug. Similar DoT of bug acid is dropped to 0 because of damage rounding down, so it shouldn't do damage at all. Or if each tick does 2 damage and rounds down to 1 with Vitality, it should only be exactly twice as long. Maybe there's a failsafe with Dead Sprint because they ran into this in testing. IMO the core is Vitality, Stamina, Stim, and then Dead Sprint on standard planets or Muscle on ones with bad terrain. Space Optimization is nice to have but it just does not offer as much as Dead Sprint or Muscle. Especially Muscle. Agony being on a snow planet moving at half speed everywhere because nobody brought it. Except on defense missions where you aren't moving around anyway; movement boosters don't add anything there, so you might as well take it. But even then, when you aren't moving around, staying supplied isn't much of an issue because the supply pack guy can hand out ammo easily and you aren't leaving behind resupply bricks.
If you combine the Dead Sprint booster with the Vitality Enhancer booster, your health loss is reduced. Highly recommend running with both these boosters.
One note about dead sprint vs stamina enhance, dead sprint is infinite stamina vs extended stamina. IE one let's you not slow down to the jogging animation and I think the benefit outweighs the cost. I'd rather have infinite stamina then 20% extra
Just to add, there are additional health benefits to the Muscle Enhancement booster too, not just the improved movement, in some areas it gives more perks than Stamina or Vitality. I'd list it S tier
Couple cases I'd like to make: - The reinforcement boosters are both functionally (even if not literally) F tier, on the grounds that since we only have 4 booster slots, there is basically no situation where they create better value towards their supposed goal than something else you could put in those slots. If you're in a game where you're ever completely using up your standard 20 reinforcements, first of all, you're doing something fundamentally wrong, and second of all, you would have gotten way more value by bringing any other booster to make the most out of your previous 20(!) lives instead - Whether by improving your ability to survive damage (Vitality, Exp. Infusion, or even just Space Optimization for extra stims) or your ability to run away from danger (Stamina booster, Muscle enhancement, Dead Sprint). Even if you ignore the fundamental problems, just one extra life per player (or 13 seconds off the reinforcement timer) for a whole booster slot is comically bad value, considering everything else on offer. - On similar grounds, I would also put the Expert Extraction Pilot in near-F tier. If you need help with the extraction, you would get way better value out of literally anything else other than just lopping off
What the sucky boosters should do... UAV Recon - Increase radar range and display Stim, Ammunition, Grenade and Samples within range on the mini-map. Increased Reinforcement Booster - Adds an additional Reinforcement per Helldiver and instantly launches reinforcements. Flexible Reinforcement Budget Booster - Reduces Reinforcement Cooldown by 50%. Expert Extraction Booster - Extraction is launched instantly. Motivational Shocks Booster - Helldivers regenerate health and gain 20% increased movement speed for 20 seconds after being affected by an EMS effect. (EMS Orbital and Stun Grenades) Firebomb Hellpods - Hellpods are lined with a fire suppression system that reduces fire damage taken by 75% for Helldivers within 25 yards of the Hellpod.
@@captainbotstick2443 I disagree because its optional. Also you may not understand what I mean by instant, instant in this case is treated like the stratagem module upgrade that makes support weapons launch instantly. So essentially it means once the reinforce stratagem hits the ground, the pod is instantly launched. The internal death cooldown still remains. I think this would be fantastic. For Example, Helldiver A is on the north side of the map and dies so a reinforce is thrown by his teammate up there. However, Helldiver B on the south side of the map dies right before the reinforce goes through and gets grouped with the reinforce. When he would've rather been reinforced on the south side of the map where he died. As for the other ones, all of the suggestions I've given would make them significantly more interesting and useful to take, in my opinion of course.
Stamina booster NEEDED for heavy armor. Jetpack starting to seem necessary too, which sucks but makes you into a mobile tank. 200hp armor with health boost, stamina boost, and a jetpack is nearly indestructible. Also, PS. When you use the stamina one that drains your health, and pair it with vitality boost, you take way less damage for whatever reason apparently. They have a good synergy
faster extraction was useful when there was a 100% call in time debuff. You could easily call for extraction and make pilot hover indefinitely to clear everything for you
If you combine servo-assisted with vitality enhancement you can really consistently prevent limb damage. But servo assisted also does not increase your health total like the booster does, so probably best used with the heaviest armor.
muscle enhancement is the most important booster against bugs by a LONG shot as you didn't mention in the list muscle enhancement VASTLY diminishes the effects of bile slow inflicted by hunters tiny bile bugs bile spewers and bile titans, taking muscle enhancement can prevent a great many deaths by slows.
Infusion booster boost significatively the effect of dead sprint. Under the drog influence, you lose your health 3 or 4 times slower and it is so powerfull. If someone already got the infusion booster, i alway take it
from someone who plays d10 with other lv100+ players S: Vitality, Dead Sprint, Muscle, Infusion A: Stamina, Localization B: Motivational Shocks C: Hellpod Space D: Both Budget Boosters, Expert Extraction F: Fire Pods The only ones here I need to explain are my placements of Hellpod Space Optimization, Dead Sprint, and Stamina. In team play Dead Sprint allows for longer bouts of mobility especially in heavy armor and with stim pistol its drawback is nullified. Dead Sprint made Stamina Enhancement less important for me which is why its down in A. As for hellpod space my teammates and I die maybe once or twice total a mission so its dead weight.
You don't have to change your mind in Vitality, it is S without a question. Reduces the damage you take from the enemies and other several sources. And if you are going to take Dead Sprint it's a must have.
Here's what I would do -Remove stam/HP/Ammo boosters and have them be passive upgrades or just patch it so Helldivers drop with these boosts by default. -Have a booster philosophy that they are there to provide niche or clutchy-like playstyles or they fill out your playstyle by having them be utility focused i.e. utility for example would be like the UAV recon so you don't get detected as easily. Or movement+ or orbitals stun enemies they don't destroy or something. Use boosters as fun, niche little "boosts" that are there to change up and highten gameplay.
