Arrowhead - due to popularity of the airburst rocket we reducing the amount of spare rockets, due to the weight is unrealistic to be carried by our fellow helldivers
We are also removing oxygen on every planet as it is unrealistic, helldivers may take 4 oxygen rations which last 30 seconds each and can replenish them from resupply drops
AH: "Guys, players are using our new gun...we need to have a meeting ASAP. It has come to our attention that players are using the reliable weapon we have given them. There is only one solution to this glaring problem..."
team reloaders are truly rare. i've goofed around with a friend, but mid battle i'd never willingly remove all self defence to make my friend reload faster, thats what pre-loading is for!
@@OhDoughdunno actually. They should turn it into minigame or just let people use their one-handed weapons. Some people really enjoy playing roles (some even enjoy being a tank loader in Arma💀)
I hoped players recalled when the devs showed the initial trailer for the anti-tank mines (I think I saw it on Discord) it showed a Hulk being destroyed with just two mines, but the in-game preview of the stratagem instead shows a hulk taking 4 anti-tank mines to be destroyed. Seems intentional, like they want the mines to look better than they actually are. I will never use the mines in this game until they remove the ability for mines to blow up from corpses flying into it, as I think it's "amazing" having one enemy set off a mine then having its corpse set off all the other mines at once. Oh, and it also has a 2:30 minute cooldown, so better luck next time!
@@Kenny-yu6gc while it would fit the lore to propagandize the effectiveness of some of the stratagems, that's not really a good place to be lore accurate lol
> Reduced amount of sub munitions produced by the main rocket. > Fixed incorrect armor penetration values of sub munitions from 3 medium to 1 very light.
At 25:18, the antitank minefield is destroyed before it can deploy mines. The minelayer blew up, you can hear the faint explosion sound a quarter of a second later after the pod landed. There's even a second, smaller explosion. So you absolutely know that the mines were aborted the first instant they could be. Punished by the game, because he literally hit a tank enemy with a minefield. Incredible game design.
To be fair, it's a mine field, not a bomb. Why would you drop it directly on the enemy and not in front of? Treat it like a turret (happens to be in the same stratagem group) and put it in an area where it can do its job without being destroyed first
Relax dude, the pod that deploys the mines just got destroyed when it tried to go up through the impaler's body. Does it suck, yes, is it the game,"punishing you"? No.
@@imandaml2953it is the game punishing him though. This is a needlessly pedantic point to contend but he did something with a stratagem that resulted in decreased stratagem effectiveness. He was punished.
@@martinvicktor No they shouldn't, mines must have the explosives inside armed first because otherwise they'd explode while entering atmosphere from all the shocks and shaking. There's always primary and secondary explosives inside of them, check out literally any mine in history.
If you fight the bots with it and hit perfectly in between the turret and the hull of towers and tanks then you can kill them with explosions inside it. But it was easier to do before the devs made it detonate near enemies instead of objects. (Its a optional anti-tank weapon if you have a good angle and aim well)
Impalers *NEED* to be made more visible when they’re using their tentacles. Having them attack you from halfway to narnia is annoying as hell when you have no idea where they actually are. When they are using their tentacles, they need to either have a marker placed on them, or made visible on the map. Also. MAKE MINES HAVE A 30 SECOND CD ARROWHEAD! They’re almost completely useless, cannot move and are 1 time damage. Their CD needs to be extremely low because of how situational they are.
I never fought a impaler in hd2 but i think in hd1 the tentacles faced allways in the direction they where looking at. Haven't played hd1 in years so i could be wrong but that would be a nice and kinda realistic way for these to move and also max range of 50m - 100m. 180m or what it is now is stupid
Using different stuff and being goofy IS fun. Using the same OP gun all the time is the opposite of fun. Actually play as a team, and virtually everything is viable. There's incredibly few weapons that I'd describe as outright bad.
@@UnknownSquid Yeah this is a team game, sticking together at least in pairs is best strategy for managing the overwhelming number of enemies, regardless of what weapons and stratagems you bring. Though I get the feeling that the knuckleheads would simply switch to blaming their teammates instead of the devs.
@@mksmike Yep. Whilst the middle and lower difficulties can be a casual arcade run and gun without issues, when playing the top difficulties the best tactic is simply to treat it like any soldier would IRL. If you're some elite force being dropped into "super hell", and know you're going to be out numbered 100 to 1, you'd be absolutely insane to run off alone or get cocky. You'd 100% stick together and very deliberately work as a unit. And that's exactly how the game works too. A lot of players seem to think the game is about being DoomGuy, whilst it's more like you're the SAS or NavySeals. You don't win by having more powerful gear than the average soldier. You win by fighting smarter and better.
Absolutelly loved the quadruple echoed build, more please, doesnt even need to be cursed builds, just quadruple it and see what happens. Suggestion for the next one: Octa bombardments (120 + 380) with quadruple walking barrage.
thanks so much for making content like this, i stopped playing when the sony debacle started happening and only played for like one mission here and there since, but watching this made me want to play again and it was so much fun like probably one of the best times i’ve had playing i queued with randoms and we crushed super helldive and i hadn’t even beaten a lvl 9 before this
5:30 People think the airburst is for Shriekers because the video for buying it literally shows it being used on Shriekers (that plus it does have a genuine VT fuze which inherently makes weapons good against flying targets)
anti tank mines can't actually damage bile titans because their armor class on the legs is 6 while the mines are 5 lmao they can't track bot tanks either because the treads are tagged explosive immune
The impaler needs a rework. Either it needs to not have damn near infinite range on tentacle summons and/or all tentacles need need to pop out of the ground with their backs facing the body so players can locate one that is not close by or at least out of LOS.
