yup. also Frag is amazing now. starting with a default of 5 is excellent incentive to take them over impacts and stuns. thermite is still king but now you're not locked into 3 nade types; stun, impact, thermite. now frags mob clears like crazy.
also the incendiary grenades are so good now at holding the initial wave of bug breaches down and shredding spewers. at 300 damage the incendiary will break the legs of spewers easily.
I definitely dont see it as overpowered, sometimes I die on the highest difficulty and when i spawn back in theres 5 hulks and gunships. Be able to at least have the ability to deal with them until I can get back to my equipment is a game changer. Having the senator and thermites makes it possible to have insane comebacks.
The punsiher change you were feeling was done to all plasma shots. All plasma,shots regardles of what gun has drag now so the shot will get slower the further away it gets from the barrel.
I'm hoping this means they'll buff the punisher plasma so it reloads like all the other punisher weapons since I'm sure they'll be tweaking the look of the gun if my wish comes true.
Was it always like that? I thought frags were default because they didn't even have the shrapnel at the start, so they really were just worse than the HEs
@@lileofficial4273 I was pretty sure they always had shrapnel, their description in Helldivers Mobilize was that they had lower damage with a larger aoe and longer fuse time. Their shrapnel did get tweaked recently though, they definitely weren’t worth bringing before.
Still covering Helldivers, just been busy with moving into my new house and I want to slow things down and take more time with these testing videos instead of racing to get them out ASAP. I want to focus more on the quality of the videos, even if that means it will take longer to upload and the videos are close to 30 minutes.
@@SwanyPlaysGames personally, I prefer longer more in-depth videos so this change sounds great. Many times I just listen to videos while I do something else so it's not like I mind the video being longer.
The sidearm changes are the biggest for me. The Verdict and Senator have always been my favorites to use in most missions, but I always felt like they needed just a tiny bit more power. Upgrading the armor penetration (and damage) of each is exactly what they needed. I couldn't have asked for a better change. Edit: The Senator does NOT need a nerf. The ammo economy and reload speed are terrible. That more than makes up for the power it has. I have waited far too long for it to finally be good. Just let it enjoy the spotlight, you cretins.
To be fair I think its BS that senator can take out heavy armor. But not a single AR can do that? It's so stupid. They should at least give adjudicater heavy pen and either keep the recoil or add more recoil for compensation so as not to have an AR that blitz everything with ease
I don't think y'all realize the size and shape of the bullets that these weapons shoot. AR rounds are longer and pointier. They are meant to go _through_ targets, but generally lack stopping power as a result. The Verdict is the equivalent of a desert eagle, which fires .50 AE blunt rounds with immense stopping power. The Senator is even bigger and fires likely even larger blunt rounds. Can you imagine the stopping power of them? With this knowledge, I have no problem believing those rounds could destroy a Hulk's weak spot in 3 shots. I could be persuaded for it to take 4 shots if the devs decided you crybabies had any merit.
Lol between the option to fire after each single bullet reload and the quick speed loader when empty it's far from "terrible". Hell it has the most versatile reload in the game. The thing is a beast now with heavy pen it never needed 😂
@@ThatGuySquippy Larger diameter bullets have to punch through larger chunk of armor. Pointier higher velocity rounds should punch through armor more easily. Fatter bullets have to make a bigger hole. So more damage makes sense, except against heavy armor.
New jetpack is superfun... jumps you forward so fast if you hit walls etc and fall down like a sack of potatoes. OR if you are just a little little short of the height and your feet hit, and you faceplant and ragdoll. =D
I notice it not letting me vault nearly as much. Many times I couldnt get to places I could before. Also a good thing is it seems normalized between armors so now isnt as penalized for taking it with heavy.
@@lordgrey5223I noticed the same thing. The extra forward momentum means you need to be further from the object you're trying to jump onto. There's also higher chance of overshooting
The orbital airburst strike is (and was prior to the patch) very dependent on the position of your destroyer and the angle of the terrain. Since the shape of burst is a cone who's point is some distance between your strategem ball and your destroyer, the pattern where it hits the ground can either be a circle, or an oblique ellipse that's potentially very off-center. If it seems less accurate than it used to be, it seems likely that some of your tests were simply from a location where the destroyer was firing at an angle.
@@lileofficial4273 not as far as I can tell, it is more like orbital drift. It doesn’t move much over the course of a mission but I do notice the bursts com in from different angles even if used in the same general map location.
@14:27 Just saying. This game isnt rainbow six siege where you only have a couple ways of healing. this game EVERYONE has the ability to stim themselves and do not need to shoot themselves with the stim pistol. the healing is fine because its not meant to be an emergency "save my friend" option. its there to top your team up for the next fight, get people moving quicker with the experiemental stim booster and the infinite stamina. I love the stim pistol and right now i think its in a good spot. you dont need to shoot yourself and you dont need better healing out of it
@@SATELLITEDOWN7735 right now with the buffs to the stim pistol, if you are standing still to get hit, then the person shooting is a bad shot or you are far enough away that the 5 spread matters. play with someone that uses the stim pistol a lot and you'll see a big difference between someone who sucks vs someone who is actually kind of nice with it
@@Kanielwhiskey exactly. a lot of people use it wrong because they dont know how to be a support. hell when i play with it, im not using it with the intention to heal people, im using it to give the team a defense and speed boost in the middle of a fight, making the idiot in heavy armor run faster, topping people off with their hp for the next fight so they arent wasting a good stim for 5% hp. if its an emergency situation then im magdumping stims into someone
@@bugsy3209 The other person then gets left behind bc they aim...or everyone can run together and just use the supply. Especially if you aren't coming back to the location. Never I have I thought "man I wish I had a guy with a stim pistol here" It's not worth it. You say it's faster, but at best it's the same speed but now has a margin for error.
As a support diver, the stim pistol changes are great and were very much needed. It's easier for me to tag a teammate multiple times and from a farther distance. I've saved teammates with it, and worst case, I save a stim use for my teammates or give them some extra stamina for running. I personally love it
It needs a rework, helldivers die in 1-3 hits so usually even if you're constantly aiming at someone they will die before you can heal them, or the moment they get hit they stim themselves. And if you're just waiting for people to get injured it means you're doing nothing when you could have been taking out the enemies that are about to hit your fellow diver. Try as you might you get max a couple of uses out of it per match where any other sidearm you could use for 100% of the match.
@Suomiwimbula I totally agree with the idea that teammates die within 3 hits so it'd be futile to even try to save them. But there's so many times where a teammate escapes the final hit and need a smidgen of health
@@davidaguilar703 In my experience they just immedietly stim themselves, even when using voice coms to tell them that I'm going to stim them its such a reflex at this point that they do it faster than they can process my callout.
One of my earliest memories from this game is one of my friends being the last man standing, with full health. He was prepping a heroic highground hold, when he got approached by one (1) small bug and got zero-to-death combo’d by his laser guard dog in spite of his attempts to dodge.