Localization confuser mix well with barage orbitals, with it, cooldown of barage is more or les in par with orbital napalm barage vs bugs, and that s a big big gain since this barage alone almost sanitize entire breach leaving only the bigest foes to be killed with dedicated anti tank Divers
I am not one to micromanage boosters or equipment in lobbies i host. I even actively encourage everyone to use barrages in eradicate missions. BUT the guy thay took the firebomb hellpod booster on a evacuate high value assets mission where we constantly call in a lot of stuff extremely close to us and then told me to "cry about it" after mentioning it in chat got the first and only kick in over 400 hours of playing and hosting.
Firebomb hellpods is a joke with little use even in teams that all run inflammable armor. Such a pain landing and getting set on fire just for spawning or being stuck waiting for fires to die to get your support gear. Now if it had a team wide benefit for fire resist and/or reduced burning duration before it dies out naturally...could feel functional in those high aggression fire teams that also use support gear call ins offensively to crush heavy targets or bug holes
Great list overall, Note on Localization confusion. May be weird to bring on regular offensive missions but on defense its a must have on higher difficulities (as close as a "must have" is.) Those 30 ish secounds it buys you on Defense asset missions or just eliminate autmatons missions can make or break higher difficulity missions.
I completely disagree with the experimental infusion booster. It usually does no more than a regular stim except some speed. The stamina and health boosters are always on, which are superior to 8 seconds of whatever. At least you can use stims at will now, so it's not completely worthless.
Thanks for this. I’ll be spending my credits better now. I thought firebomb hellpods could be good, but now I see that with their current implementation, they’re really bad. I think a quick fix would be to only let them burst into flames if they are out of range of other helldivers. Or helldivers need to be resistant to the damage they do/ enemies need to be weak to the damage they do. It would be cool to treat your friends like artillery more than we already do.
A fair assessment. I'd potentially tweak a couple things but I think you're presenting a very solid picture here. I'd personally drop Hellpod Space down to A tier. I used to think it was a mandatory pick. Especially since it's part of the "holy trinity" alongside sprint and vitality. But as I play more I find myself needing it less and less. It's nice to have, but ammo tends to be plenty. Firepods are a troll pick for the memes. I basically only pick it when I'm going all fire haha
Stamina, Vitality, Space Optimization, and Experimental Stims. The four horseman of Helldiver boosters. For those who didn't know, the Stim booster also applies to the Stim Pistol. And yes, the Fire Hellpod booster is just an awful idea and should've been thought out better.
I forget who, but I watched another RUclips video where the guy stacked dead sprint with the vitality enhancement booster, and it effectively tripled his sprint time since dead sprint had more health to chew through.
Dead Sprint is very different depending on if you pair it with Vitality Enhancement or not. If paired, I'm tempted to call it strictly better than the basic Stamina Enhancement and rounds out the typical ideal four S boosters for almost all 4 player teams. Unpaired, A seems right.
If I could change fire pods I'd make them do 100x direct damage effectively making it a guaranteed one shot against whatever killed you with a fire AOE to mop up the weaker enemies too. And as a quality of life improvement I'd also make it change all your strategem becons from blue to red to indicate danger.
Can you make a team combination booster tier list/suggestion list? Would like to hear your thoughts on experimental, dead sprint, stamina and vitality combo compared to experimental, ammunition, stamina, and vitality combo.
I would balance boosters by separating them into 2 categories, major and minor. Each player has 3 slots, 1 for a major booster, 2 for minor boosters. Major boosters apply to the whole team, minor boosters apply only to you. This gives more wiggle room, problem now is there is too much gap between each tier.
Level 150. I mostly only do full clear on max difficulty. S) vitality, stamina, injection A) dead sprint, muscle enhancement B) space optimization C) localization confusion, morale thing for reduced bug slows D) basically everything else including the one for the turret on supply drops F) the firebomb thing The pilot thing for quicker take offs is good for super credit farming where you chain run lower level content for points of interest in max speed armor (technically you can evacuate without finishing … but that’s lame). Wear jet pack and 550 speed armor. Stamina is first booster, if a second person joins shorter take offs is the second most important booster (and ONLY other booster that really matters). This is just for low level super credit farming. Vitality (even after the accidental nerf it got) and sprint are both absolutely critical. What you take for the other two are kinda dealer’s choice. The less you die the less you get out of space optimization. It’s pretty overrated. Dead sprint is amazing, but only on missions where you run a LOT. injection is always good, but better if you wear medical armor. Muscle enhancement is super strong on many planet types and also stronger vs bugs because it does some of what the morale one does, too. Speed is king. Anything that makes you faster keeps you alive longer and that provides a lot of value to the two that lessen slows. More slows on bug missions. For a group in medical armor try vitality, dead sprint, stamina, and injection. This is best for run heavy missions. On some planets it’s easy to replace either injection or dead sprint with muscle enhancement (less slow for hills, snow, sand, foliage, and also less slow for spitting bugs and hunters). If you feel like you need reinforcement boosters lower the difficulty. If you feel like you really need space optimization try lowering difficulty until you die 3 or fewer times regularly. Then start increasing as you get better. If you’re newer and don’t have all the warbonds, then space optimization at B is still pretty high on the list.
Only one I would disagree with is the Hellpod space optimization. You can call in an immediate resupply upon first drop. If you're chaining deaths you have bigger problems than not enough ammo.
I think that the benefits of hellpod space optimization go a lot further especially when you’re playing with a team. It vastly reduces the number of times you have to resupply and is very helpful for situations where you’re forced away from your resupply or don’t have one on hand. Another useful thing about it is that when dealing with engineering/med kit armors, which constitute some of the best in the game, you can drop in with all six stims/nades, saving you two resupply packs. It’s place at the very start of progression also helps it, as it will be available and useful at any point regardless of if you’re fresh out of mars or a grizzled creek veteran.