OhDough HD2 video, but he plays with friends and tries something that isn't the established meta? And... having fun? Minimal drama takes, actual jokes... Huh. Impressive. Will wonders never cease?
Notice how they spend the first half of the video actually working closely together (due to their mistrust of the meme loadout), and just casually stomping through the mission laughing. Only for Dough to then get a bit over confident and running out solo again, which soon devolves into getting nothing done and running around saying, "I can't even reload!" before dying. Well yeah, you see those three friend markers clustered over on the horizon? That's why you can't reload. To this day half a year after release, I've still only ever seen a SINGLE youtuber talk about good teamwork in his tips and advice video for the game. Never seen it from anyone else. Everyone else just obsesses about trying to find the one crutch weapon to rule them all, and then pretends that's the most "fun" weapon. God, half of youtubers seem to review gear from a solo player perspective without clarifying that, and thus give utterly nonsense opinions on stuff. It drives me nuts.
That extract was more chill then what I usually get on Easy lol Spawn balance is ridiculous. Well done boys for getting the mines and airburst nerfed! lol
the airburst rocket can kill any unit in the game, but its pretty much Luck based, where the exploding grenades go basically. you can control it a little tho, to a degree, shooting under Impaler/charger legs, but for others like the bile titan, you need the things to hit its sack which is... pretty hard to do. last time i used it i managed to clear entire bug nests since the explosions managed to touch all the bug holes in the nest.
People need to stop obsessing about the most powerful guns in the game being adjusted down (to often still be the most powerful guns in the game), and start genuinely trying out more of the kit without this childish pre-conceived negative bias. Eg, when he fired his first rocket and was all surprised and celebratory to see x8 kills, I was like... Have you just never used it before? What did you expect? You can score 20+ kills with this thing routinely. That's it's entire job, and it's so much fun to use.
@@UnknownSquid the airburst is funny silly but its a one pump chump. That shot is very powerful and feels great to use, but the long stationary reload is very punishing, making it something used almost exclusively for opening engagements to gain the upper hand before the horde really breaks out.
this video makes me think about a lot of fixes that the developers should make... 1. mines should not react to corpses 2. reduce the reload time of mines 3. these missiles should throw explosives in a smaller radius and closer (sometimes even the most fragile enemies survive in the very center this chaos) 4. when you drop mines on some large enemy and there is no room under it, the “mine dispenser” breaks and the mines simply disappear (this needs to be fixed, but I don’t know how)
If the mine disperser breaks, it should have a failsafe (faildangerous?) charge that blows the mines a small distance apart and then they all go off like the airburst launcher.
I need to try this, anti tank, incendiary mines, airburst rocket launchers,cluster bomb and some sort of team killing primary like the flamethrower or lightning shotgun,for every player and see if we can even play the game,add the new booster so you can sometimes one tap titans with respawns and add even more team killing
Generally bringing one mines is fairly balanced for fun, 2 mines are a bit hard on having bad luck of keep getting 3+ titans. Just try different combinations, you will find that "they all works". If you accept sometimes you need to run and hide.
@@mouseii88 i mostly want to run the most team killing options to see if i can make it work and have the whole team run it to see if we can even play without constantly killing each other i know technically they can work together,it’s mostly the staying alive part that would be fun
@@Sadcatblake Well, it is fairly doable as long as the team stick together. Usually I can't shoot airbursts or drop orbitals and mines because someone decides to dash through the enemy. Or somehow run in the opposite direction of the team. At super Helldive, once you spread it is kinda hard to control where you fight but to run away, but going with 4 mines stratagems is fairly good...if you didn't get unlucky and have 3+ titans spawning every breach.
probably hot take but I genuinely like to use the airburst rocket launcher on bug eggs mission. As it makes it possible to clear an egg nest without even being near it
I'd unironically run mines sometimes if they had 60-30cd, but that goes for the turrets tbh.. they should have 60-120s cd considering they run out of ammo insanely fast apart from the mortars and rocket and that they get destroyed if a fart blows in their direction... besides, the old turret despawns (if for some miracle it didn't die or run out of ammo) if you call down an identical one.
The best buff for mines I think, would be to reduce their cooldown to 120 seconds but also let them stack up to two in stock, so you can bring down a viable field of mines at the time you actually need them. Since they're a far more situational strat than most, just being able to spam them everywhere wouldn't be that useful and would just make a mess of missions. But being able to genuinely cover a worthwhile area when you need it, would be on theme for them and quite useful. Also just boost their damage a bit. There's no justifiable reason anti-personnel mines (350) should be hitting with less force than a grenade (400). Bring them up to 500 so they can reliably two shot a brood commander.
33:34 "i feel like when it starts spawning heavy enemies, our crowd control weapons start to struggle." the airburst sucks rn, but the solution to that problem is to just have a teammate take a recoilless or something
I don't know if it is what you saw with the vanishing mines, but I have found that landing it on enemies sometimes destroys the pod up instead of spawning the mines. I've had it happen a couple of times on defense missions where we either got a free mine stratagem or the group wanted everyone to bring at least 1 mine stratagem
I personally think the Airburst is underrated. Never understood why people were so confused by how it works and thought it was for air targets specifically. It just takes a little care to use safely and the issue is because it can't take down biles and chargers like the Quasar, it's too much of a compromise usually.