I said the same thing about the Drone store/activate. There's no reason that it shouldn't auto-reload when you store it. I really hope they make that change
@@brilobox2 The ballistic rover has infinite ammo, so yeah actually, it SHOULD reload on stow. You aren't wasting ammo, because you arent limited on mags for it
15:10 Just letting you know Swany, you need to hold the knife’s aim down for a second to get it to fly straight. In the footage you throw it too fast and it leaves your hand wobbly. They are gimmicky, but you’ll have more success knowing that. Cheers man great video 👍
Kind of same effect on thermite. When u pull the pin if thrown immediately there is a much higher chance of it bouncing off. Pull the pin wait a sec and you will hear a click* then it will stick when thrown, 99% of the time.
And it wouldn’t be used for it purpose anymore if they did. It wouldn’t never hit a teammate again. It’s should track to teammate like lock on or make it regen a teammate for a minute slowly to make it different and worth bring.
There is literally a supply pack backpack and you complain about a gun which only stims and doesn't give ammo and grenades as well? I think your complaint seems invalid. People stimming themselves with a gun, or with a supply backpack. What does it matter.
Jetpack is amazing, and they're going to make it so you can shoot while flying through the air. It pretty much offsets the penalties to heavy armor if you have the stamina boost thing. Very fun, I went from being late to every objective, to being in front of all my teammates.
Frag grenade has more radius. Also it is basically shrapnel. Great against bugs cos they are less armored and have more fleshy parts, so it purpose to be more effective against smaller enemies. Also +1 extra nade is always good. [edit] for those who laughs. Translating to my language "frag" and "shrapnel" are different things in general and when talking about grenades. It called "Frag" no doubt, but it performs and looks identically to in-game shrapnel effect.
@@AndroidPoetry basically shrapnel, which implies it isn't or wasn't. Zero reason to say frag and shrapnel when they are the same. It's like if I said a frag shrapnel grenade.💀
It now dealing more damage than the old HE and impacts used to with a 10 meter radius PLUS shrapnel is actually great, I haven't taken it off my load against bugs since the patch and I'm getting massive crowd control from it, they also 2 shot chargers if you throw them under it
The plasma drop-off was mentioned in the patch notes. It was intended to make the plasma weapons more consistent; all plasma weapons now have high projectile drag and the same gravity. This hasn't changed the Purifier and Scorcher much, but the Punisher Plasma definitely got nerfed by this change.
The punisher didnt get stealth nerfed. The plasma PROJECTILES got changed, and they mention it in the patch notes. they have much more air drag. The muzzle velocity of the purifier is just so high that it doesnt feel like it applies to it
Autocannon flak mode is killer against bot drops. Shoot the belly while it's coming in. 1-5 shots depending on luck and type of enemy and the entire drop is eliminated. No recoiless required to shoot down the drop.
Honestly, I'm glad that the stim pistol isn't something you can just shoot yourself with. If you could, many could argue that there's no point in bringing any other pistol, as having so many extra stims kinda defeats the purpose of having a pistol that lets you stim others. Though, I would enjoy the thought of stronger stims inside the pistol.
The plasma punisher didn't get a damage nerf. It technically got a damage buff, because prior to the patch the projectile detonated before hitting the target sometimes, dealing only the explosion damage.
@@Daniel-Supreme god is not involved in politics, and if he was, he most definitely wouldn’t be a republican. You don’t speak for the creator of the universe
Stim pistol is goated when you arent playing with random, non-communicating teammates. In a squad that plays together regularly, two players bringing stim pistols means everyone can save their carried stims for true emergencies, and get topped off by the two stim pistol carriers, who can also top off each other. Stims fired from the pistol also restore stamina, and if you bring the stim booster, grant damage reduction and speed. This is useful on the bot front for those of us that wear heavy armor, as we can stim each other and get around the map quicker, while still retaining the buffed damage resistance of heavy armor. The booster effect is also useful on both bots and bugs for when you're a bit away from the melee but your buddy might be in there, you can stim them to prevent the bug claws or chainswords from mulching your teammate. Basically, play with a friend with voice comms, and both bring stim pistols, stim booster, and heavy armor to the bot front. Vitality helps as well since it increases your overall damage resistance. This lets you develop tactics akin to a TF2 Heavy and Medic pair vs bots.
I thought I was going mad - I keep reading that the post-update Plasma Punisher "slays" but, like you, to me it feels awful. It's not hitting anywhere near as hard, right? It's a knit pick among all the great stuff in the patch, but it's s shame that a once very solid weapon has been effectively neutered. Hopefully it's an error that will be rectified?
The Plasma Punisher does still kill things very quickly, it's the behavior of all plasma projectiles that was normalized to one standard. The Plasma Punisher has a set range due to this, you can't arc it like a mortar now. It's damage wasn't changed at all, but accurately using the weapon has changed, you basically have to relearn the weapon now, to a greater degree than the Scorcher or the Purifier.
@@ChrisWilliams-lf8ex it's possible there was stealth nerfs, but personally I think what's going on is that the gun was never really that strong and now that the other plasma guns feel so strong, that one is the reminder of just how weak the plasma guns really were pre-patch
Thank you SO much for supporting the stalwart/regular support MG. I'm tired of most streamers hating on the lower MGs because 'damage is king' etc. There is something to be said about playing in teams and having superior support fire.
the airburst actually does a bit more damage now because (i think) its explosions are the same as one of the buffed grenades! it still doesn't take out berserkers and devastators in one spread shot, but its fodder-clear should be more consistent now
I've been running Purifier, nade pistol and gas nade. With Eagle strafe, Jumppack, EAT and MG sentry. Light Demolition Specialist armor for extra gas. Massive amount of low cooldown firepower and extra mobility. Against the bugs... I'm absolutely unstoppable (untill my sentry kills me or I gas myself) Tactic is to pingpong around the battle map to get good angles for strafe and EAT shots and use MG sentry for support fire. And gas nades for breaches and stuff. Also I'm lvl150 with ... too much time played. 😅😂
5:33 that is not all they said. They also said in the patch notes that they reworked how all the plasma weapons work the same in the way that all of the plasma projectiles are starting fast and go straight and then start dropping hard, that's why the punisher plasma feels so weird bc is the only one weapon with the least "bullet speed" so it's A LOT easier to see the change. Same with the smoke "change", idk where u read ur patch notes but they DID say that they fixed the automatons so now they actually get blinded by smoke and stop shooting u through it or shooting u even if ur hiding behind rocks or even shooting u through rocks
Lol, Guard Dog has always been worth bringing. Even before the buff, using it back to back with the Rover, you would objectively get more kills and less team kills.
The best buff imo is the jump pack, i love the stronger forward momentum because i have ragdolled so much by flying into branches or cliff sides and its hilarious
I totally agree with the plasma punisher which was my favorite weapon against bots. I often even had the problem that the shots just flew right through the enemy without exploding. The hitbox seems waaay smaller than before. I really hope that they revert the change. I really like this update. In my opinion they only messed up the plas punisher.