Level 150 here. As you get better the value of the space optimization booster decreases. If you don’t die it does basically nothing. The more you die the more you get from it. If you do a run and only die 1-3 times you’re getting SO little out of it that it just doesn’t matter much. Levels have supplies in them, and it’s easy to call in a resupply at the very start.
Good list agree with all but the ammo booster taking the top spot. This is only S tier if you plan to respawn often. Moreover the resupplies can be called in often and right at the start, mitigating the need for the ammo booster entirely. Then there’s lots of other ways to get supplies that spawn on the map
There are 2 change I would make to give boosters more usability first make it so you can bring one and a half boosters second for the “bad” boosters make them only cost half a booster at a time so you can bring a good booster that has another booster to benefit it like bringing vitality enhancement with dead sprint and also prevent people from bringing 3 half boosters so it’s not op ik it’s dumb but I genuinely think it would bring attention to a lot of worse boosters
I host all my operations and I'll be damned if I'm not running ammo booster for my teammates so this tierlist is useless for me, but it's interesting seeing how people feel about the rest of them
The flaming hellpods are the perfect option for the full fire meme build: Flamethrower Primary, Flamethrower Secondly, Flamethrower Special, Incendiary Grenades, Eagle Napalm, Orbital Napalm, Incendiary Mines, Fire Resistant Armor, & Flaming Hellpods 🔥🔥🔥
I can’t believe you left my goat Firebomb Hellpods in F tier. This is truly tragic, some might even say a crime. Everyone knows in their hearts it’s the best booster even if it they can’t admit it.
Using Infusion stims near bugs causes bugs to go berserk , they become faster and stronger too, developer said bugs react to a feremun(cant spell that)
Additions id make to bad boosters Increased budget: +1 more life per diver Flexible budget: regen reinforcements when below [number of players] until you have [number of players] reinforcements Expert pilot: extraction automatically calls itself in when available. Pilot will approach drop zone until he is 1 minute away where he will wait for helldivers to reach extraction zone before continuing descent. Motivational shocks: helldivers get up 75% faster after diving or being ragdolled UAV: mini map ignores jammers, spores and ion storms. Counteracts poor intel modifier Localization confusion: enemies reinforcement calling animation is 100% longer. This gives a larger window to stop them but doesn't effect frequency Hellpod firebomb: all hellpods act normally, press jump while dropping in to turn off the reverse thrusters. Turning off landing thrusters causes you to no longer be able to move the hellpod but you will fall twice as fast, burst into flames on impact and deal 10 times as much direct impact damage. Muscle enhancement: 50% melee damage boost
Imo, your squad should always be running at least Vitality Enhancement Booster and Experimental Infusion. Anything else is kinda YMMV, but those two are a must to ensure maximum squad survivability. I'll also say this, someone in every squad should be carrying a stim pistol. For those light injuries, or if you get a second behind cover, using a stim pistol instead of a stim will help save on resources. It takes a bit of planning, but if everyone can conserve their stims a little, then again, survivability should increase.
I still feel like there should be a ship upgrade module that permanently gives the Hellpod Optimization buff lategame. It's boring always having one player give up their booster slot for what should be a base game mechanic
Does nobody know the muscle enhancer reduces slowdown from the bile titan/spewer's acid? It basically just completely removes it and its all around a better version of motivational shocks
Dead spirit is good in solo but amazing if you got a teammate wirh vitality boost. That being said it does need vitality to push it over the edge to S tier. Me personally I don't do " if you pair ot with this is god tier". Because if you need to do that then almost all the boosters are good with other boosters. Still good stuff and screw fire drop pods it need a massive rework.
Motivational shocks sounds twice worse given similar to gas where contact is reapplied, 2 seconds pass another Hunter claps a hill away - you got another 3.5 seconds minimum reapplied. Firepod i forgot existed until one defense mission. Not good, but mad funny.
I disagree with increased reinforcements being B tier though. It belongs in D or generously, C tier since it does have a positive function of being your first lesson in the term: opportunity cost. It effectively does nothing until you are down to your last 4 helldivers. And when you get better and start playing games where you end up with 10+ lives left, you'd start questioning yourself whether the booster was useful or not. If you have bought something better, say experimental infusion to clutch in those hectic moments or Muscle enhancement to make escape through hard terrain easier, you'd save all these lives in the first place.
For the Firebomb Hellpods booster it is very misleading. It sounds like it only makes your Hellpods turn into an offensive weapon but it actually effects your supply drops too. A simple fix is to buff the damage and area of effect, but remove the effect from everything else except the divers Hellpods. It could become a good booster as players can use there teammates more offensively, and with the safeguard of more aoe damage upon impact you can have a bit of breathing room if your put into a swarm. All whilst no longer killing the team who simply want to receive their resupply and support weapons
What r u talking about motivational shocks is super useful against termids. I remember when I used it when it first came out and me and my friend loved it so much. We brought it every bug mission back then. I don’t use it as much recently since there are other good boosters so maybe they nerfed it because it was too good. Oh btw the localization confusion should also be S tier, I feel like it literally lower the difficulty by at least 1. It can sometimes make 10 feels like 8.
Dead Sprint gets 5x more effective when paired with Vitality Booster. If someone brings Vitality, then Dead Sprint will always be superior to the stamina booster.
I'd disagree about the localized confusion one, it's downright OP on Protect High asset missions, can do a Helldive and only have like 4 waves of enemies and walk around most of the time.
after i got the experimental infusion booster i haven't played a single mission without it, it became my entire playstyle after i started using armor that gives you two extra stims. I have a severe addiction to stims now. 10/10
The Super Earth Ministry of Truth assures Helldivers that there are zero addictive substances in Stims!
I am the same :)
@@oyasumiiiiThat’s very reassuring. Thanks Helldiver.
Use it once and you stay forever with it
Best in game
I always bring it if someone else takes vitality
Im not usually into tier list videos but i had to stop by to make sure firebomb hellpods was in F tier, otherwise i'd have to ask "what's wrong with you". But it's appropriately in F tier. Carry on.