Unironically, mines should be quick and dirty alternatives to other support items--short cooldown times to compensate for variable effectiveness in the field--its cheaper to mass drop mines, but is less consistent or quick getting key kills
Drop the mine beside a bug hole, it'll close it and when it unfurls the mines into an adjacent hole will close it when spawns come out. I can comfortably clear a large nest with the flame and explosive mines and clean up maybe 2-3 holes with the A/C or grenade pistol.
Turns out "fun" doesn't come from religiously obsessing over only the most overpowered weapons, but from keeping things varied and playing in a way that promotes interaction with your team.
We need gas mines, gas grenades, emp mines, thermite sniper, incendiary airburst rocket launcher, incendiary grenade launcher, and some sort of fortification that acts just like a gigantic mousetrap.
Airburst can deal with almost anything at a distance. Its difficult to use i'll grant but even chargers can be taken out in like 2 shots if you aim in the right spot. Sometimes 1 if you're lucky. Bile titans are the only thing its useless against. I think people underestimate it just because its got a high friendly fire risk (although since other helldivers no longer set it off its not that bad anymore)
Airburst could actually be made moderately effective if they added a slight stun to it's huge area, give the mass concussive force the ability to stun things smaller than Tanks and Behemoth chargers (but allow it to stagger the larger enemies out of attacks) and stun normal chargers and MAYBE behemoths (only maybe) if you hit a large amount of munitions on it. The stun would actually play into the airbursts trash ability to kill enemies by pinning the now weakened and damaged horde in place for any amount of fire to finish off, while also making the immense reload time less of a danger to the user. That along with the ability to turn off the proximity detonation so you can land meaty shots under chargers and impalers, in the bellies of titans, and into the underside of dropshios and in the turret rings of tanks and towers also would boost the versatiliy by rewarding skilled use of the guns limited ammunition. Yes, I feel like this is balanced when it takes up a whole stratagem slot.
If the area above the mine dispenser is not clear it will insta pop 25:20 so no mines were deployed. If only the free fire mines we got the other week was available for super helldive.
Controversial opinion. The airburst launcher actually slaps hard when you figure out how to use it properly. But for some reason, neither I, nor anybody else ever seems to run it.
It's incredibly difficult to use well, especially since the enemies never seem to cooperate. Also you can't target anything close, and terrain hits will often kill you or your teammates. Virtually no one uses it (
Everyone tried it once during the release weak (before it was fixed), and or mistakes it/misuses it thinking it's an anti-air weapon due to the video in the strat-shop, and then they never touch it again. Soon as a player understands that it's just a hand held clusterbomb launcher that you can restock from ammo boxes, it's amazing. (Also like the clusterbomb strike, don't fire it at short range. Come on guys, this isn't hard.) The other thing that reduces it's popularity even then though, is that without some degree of teamwork it's much harder to find safe moments to reload it, and we all know how 95% of the player base is deadly allergic to being within 100m of another human ally. Same reason the Quasar has a pickrate 500% higher than the recoiless.
They should add a small beam to the top of mines, basically a stratagem beam on the top of a mine but very tiny, maybe like half or a quarter the height of a helldiver.
At this point, I'm trying to use the Shield backpack to avoid the one shots. The jetpack is fine, but we need parachute packs at this point. Autodeploy Chutepacks.
They absolutely need to decrease the range at which impalers can hit you. I've legitimately had them be a little over half the map away from us and the tentacles were still attacking me and my team.
In HD1 the imaplers tentacles would always face away from the Impaler itself. So if the Tentacles are hitting you from lets say North / North East direction, the impaler is in that same direction. The Impaler should never be Perpendicular from its tentacles.
Mines have always been busted. The problem is ppl play with randoms more than not and nobody really communicates with each other which makes them seem bad. Lol
Yep. The entire game design is heavily built around close teamwork, but the mass market player base is sadly both allergic and utterly oblivious to this concept. Thus everyone runs around solo, and then complains that their guns don't feel powerful enough. And it's like, well yeah, that's the point. You're supposed to have four guns firing on those bad guys not one. You're literally supposed to suffer when alone, and then REALISE YOUR MISTAKE, and start playing better. (Or if you do play true solo, at least recognise that you're deliberately choosing to play at an explicit handicap) Whilst Arrowhead has by no means been perfect, their biggest mistake was VASTLY overestimating the intelligence of the player-base their game would attract.
I think if you throw a mine stratagem on something like an impaler the mine spewer will get destroyed before it deploys any mines, not 100% sure though.
The airburst IS good. The mines do need a buff, but the most powerful strat in this game is teamwork. So when a meme loadout forces people to work together like this, suddenly everything is viable (which is how the game was designed to be played).
@@goreobsessed2308 No matter what the game, any time I hear "(weapon) is trash" in an absolute manner, it's an instant red flag for someone who doesn't know what they're talking about and is prone to making rash shallow judgements.
I tried Airburst for 3 missions. Haven't touched it since. It just doesn't seem to work as advertised, you're never killing a swarm of shriekers with it, and anything tougher than a hunter will probably live through the blast. Sure okay it does swat hunters but so does basically everything else in the game. Take a tesla tower, it's a better investment.
Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police....... Lucky its only Arty that anoys you with ingame messages.