The way i found to use the new guard dog is to actually use it more actively than the lazer, most of the time keeping it stowed. But if things got busy i toggle it on and it'll mow through a group in a way that the lazer dog probably wouldn't have managed. And while yea it definitely should reload automatically when you stow it I get around this by when im done with it I let it empty whatever mag it had and toggle it as it goes into reload which will make it stay stowed once the reload finishes making it ready for when things get hairy again
I was an autocannon enthusiast back when the game first dropped, and I still liked it, but wanted to diversify my playstyle and tried to run other builds. We didn’t even ask for programmable flak rounds, but just that simple change cracked open so much potential for AC primary builds. I’ve been loving this patch, can’t wait to sink my teeth into all these changes
I imagine the throwing knives fill the niche for stealth gameplay and I feel like if you are running heavy killing primary, like the dominator or eruptor, then it might be nice to have a bunch of throwing knives for the little ones that don't die in the explosions
I think the punisher plasma change is so there is less overlap between that and the purifier. If you want longer range plasma explosive take purifier, if you want shorter range explosive take punisher. Makes sense tbh
Flag raise missions - Different weapons are better for different situations. On the flag mission you have breaches (on bugs), and breaches that are actually really close together. This makes them easier to deal with (kinda). Napalm excels here. Grenade, Eagle napalm, even orbital (which is tricky). this is actually pretty much the best use case for cluster bombs because the obscene line will hit multiple breaches. airstrike can hit two breaches plus it damages heavies. sentries can be absolutely huge, but it depends on placement. I find they’re better off to the sides. Mortar at your own risk. EMS mortar is very strong and can go behind your flag position. Don’t sleep on the machine gun sentry for bugs or rocket for bots. Orbital Gatling is pretty much the best on bugs. If two are close it’ll hit both. It’ll keep hammering them for a long time. Orbital airstrike is also devastating. Keep in mind the radius and throw it far enough to not hit friendlies. The radius must be used to hit two breaches. A single breach target is a waste. Orbital gas is hard for me to judge. In theory it should be amazing. The orbital napalm, 120 and 380 … use at your own peril. Napalm should be strongest. You need roughly 50-55 meters of space to not hit friendlies. If you use this it should be about 30% into the flag raising and let it keep burning to decrease pressure. Temping for others to try and sneak kills with their own drops, but they’re better off waiting to be more effective.
agree with the adjudicator, it only feels a bit more powerful than before but still burns through ammo fast! love the frag grenade now, especially for swarms of bugs since it is has medium armor penetration with bigger blast radius.
They talked about the punisher plasma in the patch video, the muzzle velocity increased a lot but the drop off of speed is quicker, and the ball drops hard and fast
100% agree with the shield generator, i used it a little bit before the changes and it was okay but felt a little underwhelming, so i'm really glad it's better now
Blitzer plus updated guard dog is insanely good. Only downside of the blitzer was it’s struggled against medium enemies. Now you stun with blitzer and Guard dogs destroys them, super fun
@@Daft_Vader yeah it's amazing against bots, idk about the default variant but considering it can still one tap their heads it's probably not bad either
Had been RPin as Roughneck for a couple weeks now n was using the tenderizer as my main weapon.. so I’m always switching over to the higher rpm n use the burst function to manage my ammo a lil better.
Scorcher ammo is usually not an issue if you visit Points of Interest. Also primary weapons that have a worst ammo economy but good burst damage go well with any of the machine gun stratagems that dish out ok damage over time. In the end if you really don't want to stop shooting ever try adding in a few laz dagger shots to your gunfights.
I personally like the frag nade simply because, over the very good blast damage after the buff, it's not rare for it to kill things well outside of its blast radius due to all the fragments it shoots around, it's also a really cool grenade! :)
Now that you mention it, I am incredibly jealous of new players. Helldivers 2 is one of the only games I have bought within a few weeks after release, but Arrowhead will continuously add more and more content that I won't have to work for or as hard to get the new content.
They literally haven't added a single new piece of content besides mechs and a couple mobs. You're delusional. This game has always been doing the same thing with no new bosses, vehicles, factions.
5:38 reread the patch notes, then. They specified how plasma projectiles function, which encompasses our plasma weapons. PlasPun no longer arcs over cover like it used to.
I was likely one of the VERY few Purifier mains before the upgrade. I loved the explosions making things stagger, and you could do some pretty amazing things with sniping. Up close? Was tough to survive, but that's where a good Jetpack jump came in handy. Now? This gun rocks! I love being able to fight up close now, though i need to remember I don't need to charge the shot. Hard habit to break, but I'll remember eventually. Need to try out the scorcher now - I actually didn't see that upgrade, so maybe it'll be a little more fun against Terminids now (wife only plays bugs), so might be fun.
The Senator absolutely slaps now. It was always fun to use but now I think it's a little OP, tbh. But it's great because it opens up way more build diversity similar to the thermite buff.
Thanks for the video! Could you please test the rumors that the Armors with "Extra Padding" (+50 armor) are not working properly? Players are reporting that in the very recent buffs to how much damage light, medium and heavy armors take that the Extra Padding was forgotten and now is significantly worse than it is supposed to be. Thank you!!
Peak physique pairs well with any of the machine guns. I used to run the -30% recoil armor instead but find this to be much more useful if you dont like ADS (looking down sight)
Stim pistol is awesome if you can get your team to stand still when you use it. Use medic armor and the medic booster and they get an extra long boost and I healed a teammate from half health. It can be clutch when you see your teammate running from a spewer and its quicker to heal your teammate than it would be to kill the spewer
Punisher plasma nerf wasn't secret. They mentioned they standardized the arc for all plasma projectiles to travel fast at first but drop off in speed quickly, giving them more of a straight line shot before the drop off than an arc like they had before.
I think it takes about 20-30 shots for the senator to kill a tile bitan with just headshots, I don’t remember exactly, but yea shooting the ass is probably the better option. It can also damage shreiker nests with the red hit marker but you probably can’t kill without having to resupply
I'm still confused by the damage given by each uncharged shot of the Purifier. Is each uncharged shot giving the same damage as a shot from the Scorcher?
I believe uncharged is 250 with full charges up to 500 damage it can fire in semi auto and has a pretty hefty reload you can fire it fast but doing so wastes to much ammo due to no penetration
@@Joe_Friday Purifier has the same direct damage and something like 25 less explosive damage uncharged compared to scorcher. The explosive damage difference makes purifier a bit less capable removing small threats with uncharged shots and some trooper bots survive a hit to a limb where they would otherwise die to a scorcher. The charging linearly increases direct damage but does not impact explosive at all, then the explosion changes once the charge hits 100%.
I friggin love the new jump pack, it actually makes heavy armor really nice now; you can move faster than light armor (assuming they don't have a j-pack also), AND take 45% less damage than light armor! I think, I'm not a stats kind guy, I just heard heavy armor reduces incoming damage by 25% and lght armor increases it by 20%, so I just did some addition and yeah
I feel like the throwing knives should be able to oneshot Devastator class enemies and below. Say they have a built-in high voltage taser that fries bots (and bugs) when they're smaller and can stun bigger bots/bugs
i think that the backpack strategems that have disposable variants should get those programmable ammo types RR having the HE and AT rockets vs. EAT having only AT is a good way to set precedent maybe the Spear can get a secondary function while the soon-to-be-added Stingers remain as AT
Appreciate you taking the time to make this breakdown video. Even though you implore us to check out Arrowheads video on it all which I did, I still prefer and enjoy how you explain everything Helldivers related. Keep up the great work and flow at your pace when making content 💪🏽
The HMG got overall nerfed this patch, even with the extra ammo since it's armor pen is worse. I liked the old version of it, even taking into account the extra ammo. And that's not to mention how compared to everything else that did get buffed up it really feels like they neglected it.