I think you'd have to specifically choose strategems that are quick to deploy and are entirely offensive, like turrets, for it to not be in F-tier. There is no way I'm gonna wait around a firbomb hellpod and possibly catch fire for a tac-pack or support weapon
firebomb hellpods are S tier as it helps kill my friends
Firebomb hellpods are a kick reason imo😂. Nothing like some random bastard who istantly burns u alive when he joins ur game😅 or your pods suddenly burning you.
"I'm greifing my team" tier lol
This fucking perk is more likely to get you killed its useless
Absolutely agree with the tierlist, it would be noteworthy to mention how much better the Dead Sprint perk becomes when used together with Vitality Enhancement
From full to almost empty health. 24 secs without. Almost 2 mins with vitality enhancement
I cant believe that's the case, this is really good! I expected them to work well together, but not this well
Damn I Just said the same thing! Should have checked the comments!
It's annoying piece of 💩 booster that will most likely join the "leave lobby on sight" boosters for me.
While C tier is very fair for the better extract booster it still feels bad to me because it always has so much value when I use it :(.
The vitality booster doesn't just affect limbs. It's a roughly 20% damage resistance across the board.
Use it with the new dead sprint and you'll see how it mitigates damage on everything.
People are sleeping on this one because people got the strange idea it only affects limbs.
Cuz it's what it says am a fan of heavy armor so if that's even more bulk for me i will get it to embody the at least am hard to tqke down experience
yeah idk how people got the strange idea that vitality booster only affects limb health when the description only mentions affecting limb health 🤔🤔🤔
@@flynntaggart8549 Read it again. Carefully.
It says "Allows all helldivers to resist injury."
I don't see "limbs" or "health" in there. Do you?
dead sprint health cost is way way way less with vitality booster, should use that combination
im gonna need to give this a test... since i did see some people take less damage with it and always wonderd how
@@Kakeo-OS I had a squad of friends with experimental infusion, stamina booster, vitality booster and dead sprint and it was great
@@Kakeo-OS 24 seconds without it and 80-120 seconds with it
Yeah you get effectively infinite sprint with 6 stims, ridiculous. Who needs vehicles when you can just book it and leave in 5 minutes?
It’s about 3.75% of health/sec without vitality. With it, it’s about 1% of health/sec. I would like to also recommend pairing it with the experimental infusion booster as well.
After 200 hours and multiple difficulty 10 operations completed i can say that your tier list reflects what people would commonly agree with and so do I.
Wanted to say, that [EXPERIMENTAL INFUSION] buster also works on stim pistols!! So, good time using it, doc!
edit: also [DEAD SPRINT] works really well with [VITALITY ENHANCEMENT]. It drains less health by a significant amount of time!
I think localization confusion is more meant for defense missions, as it increases the overall timeframe when enemies spawn, making it easier to kill all the enemies at a slower pace
Yeah, it make the whole thing become a cake walk if your team know what they are doing, and give rad-tad team time to recover from mistake
It makes the biggest difference on asset defense missions where it will reduce the overall numbers of enemies spawned before the mission is complete. It is S tier for this type of mission only.
Localization confusion only slows the timer on potential bug breaches and bot drops. It does not affect patrols at all.
The Reddit post: "Let's talk about Patrols: An In Depth Analysis of Patrol Spawning Mechanics" explains everything.
If nobody in my team is using stamina enhancement but someone is using vitality, I would put on dead sprint since it takes way less health, making it way better than stamina enhancement in my opinion.
- Vitality enhancement: gives +20% damage resistance - basically armor.
I got that info from another RUclipsr who does a lot of research.
Muscle enhancement: another hidden effect is that you won't be slowed that much from Stalkers, and hunters --> you better escape.
And another one:
combine Death-Sprint with Vitality Booster and you can run for like 3 minutes before collapsing. Its underrated and the only thing you have to learn is stop holding down the sprint button.
shock collars original purpose was to replace muscle enhancements slow-down effect, it was minimal and wasn't worth taking. Muscle Enhancement itself is way more helpful than Shock Collars
Correction: Vitality is better than armor. It applies to ALL damage sources. It means dead sprint does half damage and you take no bleeding damage.
@@illuminatecentral I didn't know it was that bad.. I kept choosing it until now.
I remember it worked once as intended but I think it changed since then.
A note about experimental infusuon,
It applies to the stim gun as well, making the sidearm incredibly powerful as a support tool
My friend uses it while i run my flamer build, and basically,i just walk into the bugs with my heavy fire armor, and take basically no damage as the stim is regenerating me, as well reducing the already reducing fire damage
Dead Sprint is easily in the S tier and is way better than the Stamina Enhancement. You just need to combine it with Vitality Booster, which makes Dead Sprint take 5x less damage.
ill give this a try in the future
I agree, with the vit booster the health loss is almost meaningless. For situations where having stamina is critical (when being chased by bugs or something similar) - dead sprint is, no question, better than stamina enhancement.
You can't equip two boosters for one mission
Oh so you meant it when another player uses it
Honestly, vitality, dead sprint, and stamina enhancement seems like a crazy combo for speeding around the map. And if you want to sacrifice space optimization, combining it with experimental infusion could make it even better.
Okay, the firebomb hellpod actually makes a turret only build more fun. But in literally every other use case it's terrible 😂
Localization confusion only slows the timer on potential bug breaches and bot drops.
It does not affect patrols at all.
This analysis on Reddit: "Let's talk about Patrols: An In Depth Analysis of Patrol Spawning Mechanics" explains everything.
The vitality booster does not increase limb health or diver health, it just gives a multiplicative 20% damage resistance to all incoming damage
Vitality Enhancment is very underated. It is a must have. people don't get it sometimes cuz it comes early, that why they understimate it.
one thing i noticed is that Dead Sprint and Vitality Enhancement work together. with both boosters equipped, the damage from sprinting was noticeably lower and i was able to keep running for quite awhile
Okay, because of this video I found out the newest booster doesn’t kill you. Thank you
6:19 this booster is better than what it seems because not only makes bug breaches/bot drops take longer to appear but it also lowers patrols so it is very good for stealth since you can go from A-B with way less patrols.