They said they were looking into reworking chargers but all they literally have to do is just reduce the damn turn radius on them and the problem's solved. They never needed to have this much tracking, and shooting them in the back would actually be a valid strategy. Some moron from day 1 decided that their weak point in the back should be virtually impossible to target without pure luck as to whether the Charger decides to turn around slowly instead of instantly.
Personally I'd reduce the armour rating down a notch on the underbelly and inner segments of the legs. Visually they're blatantly not as armoured as the rest of the charger, and nearly all new players intuitively try shooting those perceived weak spots with medium weapons before learning it doesn't work. Compare them to Hulks for example, which are much more diverse and interesting in how you fight them due to their more varied armour zones.
Impaler should have to be within a certain distance of you, so broken for the tentacles to just follow you around the map. Such a buggy broken mess. I'm trying to imagine them making a game back in the 90s where the game came on a disc and couldn't be patched....
the mines dont spawn because the pot will be targeted like the turrents. As long as the mines are not distributed (inside the pot), they can just pop without dmg.
I LiKe the air burst, but yeah, team mates do so love running right at things my rockets on the way to. You missed a trick by no one bringing the hellpod explosion booster.
4 airburst rocket launchers vs 4 airburst rocket launcher users
Accurate
It's a real bad matchup
Lol agreed
i think there are 3, 1 got sup backpack
the true pvp mode
Little bug children are going to be stepping on landmines on this battlefield for a century to come.
preemptive defense against fascism
Vietnamese POV
good
Disclaimer: Super Earth landmines are actually biodegradable, carbon neutral, and a healthy source of Vitamin D.
good
Arrowhead - due to popularity of the airburst rocket we reducing the amount of spare rockets, due to the weight is unrealistic to be carried by our fellow helldivers
Nah, it's always kinda OP and stupid depends on how well you use it.
WE SHOULD ALL START USING IT SO THEY MAKE IT EVEN WORSE
lmaooooooo
We are also removing oxygen on every planet as it is unrealistic, helldivers may take 4 oxygen rations which last 30 seconds each and can replenish them from resupply drops
@@LeftJoystick no no no not worse, 'realistic'
RELIABLE
"We're all using cookout. We're gonna get cookout nerfed bro."
He's speaking the truth.
AH: "Guys, players are using our new gun...we need to have a meeting ASAP. It has come to our attention that players are using the reliable weapon we have given them. There is only one solution to this glaring problem..."
Clearly its to buff blitzer again
4 minutes in and I don't think I saw a single person try to team reload in that group of 4 airburst rocket launchers.
ye i would rather team reload over shooting my own support weapon.
team reloaders are truly rare. i've goofed around with a friend, but mid battle i'd never willingly remove all self defence to make my friend reload faster, thats what pre-loading is for!
Everyone wanted to play the game. Team reloading is mega boring for the reloader
@@OhDoughdunno actually. They should turn it into minigame or just let people use their one-handed weapons.
Some people really enjoy playing roles (some even enjoy being a tank loader in Arma💀)
@@OhDough you could just take turns team reloading each other and spam all the rockets fast. it would actually be awesome
The reason people thought the airburst rocket was anti-air is because the preview video showed it wiping out an entire swarm of shriekers.
I hoped players recalled when the devs showed the initial trailer for the anti-tank mines (I think I saw it on Discord) it showed a Hulk being destroyed with just two mines, but the in-game preview of the stratagem instead shows a hulk taking 4 anti-tank mines to be destroyed. Seems intentional, like they want the mines to look better than they actually are. I will never use the mines in this game until they remove the ability for mines to blow up from corpses flying into it, as I think it's "amazing" having one enemy set off a mine then having its corpse set off all the other mines at once. Oh, and it also has a 2:30 minute cooldown, so better luck next time!
The AMR is shown against the bugs so.... we definitely shouldn't be using that as a good example of the weapons use
@@Kenny-yu6gc while it would fit the lore to propagandize the effectiveness of some of the stratagems, that's not really a good place to be lore accurate lol
Airburst rocket will kill light armored bugs and bots, anything with medium armor like a Devestator or Brood Commander, will take more shots.
@@Kenny-yu6gc The mines also constantly have sympathetic detonation, one going off can and will cause them all to explode.
Next Balance Patch:
> Helldivers were found to be having fun with the Airburst
> Reduced the reserve ammo by 33% and decreased its blast radius
The blast radius decreased seems like a buff so knock it out of the patch, no better ttk with it mmkay
> Reduced amount of sub munitions produced by the main rocket.
> Fixed incorrect armor penetration values of sub munitions from 3 medium to 1 very light.
@@karkinos5398look how they 'buff' my boy
>decreased radius and damage for Airburst rifle due to it being played one time
>Increase the reload time by 1 second for realism
"Are mines the meta?"
Please no. It's my only remaining joy after what they did to the slugger locker breach ability. 😭
You have to reload the airburst slowly. Judging by how temperamental that thing is, it might just decide to blow up your fingers if you go too fast
At 25:18, the antitank minefield is destroyed before it can deploy mines. The minelayer blew up, you can hear the faint explosion sound a quarter of a second later after the pod landed. There's even a second, smaller explosion. So you absolutely know that the mines were aborted the first instant they could be. Punished by the game, because he literally hit a tank enemy with a minefield. Incredible game design.