Stim pistol is in an extremely strong spot right now, it's better used as a premptive combat enhancement rather than a replacement for stims, you do it right and you just constantly give your allies passive health regen. And if you run experimental infusion speed boost + 40% damage resist for the full duration that you get about ~240 seconds of up time to apply assuming perfect hits which yea not easy but that's also not factoring in resupply ive turned teammates into doomguy constantly stimming them while never running out of ammo
The thing with the Punisher is they didn't nerf it in itself. They changed how plasma projectiles work so that they work the same across all plasma weapons, which inadvertently nerfed the Punisher as it can no longer function as it was being used.
Just recently came back to the game since probably a few months after launch from just getting burned out, having so much fun, especially on PC with all these Star Wars mods, being Boba Fett fighting clankers in this game is so good
the verdict can kill a hulk with same amount of ammunition as p4 senator to the energy pack. You can reach it easily by using stun grenade and just dive behind it. It also reloads mad fast. I think that's a way bigger buff than what p4-senator got. Now p4-senator is actually useful instead of dirt useless.
Heavy armor should massively reduce flinch. It makes sense for fighting either bot or bugs. More mass, is harder to push around. Even if they made the health the same as medium and low stamina having a unflinching innate ability would solidify its use case. When you getting shot from a 100 blasters you could still shoot back accurately instead of getting flinched. Same with little bug attacks. It would act like a very light shielding.
Grenade launcher should receive a magazine buff for armor that includes +2 Grenade armor passive to include 2 extra mags for Grenade launcher for anyone with that passive; saves Divers from depending upon supply pack as much fo those that wanna rock a Grenade Launcher build
No, they changed how the smaller bugs react to overkill damage. Scavengers and Hunters can now entirely blow up if enough damage is done to them now. The Arc Thrower just throws massive amounts of damage at them.
Feel like the guys down at the Distribution Center might have messed up again. Think they might be supplying Helldivers with General Brasch's personal Senators.
I played the plasma punisher a lot before the update and quite a lot the last 2 days and I personally like the new projectile more than the old one. There are a few issues with it's smaller hitbox and it's lower range but 90% of the time I didn't use it beyond short range anyway and at that distance the new projectile makes hitting enemies a LOT easier. I also thought the radius was smaller first but after playing with it a bunch I can safely say that I notice no difference once I got used to the new firing arc
16:41 The frag grenade is not the default grenade. High explosive is. Frag is unlocked in the free warbond
yup. also Frag is amazing now. starting with a default of 5 is excellent incentive to take them over impacts and stuns. thermite is still king but now you're not locked into 3 nade types; stun, impact, thermite. now frags mob clears like crazy.
@@FazeParticles couldn't agree more!
also the incendiary grenades are so good now at holding the initial wave of bug breaches down and shredding spewers. at 300 damage the incendiary will break the legs of spewers easily.
@@FazeParticlesyou should be able to “bounce” the shrapnel from the frag under a charger and do good damage
Engineering armor + frags is a great mad bomber build. You also get 3 frag grenades back from standard supply boxes.
I hope they dont listen to the people saying "nerf the senator." If you think it's OP, dont use it. But you will not silence my big iron.
It's perfect now! It definitely needed that heavy penetration.
“If you think it’s OP, don’t use it” has gotta be the most backwards thing I’ve heard all day
I actually think the gun is kinda weak
Based
I definitely dont see it as overpowered, sometimes I die on the highest difficulty and when i spawn back in theres 5 hulks and gunships. Be able to at least have the ability to deal with them until I can get back to my equipment is a game changer. Having the senator and thermites makes it possible to have insane comebacks.
The punsiher change you were feeling was done to all plasma shots. All plasma,shots regardles of what gun has drag now so the shot will get slower the further away it gets from the barrel.
Glad you mentioned it cuz it wasn’t a stealth nerf it was clearly mentioned in the patch notes
The range is exactly the same, it reaches its max range faster now which is why it feels different.
Yes, just less arc so it does make it harder to gauge the lobs. More of a direct shot now instead of lobbing death balls downfield@@ShiningDarknes
I'm hoping this means they'll buff the punisher plasma so it reloads like all the other punisher weapons since I'm sure they'll be tweaking the look of the gun if my wish comes true.
Also, because they changed the arc shot of the Plasma Punisher. The grenade launcher now has a different arc.
I love how everyone forgets the frag grenades are a warbond item and the HE grenades are default.
Was it always like that? I thought frags were default because they didn't even have the shrapnel at the start, so they really were just worse than the HEs
@@lileofficial4273 I was pretty sure they always had shrapnel, their description in Helldivers Mobilize was that they had lower damage with a larger aoe and longer fuse time. Their shrapnel did get tweaked recently though, they definitely weren’t worth bringing before.
@@lileofficial4273my brother of super earth just look at the warbonds.
@@lileofficial4273 I only ever use HE and it was infact the first at launch.
Frag never made sense too me, when HE is guaranteed area damage.
You had me worried there wasn't going to be a video when I didn't see one on or after patch day. Glad to see you're still at it!
Still covering Helldivers, just been busy with moving into my new house and I want to slow things down and take more time with these testing videos instead of racing to get them out ASAP. I want to focus more on the quality of the videos, even if that means it will take longer to upload and the videos are close to 30 minutes.
@@SwanyPlaysGames well we definitely appreciate your focus on producing quality content! Keep it up and enjoy life!
@@ashtondavis7360 Swany is always cooking! Thanks for the detailed testing!
@@SwanyPlaysGames personally, I prefer longer more in-depth videos so this change sounds great. Many times I just listen to videos while I do something else so it's not like I mind the video being longer.
@@SwanyPlaysGamesthe high explosive grenade is actually the default grenade
The sidearm changes are the biggest for me. The Verdict and Senator have always been my favorites to use in most missions, but I always felt like they needed just a tiny bit more power.
Upgrading the armor penetration (and damage) of each is exactly what they needed. I couldn't have asked for a better change.
Edit: The Senator does NOT need a nerf. The ammo economy and reload speed are terrible. That more than makes up for the power it has. I have waited far too long for it to finally be good. Just let it enjoy the spotlight, you cretins.
I dont think it should be able to pen Hulk face plates, but im still down for a high pen. Just not enough to take away from AT.
To be fair I think its BS that senator can take out heavy armor. But not a single AR can do that?
It's so stupid. They should at least give adjudicater heavy pen and either keep the recoil or add more recoil for compensation so as not to have an AR that blitz everything with ease
I don't think y'all realize the size and shape of the bullets that these weapons shoot. AR rounds are longer and pointier. They are meant to go _through_ targets, but generally lack stopping power as a result. The Verdict is the equivalent of a desert eagle, which fires .50 AE blunt rounds with immense stopping power. The Senator is even bigger and fires likely even larger blunt rounds. Can you imagine the stopping power of them?