Your health also drains 5x slower with the deadsprint booster is someone else brings the Vitality booster
if your team has the Dead-Sprint, Vitality, Stamina, and Infusion boosters applied, you essentially have an unlimited Stamina cheatcode
7:40 not sure why you were seeing basically no benefit from the motivational shocks. All the videos I've seen that compare the the duration of slowing debuffs with/without the shocks shows that it gives a significant decrease in the duration of those debuffs, somewhere from 25-50% reduction, which is amazing vs bugs! Those videos were from around the time the booster came out so maybe an update made the booster stop working right?
maybe, the videos I see on this booster average 20 milliseconds shorter, in this vid it kind of looks like a bit of a speed boost with them on.
Dead sprint -
Combine with vitality and you lose almost zero health. Also pairs very well with the stim pistol (which can’t be used on yourself but works for everyone else).
This is a lot more useful than space optimization.
Me and some randoms played a game with Dead Sprint, Vitality Enhancement, Stamina Booster, and Experimental Infusion while running the medic armor. We were so frickin fast it was genuinely amazing
C on extraction is generous. It doesn't activate until YOU'VE ALREADY WON. It's like if chess had a piece you can't use until an enemy's king is captured.
i want a booster that slowly regen hp when out of combat so i dont have to wsaste stims
thats why you are not in a dev team, totaly unbalanced and wont fit the game
you ever use the stim pistol?
@yaboi7232
@Felskariot if the regeneration is beyond slow it might be balanced
@@Alan.Redwood wdym?
In this game you die either really really fast, or from attrition from not finding any stims. So I don't see how a slow regen booster would "break" the game, especially considering booster slots are at a premium
@@Alan.Redwoodthats exactly why he should be a dev)
9:50 this exact scenario was my first and only experience with the firebomb hellpod perk. The guy joined while we were extracting and got everyone killed with the sudden firebombs
For anyone who didn’t know, dead sprint has absolutely broken synergy with the vitality enhancement, if you have both of those equipped then I believe you can continue sprinting for just over 2 minutes before reaching 1 hp. Personally if I see someone take vitality enhancement then I always pick dead sprint and sometimes with the supply pack if the difficulty is really high
Another thing to mention about muscle enhancement is that on top of it helping you walk through snow, sand, shrubs, etc more easily, it also lets you run on slopes at full speed. No staggering and power stepping up the hill. Additionally on the bug front, it makes a better “motivational shocks” booster as it decreases the intensity of the bugs’ slow effect
People think the stim booster and the stamina booster are good and I agree. But for me, stamina and muscle enhancement are the go to pair
Vitality booster effect on health is identical to an extra armor tier. You also *need* it to reliably survive a direct hit against the big strider rockets in heavy fortified armor. Vitality + stim booster is probably how you survived stepping on a mine in light armor.
Stamina booster actually is very similar, stamina just a little below the next lowest armor tier. What a lot of people miss is that it also increases all movement speed by about an armor tier... except light, which is capped at its default speed values. So it's actually even better than just a stamina buff; if you're taking it you can upgrade any light armor to medium, keep about the same movement speeds, and only lose a bit of stamina. Technically this is a weaker effect than Vitality though, because it's a little less than a full armor tier instead of exactly an armor tier, and Vitality helps heavy armor fully while Stamina doesn't help light armor fully.
Dead Sprint interacts with Vitality, because the 20% damage resistance it gives applies to damage over time. You get well over twice as much health-sprint time with it. Which... is probably a bug. Similar DoT of bug acid is dropped to 0 because of damage rounding down, so it shouldn't do damage at all. Or if each tick does 2 damage and rounds down to 1 with Vitality, it should only be exactly twice as long. Maybe there's a failsafe with Dead Sprint because they ran into this in testing.
IMO the core is Vitality, Stamina, Stim, and then Dead Sprint on standard planets or Muscle on ones with bad terrain. Space Optimization is nice to have but it just does not offer as much as Dead Sprint or Muscle. Especially Muscle. Agony being on a snow planet moving at half speed everywhere because nobody brought it. Except on defense missions where you aren't moving around anyway; movement boosters don't add anything there, so you might as well take it. But even then, when you aren't moving around, staying supplied isn't much of an issue because the supply pack guy can hand out ammo easily and you aren't leaving behind resupply bricks.
If you combine the Dead Sprint booster with the Vitality Enhancer booster, your health loss is reduced. Highly recommend running with both these boosters.
One note about dead sprint vs stamina enhance, dead sprint is infinite stamina vs extended stamina. IE one let's you not slow down to the jogging animation and I think the benefit outweighs the cost. I'd rather have infinite stamina then 20% extra
The “expert extraction pilot” booster was only ever useful when I was trying to get the “gone in 360 seconds” achievement
Just to add, there are additional health benefits to the Muscle Enhancement booster too, not just the improved movement, in some areas it gives more perks than Stamina or Vitality. I'd list it S tier
Couple cases I'd like to make:
- The reinforcement boosters are both functionally (even if not literally) F tier, on the grounds that since we only have 4 booster slots, there is basically no situation where they create better value towards their supposed goal than something else you could put in those slots. If you're in a game where you're ever completely using up your standard 20 reinforcements, first of all, you're doing something fundamentally wrong, and second of all, you would have gotten way more value by bringing any other booster to make the most out of your previous 20(!) lives instead - Whether by improving your ability to survive damage (Vitality, Exp. Infusion, or even just Space Optimization for extra stims) or your ability to run away from danger (Stamina booster, Muscle enhancement, Dead Sprint). Even if you ignore the fundamental problems, just one extra life per player (or 13 seconds off the reinforcement timer) for a whole booster slot is comically bad value, considering everything else on offer.