To be fair, it's a mine field, not a bomb. Why would you drop it directly on the enemy and not in front of? Treat it like a turret (happens to be in the same stratagem group) and put it in an area where it can do its job without being destroyed first
Relax dude, the pod that deploys the mines just got destroyed when it tried to go up through the impaler's body. Does it suck, yes, is it the game,"punishing you"? No.
@@imandaml2953it is the game punishing him though. This is a needlessly pedantic point to contend but he did something with a stratagem that resulted in decreased stratagem effectiveness. He was punished.
The mines should do one large explosion if they dont deploy
@@martinvicktor No they shouldn't, mines must have the explosives inside armed first because otherwise they'd explode while entering atmosphere from all the shocks and shaking. There's always primary and secondary explosives inside of them, check out literally any mine in history.
24:00 current objective: Survive
If you fight the bots with it and hit perfectly in between the turret and the hull of towers and tanks then you can kill them with explosions inside it. But it was easier to do before the devs made it detonate near enemies instead of objects. (Its a optional anti-tank weapon if you have a good angle and aim well)
I’d like to be able to turn of the proximity like you can the laser with the commando.
@@IRMentat yea that would make it perfect for juicy shots into anything heavily armored with 1 tiny crack it can bounce into
It's beautiful. Arrowhead saw this and was quaking in their boots.
this is how the game is meant to be played
B-but my Meta Build!!!!!
Nah JK I've been asking for them to add the Randomizer they had in HD1 to really spice up the game
Which is hella fun, the complete chaos made videogame
Video thumbnail: tHiS sHoULDn'T wOrk.
Watched this live. What a laugh riot. Go in absolutely meme worthy. Gg
Impalers *NEED* to be made more visible when they’re using their tentacles. Having them attack you from halfway to narnia is annoying as hell when you have no idea where they actually are.
When they are using their tentacles, they need to either have a marker placed on them, or made visible on the map.
Also. MAKE MINES HAVE A 30 SECOND CD ARROWHEAD! They’re almost completely useless, cannot move and are 1 time damage. Their CD needs to be extremely low because of how situational they are.
They are like a small mounting on the mid of the map, with a fucking massive orange weird thing
I don't know exactly how they could be more visible
@@muglokdecrepitus1301 They are definitely hard to find on maps with a lot of trees
Truth on the mines. Only taken when it is the daily "kill X with mines" or for trolling, and it has been that way since launch.
I never fought a impaler in hd2 but i think in hd1 the tentacles faced allways in the direction they where looking at. Haven't played hd1 in years so i could be wrong but that would be a nice and kinda realistic way for these to move and also max range of 50m - 100m. 180m or what it is now is stupid
@@madeingermany9445it’s infinite range
I gotta say, it's nice to see something so lighthearted a time like this in the community.
Cursed loadout 🤣🤣🤣
They officially lost it
Thats what happens to a community when good fun gets nerfed ,we get goofy cause thats the only funny thing left
Patch notes:
>deleted the game because of a game breaking glitch called “fun”
@@NoNo-xh7ruthey nerfed the performance so I would believe if they deleted the game for being fun.
Using different stuff and being goofy IS fun. Using the same OP gun all the time is the opposite of fun. Actually play as a team, and virtually everything is viable. There's incredibly few weapons that I'd describe as outright bad.
@@UnknownSquid Yeah this is a team game, sticking together at least in pairs is best strategy for managing the overwhelming number of enemies, regardless of what weapons and stratagems you bring.
Though I get the feeling that the knuckleheads would simply switch to blaming their teammates instead of the devs.
@@mksmike Yep. Whilst the middle and lower difficulties can be a casual arcade run and gun without issues, when playing the top difficulties the best tactic is simply to treat it like any soldier would IRL. If you're some elite force being dropped into "super hell", and know you're going to be out numbered 100 to 1, you'd be absolutely insane to run off alone or get cocky. You'd 100% stick together and very deliberately work as a unit.
And that's exactly how the game works too. A lot of players seem to think the game is about being DoomGuy, whilst it's more like you're the SAS or NavySeals. You don't win by having more powerful gear than the average soldier. You win by fighting smarter and better.
devs are so STUPID that they are saying realism, but the anti tank mines are just like regular mines.
And cactuses do more damage to your mech than anti tank mines
Absolutelly loved the quadruple echoed build, more please, doesnt even need to be cursed builds, just quadruple it and see what happens.
Suggestion for the next one: Octa bombardments (120 + 380) with quadruple walking barrage.
thanks so much for making content like this, i stopped playing when the sony debacle started happening and only played for like one mission here and there since, but watching this made me want to play again and it was so much fun like probably one of the best times i’ve had playing i queued with randoms and we crushed super helldive and i hadn’t even beaten a lvl 9 before this
5:30 People think the airburst is for Shriekers because the video for buying it literally shows it being used on Shriekers (that plus it does have a genuine VT fuze which inherently makes weapons good against flying targets)
i like that they gave the chargers this little u-turn that they do now, a very chefs kiss of a buff for an anoying enemy
maybe next update flying bugs explode if u shoot them but only damage u with it?
This was like a horror movie im going to have nightmares thanks
25:17 For anyone confused about what happened here, the minefield device spawned underneath the Impaler and was killed by contact damage.
anti tank mines can't actually damage bile titans because their armor class on the legs is 6 while the mines are 5 lmao
they can't track bot tanks either because the treads are tagged explosive immune
@veritascalivmeir3708
Holy…little wonder why they had to give us the mines as that alone makes them putrid
Use the firebomb hellpod booster and pair it with eats and commandos
What the eats?