With this knowledge, I have no problem believing those rounds could destroy a Hulk's weak spot in 3 shots. I could be persuaded for it to take 4 shots if the devs decided you crybabies had any merit.
Lol between the option to fire after each single bullet reload and the quick speed loader when empty it's far from "terrible". Hell it has the most versatile reload in the game. The thing is a beast now with heavy pen it never needed 😂
@@ThatGuySquippy Larger diameter bullets have to punch through larger chunk of armor. Pointier higher velocity rounds should punch through armor more easily. Fatter bullets have to make a bigger hole. So more damage makes sense, except against heavy armor.
New jetpack is superfun... jumps you forward so fast if you hit walls etc and fall down like a sack of potatoes.
OR if you are just a little little short of the height and your feet hit, and you faceplant and ragdoll. =D
It's worth it for the better charge time but yeah that is a lil annoying 😂
I notice it not letting me vault nearly as much. Many times I couldnt get to places I could before. Also a good thing is it seems normalized between armors so now isnt as penalized for taking it with heavy.
@@lordgrey5223I noticed the same thing. The extra forward momentum means you need to be further from the object you're trying to jump onto. There's also higher chance of overshooting
Hahaha bro rag dolling your self out of danger never gets old 😂😂
It also has a faster getup than normal ragdolling so its extra fun that its normally not lethally punishing.
FYI hellpods from reinforcing or calling in support will damage the shield bubble when they pass through and they damage it a good amount.
Yeah not a fan of that given the “it doesn’t come back when depleted” change.
Yeah not a fan of that given the “it doesn’t come back when depleted” change.
The Punisher changes weren't "secret", they stated separately somewhere above that plasma projectiles have entirely changed, including the Punisher
The orbital airburst strike is (and was prior to the patch) very dependent on the position of your destroyer and the angle of the terrain. Since the shape of burst is a cone who's point is some distance between your strategem ball and your destroyer, the pattern where it hits the ground can either be a circle, or an oblique ellipse that's potentially very off-center. If it seems less accurate than it used to be, it seems likely that some of your tests were simply from a location where the destroyer was firing at an angle.
The destroyer also moves.
@@ShiningDarknesno shit? Can you manipulate where it moves?
@@lileofficial4273 not as far as I can tell, it is more like orbital drift. It doesn’t move much over the course of a mission but I do notice the bursts com in from different angles even if used in the same general map location.
@14:27 Just saying. This game isnt rainbow six siege where you only have a couple ways of healing. this game EVERYONE has the ability to stim themselves and do not need to shoot themselves with the stim pistol. the healing is fine because its not meant to be an emergency "save my friend" option. its there to top your team up for the next fight, get people moving quicker with the experiemental stim booster and the infinite stamina. I love the stim pistol and right now i think its in a good spot. you dont need to shoot yourself and you dont need better healing out of it
That argument falls through.
It's quicker to grab a supply right after a stim and run with it rather then stand still and get shot first and no supply
So from what I see it isn’t just a healing weapon as much as it is a overall squad booster. Neat
@@SATELLITEDOWN7735 right now with the buffs to the stim pistol, if you are standing still to get hit, then the person shooting is a bad shot or you are far enough away that the 5 spread matters. play with someone that uses the stim pistol a lot and you'll see a big difference between someone who sucks vs someone who is actually kind of nice with it
@@Kanielwhiskey exactly. a lot of people use it wrong because they dont know how to be a support. hell when i play with it, im not using it with the intention to heal people, im using it to give the team a defense and speed boost in the middle of a fight, making the idiot in heavy armor run faster, topping people off with their hp for the next fight so they arent wasting a good stim for 5% hp. if its an emergency situation then im magdumping stims into someone
@@bugsy3209
The other person then gets left behind bc they aim...or everyone can run together and just use the supply.
Especially if you aren't coming back to the location.
Never I have I thought "man I wish I had a guy with a stim pistol here"
It's not worth it.
You say it's faster, but at best it's the same speed but now has a margin for error.
As a support diver, the stim pistol changes are great and were very much needed. It's easier for me to tag a teammate multiple times and from a farther distance. I've saved teammates with it, and worst case, I save a stim use for my teammates or give them some extra stamina for running. I personally love it
I love playing support roles so I agree this is a great change. Dare I say medic class?!
It needs a rework, helldivers die in 1-3 hits so usually even if you're constantly aiming at someone they will die before you can heal them, or the moment they get hit they stim themselves.
And if you're just waiting for people to get injured it means you're doing nothing when you could have been taking out the enemies that are about to hit your fellow diver.
Try as you might you get max a couple of uses out of it per match where any other sidearm you could use for 100% of the match.
@Suomiwimbula I totally agree with the idea that teammates die within 3 hits so it'd be futile to even try to save them. But there's so many times where a teammate escapes the final hit and need a smidgen of health
@@davidaguilar703 In my experience they just immedietly stim themselves, even when using voice coms to tell them that I'm going to stim them its such a reflex at this point that they do it faster than they can process my callout.
The only problem I found are people are to stupid to tell I'm healing them and not firing a gun at them
I’ve always preferred the normal Guard Dog compared to the rover because the rovers laser is a lot more likely to hit me or my teammates
One of my earliest memories from this game is one of my friends being the last man standing, with full health. He was prepping a heroic highground hold, when he got approached by one (1) small bug and got zero-to-death combo’d by his laser guard dog in spite of his attempts to dodge.
I said the same thing about the Drone store/activate. There's no reason that it shouldn't auto-reload when you store it. I really hope they make that change
Id rather it not waste a mag because its missing 3 rounds
There is every reason lmao, if it wasted half a mag every time it would again be inferior to the Rover.
@@brilobox2 The ballistic rover has infinite ammo, so yeah actually, it SHOULD reload on stow. You aren't wasting ammo, because you arent limited on mags for it
15:10 Just letting you know Swany, you need to hold the knife’s aim down for a second to get it to fly straight. In the footage you throw it too fast and it leaves your hand wobbly. They are gimmicky, but you’ll have more success knowing that. Cheers man great video 👍
Ah. There's a charge gimmick to that knife. Thanks for the info.
I just have to aim down
Kind of same effect on thermite. When u pull the pin if thrown immediately there is a much higher chance of it bouncing off. Pull the pin wait a sec and you will hear a click* then it will stick when thrown, 99% of the time.
that's what I thought too, you need to "cook" the knife for a bit first
Being able to stim yourself with the pistol would be insanely broken, basically like having 20 extra stims on you the whole mission
And it wouldn’t be used for it purpose anymore if they did. It wouldn’t never hit a teammate again. It’s should track to teammate like lock on or make it regen a teammate for a minute slowly to make it different and worth bring.
@@roguerex292 yeh nobody would use it on teammates anymore
stim pistols heals slowly.
If hunter tagged you and you choose use stim pistol heal
you would die before healing.
There is literally a supply pack backpack and you complain about a gun which only stims and doesn't give ammo and grenades as well? I think your complaint seems invalid. People stimming themselves with a gun, or with a supply backpack. What does it matter.