- On similar grounds, I would also put the Expert Extraction Pilot in near-F tier. If you need help with the extraction, you would get way better value out of literally anything else other than just lopping off
What the sucky boosters should do...
UAV Recon - Increase radar range and display Stim, Ammunition, Grenade and Samples within range on the mini-map.
Increased Reinforcement Booster - Adds an additional Reinforcement per Helldiver and instantly launches reinforcements.
Flexible Reinforcement Budget Booster - Reduces Reinforcement Cooldown by 50%.
Expert Extraction Booster - Extraction is launched instantly.
Motivational Shocks Booster - Helldivers regenerate health and gain 20% increased movement speed for 20 seconds after being affected by an EMS effect. (EMS Orbital and Stun Grenades)
Firebomb Hellpods - Hellpods are lined with a fire suppression system that reduces fire damage taken by 75% for Helldivers within 25 yards of the Hellpod.
Instantly launching reinforcements would actually make that that so much worse, and most of the other ones are just stupid broken
@@captainbotstick2443 I disagree because its optional. Also you may not understand what I mean by instant, instant in this case is treated like the stratagem module upgrade that makes support weapons launch instantly. So essentially it means once the reinforce stratagem hits the ground, the pod is instantly launched. The internal death cooldown still remains. I think this would be fantastic.
For Example, Helldiver A is on the north side of the map and dies so a reinforce is thrown by his teammate up there. However, Helldiver B on the south side of the map dies right before the reinforce goes through and gets grouped with the reinforce. When he would've rather been reinforced on the south side of the map where he died.
As for the other ones, all of the suggestions I've given would make them significantly more interesting and useful to take, in my opinion of course.
@@zophix-5741ah yes, instantly extracting, perfectly balanced
Stamina booster NEEDED for heavy armor. Jetpack starting to seem necessary too, which sucks but makes you into a mobile tank. 200hp armor with health boost, stamina boost, and a jetpack is nearly indestructible.
Also, PS. When you use the stamina one that drains your health, and pair it with vitality boost, you take way less damage for whatever reason apparently. They have a good synergy
faster extraction was useful when there was a 100% call in time debuff. You could easily call for extraction and make pilot hover indefinitely to clear everything for you
Good video mate, always nice when the algorithm throws me a less popular channel.
If you combine servo-assisted with vitality enhancement you can really consistently prevent limb damage. But servo assisted also does not increase your health total like the booster does, so probably best used with the heaviest armor.
muscle enhancement is the most important booster against bugs by a LONG shot as you didn't mention in the list muscle enhancement VASTLY diminishes the effects of bile slow inflicted by hunters tiny bile bugs bile spewers and bile titans, taking muscle enhancement can prevent a great many deaths by slows.
Infusion booster boost significatively the effect of dead sprint. Under the drog influence, you lose your health 3 or 4 times slower and it is so powerfull.
If someone already got the infusion booster, i alway take it
from someone who plays d10 with other lv100+ players
S: Vitality, Dead Sprint, Muscle, Infusion
A: Stamina, Localization
B: Motivational Shocks
C: Hellpod Space
D: Both Budget Boosters, Expert Extraction
F: Fire Pods
The only ones here I need to explain are my placements of Hellpod Space Optimization, Dead Sprint, and Stamina. In team play Dead Sprint allows for longer bouts of mobility especially in heavy armor and with stim pistol its drawback is nullified. Dead Sprint made Stamina Enhancement less important for me which is why its down in A. As for hellpod space my teammates and I die maybe once or twice total a mission so its dead weight.
Pretty good list here.
Personally, my ideal team brings in order of preference:
-Vitality
-Hellpod Optimization
-Stamina
-Localization Confusion
You don't have to change your mind in Vitality, it is S without a question. Reduces the damage you take from the enemies and other several sources. And if you are going to take Dead Sprint it's a must have.
Here's what I would do
-Remove stam/HP/Ammo boosters and have them be passive upgrades or just patch it so Helldivers drop with these boosts by default.
-Have a booster philosophy that they are there to provide niche or clutchy-like playstyles or they fill out your playstyle by having them be utility focused
i.e. utility for example would be like the UAV recon so you don't get detected as easily. Or movement+ or orbitals stun enemies they don't destroy or something. Use boosters as fun, niche little "boosts" that are there to change up and highten gameplay.
I feel like the flexible reinforcement and expert pilot boosters need to reduce the time by half to be worth it.
more than what they are, that's for sure. Got my script wrong because I thought they were a little better
Localization confuser mix well with barage orbitals, with it, cooldown of barage is more or les in par with orbital napalm barage vs bugs, and that s a big big gain since this barage alone almost sanitize entire breach leaving only the bigest foes to be killed with dedicated anti tank Divers
should add that muscle enhancement is actually s-tier on bugs because it diminishes the slow effect of hunter venom and bile.
health booster is goated since it gives 20% damage reduction all across the board. works very well with dead sprint
I am not one to micromanage boosters or equipment in lobbies i host.
I even actively encourage everyone to use barrages in eradicate missions.
BUT
the guy thay took the firebomb hellpod booster on a evacuate high value assets mission where we constantly call in a lot of stuff extremely close to us and then told me to "cry about it" after mentioning it in chat got the first and only kick in over 400 hours of playing and hosting.
hahaha, been there
Firebomb hellpods is a joke with little use even in teams that all run inflammable armor. Such a pain landing and getting set on fire just for spawning or being stuck waiting for fires to die to get your support gear. Now if it had a team wide benefit for fire resist and/or reduced burning duration before it dies out naturally...could feel functional in those high aggression fire teams that also use support gear call ins offensively to crush heavy targets or bug holes
Great list overall, Note on Localization confusion. May be weird to bring on regular offensive missions but on defense its a must have on higher difficulities (as close as a "must have" is.) Those 30 ish secounds it buys you on Defense asset missions or just eliminate autmatons missions can make or break higher difficulity missions.