@@EternalGaze8expendable anti tank
@@Wwillswords thanks man.
The impaler needs a rework. Either it needs to not have damn near infinite range on tentacle summons and/or all tentacles need need to pop out of the ground with their backs facing the body so players can locate one that is not close by or at least out of LOS.
IVE been saying since the Mines are under used, they need 60seconds cool down for Fire and Standard. 1:30 for AT Mines.
OhDough HD2 video, but he plays with friends and tries something that isn't the established meta?
And... having fun? Minimal drama takes, actual jokes...
Huh. Impressive. Will wonders never cease?
So you’re telling me that the team game is more fun with a team? Madness
Aliens: Colonial Marines was fun with friends.
Notice how they spend the first half of the video actually working closely together (due to their mistrust of the meme loadout), and just casually stomping through the mission laughing. Only for Dough to then get a bit over confident and running out solo again, which soon devolves into getting nothing done and running around saying, "I can't even reload!" before dying. Well yeah, you see those three friend markers clustered over on the horizon? That's why you can't reload.
To this day half a year after release, I've still only ever seen a SINGLE youtuber talk about good teamwork in his tips and advice video for the game. Never seen it from anyone else. Everyone else just obsesses about trying to find the one crutch weapon to rule them all, and then pretends that's the most "fun" weapon. God, half of youtubers seem to review gear from a solo player perspective without clarifying that, and thus give utterly nonsense opinions on stuff. It drives me nuts.
It’s a super promising look
That extract was more chill then what I usually get on Easy lol
Spawn balance is ridiculous.
Well done boys for getting the mines and airburst nerfed! lol
So explosive super democratic mayhem? Yeah sounds fun
NERF
One time i got 153 kills with one airburst launcher rocket, and im still chasing that high.
Good lawd
the airburst rocket can kill any unit in the game, but its pretty much Luck based, where the exploding grenades go basically. you can control it a little tho, to a degree, shooting under Impaler/charger legs, but for others like the bile titan, you need the things to hit its sack which is... pretty hard to do. last time i used it i managed to clear entire bug nests since the explosions managed to touch all the bug holes in the nest.
obv the state of the game's balance is less than desirable but its super refreshing to see you enjoying the game
People need to stop obsessing about the most powerful guns in the game being adjusted down (to often still be the most powerful guns in the game), and start genuinely trying out more of the kit without this childish pre-conceived negative bias. Eg, when he fired his first rocket and was all surprised and celebratory to see x8 kills, I was like... Have you just never used it before? What did you expect? You can score 20+ kills with this thing routinely. That's it's entire job, and it's so much fun to use.
@@UnknownSquid the airburst is funny silly but its a one pump chump. That shot is very powerful and feels great to use, but the long stationary reload is very punishing, making it something used almost exclusively for opening engagements to gain the upper hand before the horde really breaks out.
this was pure magic what was the start of a meme turned into something amazing, watching it live just in awe to it just works
this video makes me think about a lot of fixes that the developers should make... 1. mines should not react to corpses 2. reduce the reload time of mines 3. these missiles should throw explosives in a smaller radius and closer (sometimes even the most fragile enemies survive in the very center this chaos) 4. when you drop mines on some large enemy and there is no room under it, the “mine dispenser” breaks and the mines simply disappear (this needs to be fixed, but I don’t know how)
5.the explosions of the 'fragments' of these missiles, and the explosions of mines... should stun enemies, at least for a second
F these fragments/clusters.
Just make it a huge AoE explosion with AP4
If the mine disperser breaks, it should have a failsafe (faildangerous?) charge that blows the mines a small distance apart and then they all go off like the airburst launcher.
I need to try this, anti tank, incendiary mines, airburst rocket launchers,cluster bomb and some sort of team killing primary like the flamethrower or lightning shotgun,for every player and see if we can even play the game,add the new booster so you can sometimes one tap titans with respawns and add even more team killing
Generally bringing one mines is fairly balanced for fun, 2 mines are a bit hard on having bad luck of keep getting 3+ titans.
Just try different combinations, you will find that "they all works".
If you accept sometimes you need to run and hide.
@@mouseii88 i mostly want to run the most team killing options to see if i can make it work and have the whole team run it to see if we can even play without constantly killing each other i know technically they can work together,it’s mostly the staying alive part that would be fun
@@Sadcatblake Well, it is fairly doable as long as the team stick together. Usually I can't shoot airbursts or drop orbitals and mines because someone decides to dash through the enemy. Or somehow run in the opposite direction of the team.
At super Helldive, once you spread it is kinda hard to control where you fight but to run away, but going with 4 mines stratagems is fairly good...if you didn't get unlucky and have 3+ titans spawning every breach.
Impalers constantly ragdolling you and hunters stunning you non stop love that combo that stops you from healing or reloading
16:00 Impaler Reflects airburst rounds
probably hot take but I genuinely like to use the airburst rocket launcher on bug eggs mission. As it makes it possible to clear an egg nest without even being near it
Absolutely, it's a cluster of explosions. Which also makes the process more fun. :D
Fun and entertaining to watch controversial loadouts. Good job on this one.
I'd unironically run mines sometimes if they had 60-30cd, but that goes for the turrets tbh.. they should have 60-120s cd considering they run out of ammo insanely fast apart from the mortars and rocket and that they get destroyed if a fart blows in their direction... besides, the old turret despawns (if for some miracle it didn't die or run out of ammo) if you call down an identical one.