6:01, they did say that the plasma projectiles drag coefficient increased
Which sucks ass. They nerfed my beloved PP. I hate it now.
It literally breaks if your frame rate is too low, at less than 17 or so fps it shoots backwards, hitting behind you.@@Magnusfication
@@gabrielhenson5751 who tf is playing this game at 17FPS
@@BLUEBOYISLEDGE people with bad pcs, also not necessarily "playing at 17 fps" but "dropping to 17 fps"
Jetpack is amazing, and they're going to make it so you can shoot while flying through the air. It pretty much offsets the penalties to heavy armor if you have the stamina boost thing. Very fun, I went from being late to every objective, to being in front of all my teammates.
the sandwich?
@@rocketzzsniggas do call me that
@@rocketzzs yes that's me
This game is so fucking cool and just gets better
you've always been able to shoot in midair, you just cant aim freely while flying
Frag grenade has more radius. Also it is basically shrapnel. Great against bugs cos they are less armored and have more fleshy parts, so it purpose to be more effective against smaller enemies. Also +1 extra nade is always good.
[edit] for those who laughs. Translating to my language "frag" and "shrapnel" are different things in general and when talking about grenades. It called "Frag" no doubt, but it performs and looks identically to in-game shrapnel effect.
It's a frag grenade it's always had shrapnel😂
Frag grenades *are* shrapnel, what did you think “frag” stood for?
@@bingbong8464 He didn't say otherwise? You are just agreeing with him. He literally says frag is shrapnel.
@@AndroidPoetry basically shrapnel, which implies it isn't or wasn't. Zero reason to say frag and shrapnel when they are the same. It's like if I said a frag shrapnel grenade.💀
It now dealing more damage than the old HE and impacts used to with a 10 meter radius PLUS shrapnel is actually great, I haven't taken it off my load against bugs since the patch and I'm getting massive crowd control from it, they also 2 shot chargers if you throw them under it
The plasma drop-off was mentioned in the patch notes. It was intended to make the plasma weapons more consistent; all plasma weapons now have high projectile drag and the same gravity. This hasn't changed the Purifier and Scorcher much, but the Punisher Plasma definitely got nerfed by this change.
The punisher didnt get stealth nerfed. The plasma PROJECTILES got changed, and they mention it in the patch notes. they have much more air drag. The muzzle velocity of the purifier is just so high that it doesnt feel like it applies to it
Autocannon flak mode is killer against bot drops. Shoot the belly while it's coming in. 1-5 shots depending on luck and type of enemy and the entire drop is eliminated. No recoiless required to shoot down the drop.
Honestly, I'm glad that the stim pistol isn't something you can just shoot yourself with. If you could, many could argue that there's no point in bringing any other pistol, as having so many extra stims kinda defeats the purpose of having a pistol that lets you stim others. Though, I would enjoy the thought of stronger stims inside the pistol.
the big iron would still be better. a hand canon is amazing. also grenade pistol is hard to beat.
@FazeParticles no, crossbow stim pistol would be the absolute dominant meta.
The plasma punisher didn't get a damage nerf. It technically got a damage buff, because prior to the patch the projectile detonated before hitting the target sometimes, dealing only the explosion damage.
You’re doing god’s work. Thank you, soldier 🫡
God is not democratic.
@@The23Anonymous God is a Republican. 🇺🇸
@@Daniel-Supreme Aight, i gotta puke real quick.
But seriously: actually read the bible, god isn't democratic.
@@Daniel-Supreme god is not involved in politics, and if he was, he most definitely wouldn’t be a republican. You don’t speak for the creator of the universe
@@Jesuslovesyou-i3d yea I do
Stim pistol is goated when you arent playing with random, non-communicating teammates.
In a squad that plays together regularly, two players bringing stim pistols means everyone can save their carried stims for true emergencies, and get topped off by the two stim pistol carriers, who can also top off each other.
Stims fired from the pistol also restore stamina, and if you bring the stim booster, grant damage reduction and speed. This is useful on the bot front for those of us that wear heavy armor, as we can stim each other and get around the map quicker, while still retaining the buffed damage resistance of heavy armor. The booster effect is also useful on both bots and bugs for when you're a bit away from the melee but your buddy might be in there, you can stim them to prevent the bug claws or chainswords from mulching your teammate.
Basically, play with a friend with voice comms, and both bring stim pistols, stim booster, and heavy armor to the bot front. Vitality helps as well since it increases your overall damage resistance. This lets you develop tactics akin to a TF2 Heavy and Medic pair vs bots.
The strafing run has always been able to close bug holes and kill impalers once they revealed their neck. Now its getting the recognition it deserves.
If you love the strafing run like I do, there's a sound mod on Nexus that replaces the firing sound with the one from the A-10 warthog.
Im so glad the scorcher has finally got buff, took them long enough to buff that gun
I thought I was going mad - I keep reading that the post-update Plasma Punisher "slays" but, like you, to me it feels awful. It's not hitting anywhere near as hard, right? It's a knit pick among all the great stuff in the patch, but it's s shame that a once very solid weapon has been effectively neutered. Hopefully it's an error that will be rectified?
They mentioned in the patch notes video the arc of the projectile was changed but never mentioned anything about damage
The Plasma Punisher does still kill things very quickly, it's the behavior of all plasma projectiles that was normalized to one standard. The Plasma Punisher has a set range due to this, you can't arc it like a mortar now. It's damage wasn't changed at all, but accurately using the weapon has changed, you basically have to relearn the weapon now, to a greater degree than the Scorcher or the Purifier.
@@ChrisWilliams-lf8ex it's possible there was stealth nerfs, but personally I think what's going on is that the gun was never really that strong and now that the other plasma guns feel so strong, that one is the reminder of just how weak the plasma guns really were pre-patch
its definitely worse now, I mained it for months
Thank you SO much for supporting the stalwart/regular support MG. I'm tired of most streamers hating on the lower MGs because 'damage is king' etc. There is something to be said about playing in teams and having superior support fire.
Thanks for doing all that testing! I find your videos super valuable
the airburst actually does a bit more damage now because (i think) its explosions are the same as one of the buffed grenades! it still doesn't take out berserkers and devastators in one spread shot, but its fodder-clear should be more consistent now
I've been running Purifier, nade pistol and gas nade.
With Eagle strafe, Jumppack, EAT and MG sentry. Light Demolition Specialist armor for extra gas.
Massive amount of low cooldown firepower and extra mobility.
Against the bugs... I'm absolutely unstoppable (untill my sentry kills me or I gas myself)
Tactic is to pingpong around the battle map to get good angles for strafe and EAT shots and use MG sentry for support fire. And gas nades for breaches and stuff.
Also I'm lvl150 with ... too much time played. 😅😂
Just means you love democracy.
@@combatwighty I have the strength and courage to be free!
Not from my jump pack addiction tho...
I already loved it... And now it's even better... I feel like i've transitioned from heroin to fentanyl
Purifier slaps right now. So happy with it. Now it feels like the way the described it on release.
@@SageOfLimitlessHands My build doesn't rly need the purifier but it's the cherry on top.
Any decent primary would work too.