I completely disagree with the experimental infusion booster. It usually does no more than a regular stim except some speed.
The stamina and health boosters are always on, which are superior to 8 seconds of whatever.
At least you can use stims at will now, so it's not completely worthless.
Thanks for this. I’ll be spending my credits better now. I thought firebomb hellpods could be good, but now I see that with their current implementation, they’re really bad. I think a quick fix would be to only let them burst into flames if they are out of range of other helldivers. Or helldivers need to be resistant to the damage they do/ enemies need to be weak to the damage they do. It would be cool to treat your friends like artillery more than we already do.
Bruh, you are crazy. Motivational shocks is very useful. Its one of my favorite due to its abulity to keep me running. Crazy you put it at D tier
First time someone bought the firebomb hellpods I was genuinely confused I thought it was new game mechanic and pissed off
A fair assessment. I'd potentially tweak a couple things but I think you're presenting a very solid picture here.
I'd personally drop Hellpod Space down to A tier. I used to think it was a mandatory pick. Especially since it's part of the "holy trinity" alongside sprint and vitality. But as I play more I find myself needing it less and less. It's nice to have, but ammo tends to be plenty.
Firepods are a troll pick for the memes. I basically only pick it when I'm going all fire haha
Stamina, Vitality, Space Optimization, and Experimental Stims. The four horseman of Helldiver boosters.
For those who didn't know, the Stim booster also applies to the Stim Pistol.
And yes, the Fire Hellpod booster is just an awful idea and should've been thought out better.
I forget who, but I watched another RUclips video where the guy stacked dead sprint with the vitality enhancement booster, and it effectively tripled his sprint time since dead sprint had more health to chew through.
Dead Sprint is very different depending on if you pair it with Vitality Enhancement or not. If paired, I'm tempted to call it strictly better than the basic Stamina Enhancement and rounds out the typical ideal four S boosters for almost all 4 player teams. Unpaired, A seems right.
I feel like they could buff the “one extra life” one by having it generate extra lives over time, to the max starting amount
If I could change fire pods I'd make them do 100x direct damage effectively making it a guaranteed one shot against whatever killed you with a fire AOE to mop up the weaker enemies too. And as a quality of life improvement I'd also make it change all your strategem becons from blue to red to indicate danger.
Can you make a team combination booster tier list/suggestion list? Would like to hear your thoughts on experimental, dead sprint, stamina and vitality combo compared to experimental, ammunition, stamina, and vitality combo.
My go to when droping is to make sure we have the experimental stems and then Vitality up. Its such a powerful combo. 💘
I would balance boosters by separating them into 2 categories, major and minor.
Each player has 3 slots, 1 for a major booster, 2 for minor boosters.
Major boosters apply to the whole team, minor boosters apply only to you.
This gives more wiggle room, problem now is there is too much gap between each tier.
I would also rework a lot of them. Expert pilot for instance, could make it that the pelican hovers when you call it without having to glitch it.
Level 150. I mostly only do full clear on max difficulty.
S) vitality, stamina, injection
A) dead sprint, muscle enhancement
B) space optimization
C) localization confusion, morale thing for reduced bug slows
D) basically everything else including the one for the turret on supply drops
F) the firebomb thing
The pilot thing for quicker take offs is good for super credit farming where you chain run lower level content for points of interest in max speed armor (technically you can evacuate without finishing … but that’s lame). Wear jet pack and 550 speed armor. Stamina is first booster, if a second person joins shorter take offs is the second most important booster (and ONLY other booster that really matters). This is just for low level super credit farming.
Vitality (even after the accidental nerf it got) and sprint are both absolutely critical. What you take for the other two are kinda dealer’s choice.
The less you die the less you get out of space optimization. It’s pretty overrated. Dead sprint is amazing, but only on missions where you run a LOT. injection is always good, but better if you wear medical armor. Muscle enhancement is super strong on many planet types and also stronger vs bugs because it does some of what the morale one does, too.
Speed is king. Anything that makes you faster keeps you alive longer and that provides a lot of value to the two that lessen slows. More slows on bug missions.
For a group in medical armor try vitality, dead sprint, stamina, and injection. This is best for run heavy missions. On some planets it’s easy to replace either injection or dead sprint with muscle enhancement (less slow for hills, snow, sand, foliage, and also less slow for spitting bugs and hunters).
If you feel like you need reinforcement boosters lower the difficulty. If you feel like you really need space optimization try lowering difficulty until you die 3 or fewer times regularly. Then start increasing as you get better.
If you’re newer and don’t have all the warbonds, then space optimization at B is still pretty high on the list.
Only one I would disagree with is the Hellpod space optimization. You can call in an immediate resupply upon first drop. If you're chaining deaths you have bigger problems than not enough ammo.
I think that the benefits of hellpod space optimization go a lot further especially when you’re playing with a team. It vastly reduces the number of times you have to resupply and is very helpful for situations where you’re forced away from your resupply or don’t have one on hand. Another useful thing about it is that when dealing with engineering/med kit armors, which constitute some of the best in the game, you can drop in with all six stims/nades, saving you two resupply packs. It’s place at the very start of progression also helps it, as it will be available and useful at any point regardless of if you’re fresh out of mars or a grizzled creek veteran.
Chill voice. What a pleasure. Cheers.
Level 150 here. As you get better the value of the space optimization booster decreases.
If you don’t die it does basically nothing. The more you die the more you get from it. If you do a run and only die 1-3 times you’re getting SO little out of it that it just doesn’t matter much. Levels have supplies in them, and it’s easy to call in a resupply at the very start.
Good list agree with all but the ammo booster taking the top spot. This is only S tier if you plan to respawn often. Moreover the resupplies can be called in often and right at the start, mitigating the need for the ammo booster entirely. Then there’s lots of other ways to get supplies that spawn on the map
There are 2 change I would make to give boosters more usability first make it so you can bring one and a half boosters second for the “bad” boosters make them only cost half a booster at a time so you can bring a good booster that has another booster to benefit it like bringing vitality enhancement with dead sprint and also prevent people from bringing 3 half boosters so it’s not op ik it’s dumb but I genuinely think it would bring attention to a lot of worse boosters
What's the armour youre wearing called on 3:00 when youre testing the stamina enhancement?