The best buff for mines I think, would be to reduce their cooldown to 120 seconds but also let them stack up to two in stock, so you can bring down a viable field of mines at the time you actually need them. Since they're a far more situational strat than most, just being able to spam them everywhere wouldn't be that useful and would just make a mess of missions. But being able to genuinely cover a worthwhile area when you need it, would be on theme for them and quite useful.
Also just boost their damage a bit. There's no justifiable reason anti-personnel mines (350) should be hitting with less force than a grenade (400). Bring them up to 500 so they can reliably two shot a brood commander.
Like it or not. This is the PEAK physical Helldivers 2 form.
33:34 "i feel like when it starts spawning heavy enemies, our crowd control weapons start to struggle." the airburst sucks rn, but the solution to that problem is to just have a teammate take a recoilless or something
This is the content that I didn't know I want
I don't know if it is what you saw with the vanishing mines, but I have found that landing it on enemies sometimes destroys the pod up instead of spawning the mines. I've had it happen a couple of times on defense missions where we either got a free mine stratagem or the group wanted everyone to bring at least 1 mine stratagem
I personally think the Airburst is underrated. Never understood why people were so confused by how it works and thought it was for air targets specifically. It just takes a little care to use safely and the issue is because it can't take down biles and chargers like the Quasar, it's too much of a compromise usually.
That said, making the Airburst user triggered would be so clutch.
This was a tough watch. The other guy literally never stopped complaining about anything he could in the game.
The power of this isn't the gear being broken. Its the power of four players actually sticking together and using their equipment consistently.
fun fact, the impaler stabby parts can be shot to send them back down and deal damage to the main body
>guys are having laughs
>guys say game bad
>mfw
Me and my buddies talking The vilest shit about the game while in the lobby and saying how we hate it.
Me and my buddies playing the game: 😂🎉
Unironically, mines should be quick and dirty alternatives to other support items--short cooldown times to compensate for variable effectiveness in the field--its cheaper to mass drop mines, but is less consistent or quick getting key kills
Drop the mine beside a bug hole, it'll close it and when it unfurls the mines into an adjacent hole will close it when spawns come out. I can comfortably clear a large nest with the flame and explosive mines and clean up maybe 2-3 holes with the A/C or grenade pistol.
The fact yall were worried about getting cook out nerfed really showed the state of the games balancing 💀
Wow, I've never seen ohdough have so much fun. Hilarious.
Turns out "fun" doesn't come from religiously obsessing over only the most overpowered weapons, but from keeping things varied and playing in a way that promotes interaction with your team.
We need gas mines, gas grenades, emp mines, thermite sniper, incendiary airburst rocket launcher, incendiary grenade launcher, and some sort of fortification that acts just like a gigantic mousetrap.
Airburst can deal with almost anything at a distance. Its difficult to use i'll grant but even chargers can be taken out in like 2 shots if you aim in the right spot. Sometimes 1 if you're lucky. Bile titans are the only thing its useless against. I think people underestimate it just because its got a high friendly fire risk (although since other helldivers no longer set it off its not that bad anymore)
this was funnier than it needed to be 6:58
They NEED to add an indicator to impalers that tells you where they are
"Apparently, all you need to win a war is a ton of rockets. Idk." - Sun Tzu, probably.
Airburst could actually be made moderately effective if they added a slight stun to it's huge area, give the mass concussive force the ability to stun things smaller than Tanks and Behemoth chargers (but allow it to stagger the larger enemies out of attacks) and stun normal chargers and MAYBE behemoths (only maybe) if you hit a large amount of munitions on it.
The stun would actually play into the airbursts trash ability to kill enemies by pinning the now weakened and damaged horde in place for any amount of fire to finish off, while also making the immense reload time less of a danger to the user.
That along with the ability to turn off the proximity detonation so you can land meaty shots under chargers and impalers, in the bellies of titans, and into the underside of dropshios and in the turret rings of tanks and towers also would boost the versatiliy by rewarding skilled use of the guns limited ammunition.
Yes, I feel like this is balanced when it takes up a whole stratagem slot.
airbrust cannons are underated, i used them back before the update of EOF and it is a great clearing tool or Suicide Run in weapon
I think it's possible for the mine dispenser to be destroyed before it actually spews mines out.
If the area above the mine dispenser is not clear it will insta pop 25:20 so no mines were deployed. If only the free fire mines we got the other week was available for super helldive.
Yes! More cursed loadouts please
Controversial opinion. The airburst launcher actually slaps hard when you figure out how to use it properly. But for some reason, neither I, nor anybody else ever seems to run it.
It's incredibly difficult to use well, especially since the enemies never seem to cooperate. Also you can't target anything close, and terrain hits will often kill you or your teammates. Virtually no one uses it (
Everyone tried it once during the release weak (before it was fixed), and or mistakes it/misuses it thinking it's an anti-air weapon due to the video in the strat-shop, and then they never touch it again.
Soon as a player understands that it's just a hand held clusterbomb launcher that you can restock from ammo boxes, it's amazing. (Also like the clusterbomb strike, don't fire it at short range. Come on guys, this isn't hard.)
The other thing that reduces it's popularity even then though, is that without some degree of teamwork it's much harder to find safe moments to reload it, and we all know how 95% of the player base is deadly allergic to being within 100m of another human ally. Same reason the Quasar has a pickrate 500% higher than the recoiless.