5:33 that is not all they said. They also said in the patch notes that they reworked how all the plasma weapons work the same in the way that all of the plasma projectiles are starting fast and go straight and then start dropping hard, that's why the punisher plasma feels so weird bc is the only one weapon with the least "bullet speed" so it's A LOT easier to see the change.
Same with the smoke "change", idk where u read ur patch notes but they DID say that they fixed the automatons so now they actually get blinded by smoke and stop shooting u through it or shooting u even if ur hiding behind rocks or even shooting u through rocks
For additional info on the basic Frag Grenade, the area feels way bigger, and you get 5 of them
Dude. Thank you for taking time to put out quality content. Appreciate ya.
The regular guard dog did way more damage than the laser one, so it's not "in every way", plus it doesn't set your Friendly's on fire
The effects you noticed with the Punisher Plasma is due to the all-round changes to the behaviour of Plasma Projectiles
Lol, Guard Dog has always been worth bringing. Even before the buff, using it back to back with the Rover, you would objectively get more kills and less team kills.
The best buff imo is the jump pack, i love the stronger forward momentum because i have ragdolled so much by flying into branches or cliff sides and its hilarious
I think the MG43 has always been a viable support weapon now it’s even better
I totally agree with the plasma punisher which was my favorite weapon against bots. I often even had the problem that the shots just flew right through the enemy without exploding. The hitbox seems waaay smaller than before.
I really hope that they revert the change.
I really like this update. In my opinion they only messed up the plas punisher.
The way i found to use the new guard dog is to actually use it more actively than the lazer, most of the time keeping it stowed. But if things got busy i toggle it on and it'll mow through a group in a way that the lazer dog probably wouldn't have managed. And while yea it definitely should reload automatically when you stow it I get around this by when im done with it I let it empty whatever mag it had and toggle it as it goes into reload which will make it stay stowed once the reload finishes making it ready for when things get hairy again
I was an autocannon enthusiast back when the game first dropped, and I still liked it, but wanted to diversify my playstyle and tried to run other builds.
We didn’t even ask for programmable flak rounds, but just that simple change cracked open so much potential for AC primary builds. I’ve been loving this patch, can’t wait to sink my teeth into all these changes
What primary do you use with ac?
Keep up the good work guys, always appreciate the recaps!
I imagine the throwing knives fill the niche for stealth gameplay and I feel like if you are running heavy killing primary, like the dominator or eruptor, then it might be nice to have a bunch of throwing knives for the little ones that don't die in the explosions
I think the punisher plasma change is so there is less overlap between that and the purifier. If you want longer range plasma explosive take purifier, if you want shorter range explosive take punisher. Makes sense tbh
Flag raise missions -
Different weapons are better for different situations. On the flag mission you have breaches (on bugs), and breaches that are actually really close together. This makes them easier to deal with (kinda).
Napalm excels here. Grenade, Eagle napalm, even orbital (which is tricky).
this is actually pretty much the best use case for cluster bombs because the obscene line will hit multiple breaches.
airstrike can hit two breaches plus it damages heavies.
sentries can be absolutely huge, but it depends on placement. I find they’re better off to the sides. Mortar at your own risk. EMS mortar is very strong and can go behind your flag position. Don’t sleep on the machine gun sentry for bugs or rocket for bots.
Orbital Gatling is pretty much the best on bugs. If two are close it’ll hit both. It’ll keep hammering them for a long time.
Orbital airstrike is also devastating. Keep in mind the radius and throw it far enough to not hit friendlies. The radius must be used to hit two breaches. A single breach target is a waste.
Orbital gas is hard for me to judge. In theory it should be amazing.
The orbital napalm, 120 and 380 … use at your own peril. Napalm should be strongest. You need roughly 50-55 meters of space to not hit friendlies. If you use this it should be about 30% into the flag raising and let it keep burning to decrease pressure. Temping for others to try and sneak kills with their own drops, but they’re better off waiting to be more effective.
Quick note - Eagle strafing run was able to one-shot impalers even before the recent buff. 26:31
agree with the adjudicator, it only feels a bit more powerful than before but still burns through ammo fast!
love the frag grenade now, especially for swarms of bugs since it is has medium armor penetration with bigger blast radius.
They talked about the punisher plasma in the patch video, the muzzle velocity increased a lot but the drop off of speed is quicker, and the ball drops hard and fast
100% agree with the shield generator, i used it a little bit before the changes and it was okay but felt a little underwhelming, so i'm really glad it's better now
Blitzer plus updated guard dog is insanely good. Only downside of the blitzer was it’s struggled against medium enemies. Now you stun with blitzer and Guard dogs destroys them, super fun
Wish they'd give the snipers some love. Gave a god damn sidearm high armor penetration but a marksman rifle barely dents medium armor ☹️
The counter sniper has been pretty good since the last patch
@@Daft_Vader yeah it's amazing against bots, idk about the default variant but considering it can still one tap their heads it's probably not bad either
The counter sniper and the AMR in the corner: 😒
Not very helldiver of you tbh. Are you a bot???
@@tombroadway3433 excuse me sir, did you just call me a fucking traitor?
Had been RPin as Roughneck for a couple weeks now n was using the tenderizer as my main weapon.. so I’m always switching over to the higher rpm n use the burst function to manage my ammo a lil better.
great work on the vid! always appreciate the effort
Scorcher ammo is usually not an issue if you visit Points of Interest. Also primary weapons that have a worst ammo economy but good burst damage go well with any of the machine gun stratagems that dish out ok damage over time. In the end if you really don't want to stop shooting ever try adding in a few laz dagger shots to your gunfights.
I personally like the frag nade simply because, over the very good blast damage after the buff, it's not rare for it to kill things well outside of its blast radius due to all the fragments it shoots around, it's also a really cool grenade! :)
Now that you mention it, I am incredibly jealous of new players. Helldivers 2 is one of the only games I have bought within a few weeks after release, but Arrowhead will continuously add more and more content that I won't have to work for or as hard to get the new content.
They literally haven't added a single new piece of content besides mechs and a couple mobs. You're delusional. This game has always been doing the same thing with no new bosses, vehicles, factions.
@@xaviergovindan9966 weapons and stratagems are content, or are you delusional.
When using the tenderizers new fire mode put it in burst. The faster fire rate makes the burst feel really nice and you can control your shots better
5:38 reread the patch notes, then. They specified how plasma projectiles function, which encompasses our plasma weapons. PlasPun no longer arcs over cover like it used to.
The Purifier slaps now!!
Hey guys, just wanted to say thank you for the content and have a great day!
Those throwing knives will become pretty crazy once we get a quiet primary for close range engagements.
It's said in the patch-notes exactly what kind change was done to the punisher plasma. Imo It's much better now, we just have get used to it.
I was likely one of the VERY few Purifier mains before the upgrade. I loved the explosions making things stagger, and you could do some pretty amazing things with sniping. Up close? Was tough to survive, but that's where a good Jetpack jump came in handy.
Now? This gun rocks! I love being able to fight up close now, though i need to remember I don't need to charge the shot. Hard habit to break, but I'll remember eventually.