CE-07 Demolition Specialist Armor
I host all my operations and I'll be damned if I'm not running ammo booster for my teammates so this tierlist is useless for me, but it's interesting seeing how people feel about the rest of them
Health booster gives you 20% damage reduction
I believe you, my testing may have been flawed :)
I love your content keep going man❤
The flaming hellpods are the perfect option for the full fire meme build:
Flamethrower Primary, Flamethrower Secondly, Flamethrower Special, Incendiary Grenades, Eagle Napalm, Orbital Napalm, Incendiary Mines, Fire Resistant Armor, & Flaming Hellpods 🔥🔥🔥
I can’t believe you left my goat Firebomb Hellpods in F tier. This is truly tragic, some might even say a crime. Everyone knows in their hearts it’s the best booster even if it they can’t admit it.
Using Infusion stims near bugs causes bugs to go berserk , they become faster and stronger too, developer said bugs react to a feremun(cant spell that)
Additions id make to bad boosters
Increased budget: +1 more life per diver
Flexible budget: regen reinforcements when below [number of players] until you have [number of players] reinforcements
Expert pilot: extraction automatically calls itself in when available. Pilot will approach drop zone until he is 1 minute away where he will wait for helldivers to reach extraction zone before continuing descent.
Motivational shocks: helldivers get up 75% faster after diving or being ragdolled
UAV: mini map ignores jammers, spores and ion storms. Counteracts poor intel modifier
Localization confusion: enemies reinforcement calling animation is 100% longer. This gives a larger window to stop them but doesn't effect frequency
Hellpod firebomb: all hellpods act normally, press jump while dropping in to turn off the reverse thrusters. Turning off landing thrusters causes you to no longer be able to move the hellpod but you will fall twice as fast, burst into flames on impact and deal 10 times as much direct impact damage.
Muscle enhancement: 50% melee damage boost
Great vid! I wholeheartedly agree with your tier list.
Your S tier is exactly what my team of 4 uses every mission.
For all the weapon rebalances they've done I wish they would do something about these boosters
Imo, your squad should always be running at least Vitality Enhancement Booster and Experimental Infusion. Anything else is kinda YMMV, but those two are a must to ensure maximum squad survivability. I'll also say this, someone in every squad should be carrying a stim pistol. For those light injuries, or if you get a second behind cover, using a stim pistol instead of a stim will help save on resources. It takes a bit of planning, but if everyone can conserve their stims a little, then again, survivability should increase.
I swear, the only booster that makes Gacrux even playable is muscle enhancement. Mud and grass everywhere
Expert extraction pilot should be changed to expert pilot, and make eagle one faster to unleash attacks.
cook
Dead Spint + Vitality Booster is pretty damn great.
I still feel like there should be a ship upgrade module that permanently gives the Hellpod Optimization buff lategame. It's boring always having one player give up their booster slot for what should be a base game mechanic
Does nobody know the muscle enhancer reduces slowdown from the bile titan/spewer's acid? It basically just completely removes it and its all around a better version of motivational shocks
Dead spirit is good in solo but amazing if you got a teammate wirh vitality boost. That being said it does need vitality to push it over the edge to S tier. Me personally I don't do " if you pair ot with this is god tier". Because if you need to do that then almost all the boosters are good with other boosters. Still good stuff and screw fire drop pods it need a massive rework.
Btw muscle enhancement makes you faster while slowed by acid aswell, i prefer it over hellpod space optimisation against bugs.
2 ppl said this so far, I did not know this :)
Motivational shocks sounds twice worse given similar to gas where contact is reapplied, 2 seconds pass another Hunter claps a hill away - you got another 3.5 seconds minimum reapplied.
Firepod i forgot existed until one defense mission. Not good, but mad funny.
intrigued by the title, stayed for the voice
Hope you make it big someday
I disagree with increased reinforcements being B tier though. It belongs in D or generously, C tier since it does have a positive function of being your first lesson in the term: opportunity cost. It effectively does nothing until you are down to your last 4 helldivers. And when you get better and start playing games where you end up with 10+ lives left, you'd start questioning yourself whether the booster was useful or not.
If you have bought something better, say experimental infusion to clutch in those hectic moments or Muscle enhancement to make escape through hard terrain easier, you'd save all these lives in the first place.
For the Firebomb Hellpods booster it is very misleading. It sounds like it only makes your Hellpods turn into an offensive weapon but it actually effects your supply drops too.
A simple fix is to buff the damage and area of effect, but remove the effect from everything else except the divers Hellpods.
It could become a good booster as players can use there teammates more offensively, and with the safeguard of more aoe damage upon impact you can have a bit of breathing room if your put into a swarm. All whilst no longer killing the team who simply want to receive their resupply and support weapons
You need to pair Dead Sprint with Vitality and Endurance to obtain a surreal combo
What r u talking about motivational shocks is super useful against termids. I remember when I used it when it first came out and me and my friend loved it so much. We brought it every bug mission back then. I don’t use it as much recently since there are other good boosters so maybe they nerfed it because it was too good.
Oh btw the localization confusion should also be S tier, I feel like it literally lower the difficulty by at least 1. It can sometimes make 10 feels like 8.
great video, nice and concise. audio could use some work though.
Expert extraction is good when super credit farming it adds up time saved pretty fast
But thats its only real use
Dead Sprint gets 5x more effective when paired with Vitality Booster. If someone brings Vitality, then Dead Sprint will always be superior to the stamina booster.
I'd disagree about the localized confusion one, it's downright OP on Protect High asset missions, can do a Helldive and only have like 4 waves of enemies and walk around most of the time.
that is good, sometimes these missions are really hard