They should add a small beam to the top of mines, basically a stratagem beam on the top of a mine but very tiny, maybe like half or a quarter the height of a helldiver.
At this point, I'm trying to use the Shield backpack to avoid the one shots. The jetpack is fine, but we need parachute packs at this point. Autodeploy Chutepacks.
well you see mines are just so good that they need the 3 minute cooldown XD
They absolutely need to decrease the range at which impalers can hit you. I've legitimately had them be a little over half the map away from us and the tentacles were still attacking me and my team.
Haven't seen the Cinnamon Toast Crunch chefs ever since the cereal bits started eating each other.
DUDE, now that's a LOT of mines. Holy crap, dat was fun.
In HD1 the imaplers tentacles would always face away from the Impaler itself. So if the Tentacles are hitting you from lets say North / North East direction, the impaler is in that same direction. The Impaler should never be Perpendicular from its tentacles.
Airburst is slept on. Personally, WORTH the teamkills. The long ass reload is what gets me, but I think the AOE is too wide, but it slaps.
so the new fire shotgun is good?
seems like it. the secondary flamethrower is lowkey kinda good too but you'll often get lit on fire from it
It's got all the push value of the regular punisher, but with added fire damage which is just a really good combo against melee enemies.
I genuinly love the airburst and mines. this is my kind of a loadout. lol
Mines have always been busted. The problem is ppl play with randoms more than not and nobody really communicates with each other which makes them seem bad. Lol
Yep. The entire game design is heavily built around close teamwork, but the mass market player base is sadly both allergic and utterly oblivious to this concept. Thus everyone runs around solo, and then complains that their guns don't feel powerful enough. And it's like, well yeah, that's the point. You're supposed to have four guns firing on those bad guys not one. You're literally supposed to suffer when alone, and then REALISE YOUR MISTAKE, and start playing better. (Or if you do play true solo, at least recognise that you're deliberately choosing to play at an explicit handicap)
Whilst Arrowhead has by no means been perfect, their biggest mistake was VASTLY overestimating the intelligence of the player-base their game would attract.
@@UnknownSquid exactly
recoiless rifle is like a space musket and the airburst rocket launcher is like a space blunderbuss.
I think if you throw a mine stratagem on something like an impaler the mine spewer will get destroyed before it deploys any mines, not 100% sure though.
this actually makes the airburst and mines look pretty good :D
The airburst IS good. The mines do need a buff, but the most powerful strat in this game is teamwork. So when a meme loadout forces people to work together like this, suddenly everything is viable (which is how the game was designed to be played).
@@UnknownSquid the airbrust is hot trash but you do you
@@goreobsessed2308 No matter what the game, any time I hear "(weapon) is trash" in an absolute manner, it's an instant red flag for someone who doesn't know what they're talking about and is prone to making rash shallow judgements.
I tried Airburst for 3 missions. Haven't touched it since. It just doesn't seem to work as advertised, you're never killing a swarm of shriekers with it, and anything tougher than a hunter will probably live through the blast. Sure okay it does swat hunters but so does basically everything else in the game. Take a tesla tower, it's a better investment.
Dude. Shut up. Leave my airburst alone. You've doomed me.
38:51 Naaah, this is just the range of these clusters. You hit impaler in the forhead, just like this guy here but he lept back.
you know that shooting the tentacles with fire weapons is stupid effective
I remember when we did this before they fixed the proximity fuse on it, shit was lit.
For this being super helldivers I did not see as many bile titans in the first half of the video as I thought I would have
Airburst is my favorite support weapon.
Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......Youre in range of enemy fun police.......
Lucky its only Arty that anoys you with ingame messages.
25:46 The hellpod got literally crushed underneth him before it tossed out any mines.
"This shouldnt work" i mean yeah ... its arrowhead ... No Power Fantasy allowed
They said they were looking into reworking chargers but all they literally have to do is just reduce the damn turn radius on them and the problem's solved. They never needed to have this much tracking, and shooting them in the back would actually be a valid strategy. Some moron from day 1 decided that their weak point in the back should be virtually impossible to target without pure luck as to whether the Charger decides to turn around slowly instead of instantly.
Personally I'd reduce the armour rating down a notch on the underbelly and inner segments of the legs. Visually they're blatantly not as armoured as the rest of the charger, and nearly all new players intuitively try shooting those perceived weak spots with medium weapons before learning it doesn't work. Compare them to Hulks for example, which are much more diverse and interesting in how you fight them due to their more varied armour zones.
I would LOVE to game with 3 other mic talkers. Those are ths best games. I play with randoms or solo all the time, each time
Impaler should have to be within a certain distance of you, so broken for the tentacles to just follow you around the map. Such a buggy broken mess. I'm trying to imagine them making a game back in the 90s where the game came on a disc and couldn't be patched....
the mines dont spawn because the pot will be targeted like the turrents.
As long as the mines are not distributed (inside the pot), they can just pop without dmg.
Love pushing this build in chat during the livestream
Lunar is the legend killing that bile titan with the mine hellpod
Also, should have brought the bomb pod booster for complete experience that AH wants us to have
I LiKe the air burst, but yeah, team mates do so love running right at things my rockets on the way to.
You missed a trick by no one bringing the hellpod explosion booster.
Hellpod explosion booster is pure chaos