Need to try out the scorcher now - I actually didn't see that upgrade, so maybe it'll be a little more fun against Terminids now (wife only plays bugs), so might be fun.
100% agree about the plasma punisher. Also noticed now some shots will go through enemies instead of hitting them.
I definitely wasn't imagining it then, the plasma punisher is likely bugged
The faster you are moving, the farther the jump pack will send you. This makes the speed booster and lighter armor pair very well with it.
The Senator absolutely slaps now. It was always fun to use but now I think it's a little OP, tbh. But it's great because it opens up way more build diversity similar to the thermite buff.
Thanks for the video!
Could you please test the rumors that the Armors with "Extra Padding" (+50 armor) are not working properly?
Players are reporting that in the very recent buffs to how much damage light, medium and heavy armors take that the Extra Padding was forgotten and now is significantly worse than it is supposed to be.
Thank you!!
Peak physique pairs well with any of the machine guns. I used to run the -30% recoil armor instead but find this to be much more useful if you dont like ADS (looking down sight)
FYI all Automaton heads are now 1 armor, so armor pen doesn't change breakpoints for heads at all anymore
Haven't had a chance to play after the update. Thanks for the detailed review. Will definitely try some new builds out
Stim pistol is awesome if you can get your team to stand still when you use it. Use medic armor and the medic booster and they get an extra long boost and I healed a teammate from half health. It can be clutch when you see your teammate running from a spewer and its quicker to heal your teammate than it would be to kill the spewer
Punisher plasma nerf wasn't secret. They mentioned they standardized the arc for all plasma projectiles to travel fast at first but drop off in speed quickly, giving them more of a straight line shot before the drop off than an arc like they had before.
I think it takes about 20-30 shots for the senator to kill a tile bitan with just headshots, I don’t remember exactly, but yea shooting the ass is probably the better option. It can also damage shreiker nests with the red hit marker but you probably can’t kill without having to resupply
I'm still confused by the damage given by each uncharged shot of the Purifier. Is each uncharged shot giving the same damage as a shot from the Scorcher?
I believe uncharged is 250 with full charges up to 500 damage it can fire in semi auto and has a pretty hefty reload you can fire it fast but doing so wastes to much ammo due to no penetration
@@cyrusthevirus9878 So it has around 50 more damage per shot than the Scorcher?
@@Joe_Friday Purifier has the same direct damage and something like 25 less explosive damage uncharged compared to scorcher. The explosive damage difference makes purifier a bit less capable removing small threats with uncharged shots and some trooper bots survive a hit to a limb where they would otherwise die to a scorcher. The charging linearly increases direct damage but does not impact explosive at all, then the explosion changes once the charge hits 100%.
@@jasony8480 Awesome. Thanks for the info.
I friggin love the new jump pack, it actually makes heavy armor really nice now; you can move faster than light armor (assuming they don't have a j-pack also), AND take 45% less damage than light armor! I think, I'm not a stats kind guy, I just heard heavy armor reduces incoming damage by 25% and lght armor increases it by 20%, so I just did some addition and yeah
I feel like the throwing knives should be able to oneshot Devastator class enemies and below. Say they have a built-in high voltage taser that fries bots (and bugs) when they're smaller and can stun bigger bots/bugs
i think that the backpack strategems that have disposable variants should get those programmable ammo types
RR having the HE and AT rockets vs. EAT having only AT is a good way to set precedent
maybe the Spear can get a secondary function while the soon-to-be-added Stingers remain as AT
Appreciate you taking the time to make this breakdown video. Even though you implore us to check out Arrowheads video on it all which I did, I still prefer and enjoy how you explain everything Helldivers related. Keep up the great work and flow at your pace when making content 💪🏽
nice to see you your test on the eagle strafing run. haven't tried them on heavy bugs. gotta try them!
These updates really brought up the best in helldivers 2 so fun to see everyone using different loadouts
Adjudicator is my favourite. Just happy it's more effective now :P
The senator is for the ocelot cosplay crowd.
Sterilizer + Torcher + Grenade Pistol + Stun Grenade + Jump Pack + 500kg + Eagle Rockets
25:20 are you sure? That heavy devastador had you LOCKED DOWN through that smoke.
The HMG got overall nerfed this patch, even with the extra ammo since it's armor pen is worse. I liked the old version of it, even taking into account the extra ammo. And that's not to mention how compared to everything else that did get buffed up it really feels like they neglected it.
Stim pistol is in an extremely strong spot right now, it's better used as a premptive combat enhancement rather than a replacement for stims, you do it right and you just constantly give your allies passive health regen. And if you run experimental infusion speed boost + 40% damage resist for the full duration that you get about ~240 seconds of up time to apply assuming perfect hits which yea not easy but that's also not factoring in resupply ive turned teammates into doomguy constantly stimming them while never running out of ammo
The thing with the Punisher is they didn't nerf it in itself. They changed how plasma projectiles work so that they work the same across all plasma weapons, which inadvertently nerfed the Punisher as it can no longer function as it was being used.
Just recently came back to the game since probably a few months after launch from just getting burned out, having so much fun, especially on PC with all these Star Wars mods, being Boba Fett fighting clankers in this game is so good
the verdict can kill a hulk with same amount of ammunition as p4 senator to the energy pack. You can reach it easily by using stun grenade and just dive behind it. It also reloads mad fast. I think that's a way bigger buff than what p4-senator got. Now p4-senator is actually useful instead of dirt useless.
Heavy armor should massively reduce flinch.
It makes sense for fighting either bot or bugs. More mass, is harder to push around.
Even if they made the health the same as medium and low stamina having a unflinching innate ability would solidify its use case.
When you getting shot from a 100 blasters you could still shoot back accurately instead of getting flinched. Same with little bug attacks. It would act like a very light shielding.
Grenade launcher should receive a magazine buff for armor that includes +2 Grenade armor passive to include 2 extra mags for Grenade launcher for anyone with that passive; saves Divers from depending upon supply pack as much fo those that wanna rock a Grenade Launcher build
I love the jump pack now. Its so fun hopping to prime vanatge points, and traversing huge distances from high elevation too
There have been a few close calls with titans and chargers where I've jumped and got into safe range fast
Purifier glow-up is to magikarp turning into gyarados😁
Set the Tenderizer to 850 RPM on burst to get a pseudo Halo Battle Rifle 😎
Havent played in months. This caught me right up, thanks!
Did they do anything to the arc thrower? It feels like it makes smaller bugs explode a lot more often now
No, they changed how the smaller bugs react to overkill damage. Scavengers and Hunters can now entirely blow up if enough damage is done to them now. The Arc Thrower just throws massive amounts of damage at them.
Feel like the guys down at the Distribution Center might have messed up again. Think they might be supplying Helldivers with General Brasch's personal Senators.
I played the plasma punisher a lot before the update and quite a lot the last 2 days and I personally like the new projectile more than the old one.
There are a few issues with it's smaller hitbox and it's lower range but 90% of the time I didn't use it beyond short range anyway and at that distance the new projectile makes hitting enemies a LOT easier. I also thought the radius was smaller first but after playing with it a bunch I can safely say that I notice no difference once I got used to the new firing arc