"the breaker spray n pray isn't good against the fliers" - Try the Halt! it only takes two or three pellets of the stun shells to lock them down, making them super easy kills for other stratagems/secondary even as far as 50-60m (and also stop reinforcement calls from the drones). And, the Flechette can one-shot the shield Guardians to the noggin at point blank or the fliers to the jetpack at close range. Makes the Illuminate a breeze if you can micromanage the ammo swap mechanism and keep ammo supplied.
According to the commissar Kai vid, the new armor perk is currently bugged and also works on subs and support weapons. But I’m not at home to be able to test. So take this info with a grain of salt
That's correct, it works on every weapon. been using it to speed load the HMG and senator. sometimes the extra ammo doesn't work on my first life. Try it out
Great vid. Bullet builds are so satisfying. This is the loadout I use, aside from I run the Reprimand as a primary instead of the Breaker S&P because I am more used to precision. I use the HMG for shields instead of the Reprimand, but the Reprimand also melts Overseers. You have to rely on your turrets and guard dog more. Will give the Breaker a try. Also, not sure if you know, but unless they have fixed it in the last few hours, the armor does give extra ammo to the stratagem weapons, so you can run with 3 HMG clips. Haven't tested whether it affects the reload time, but I'm currently running the reduced recoil and extra grenades. It's a bug, but one I am hoping they don't fix because it's not OP.
I wasn't expecting the hmg to be useful against the squids, but it makes a lot of sense with the kind of armour tripods have and the resistance to small caliber weapons of the overseers.
Arc-12 Blitzer + Guard Dog (gun not laser) + Napalm Strike + Precision Strike + Commando + Scout Armor. Precision Strike takes out the outpost ships in one shot with shields up and has low a cool down time. But the Blitzer + Guard Dog and Napalm Strike for large groups of the Voteless has consistently been getting me 650+ to even 800 kills per game. I haven't had a mission with less than 600 kills. With the scout Armor, the Illuminate don't even see you even when you're running right past them. They constantly lose track of you, making it easier to get 50+ kill streaks without using a stratagem. The commando will take out the Tripods with one shot to the leg where it connects to the body. Then, if there are swarms of more than 50 Illuminates, the Napalm Strike will absolutely annihilate large groups. I'm telling you that you need to try this load out whenever it is that we get to fight these guys again. You will not be disappointed. It makes playing level 10 missions feel like level 7 or 8. It's like playing with a cheat code. Just be careful that a teammate isn't in the general vicinity when firing the Blitzer. Otherwise, they'll die instantly. At least be standing in front of your buddies. Also, make sure that you're constantly picking up ammo crates laying around the cities so the Guard Dog doesn't run out of ammo.
@@dannycolwell8028 It does, but Voteless seem to be significantly less flammable than bugs, and the laser DPS isn't that great either. AR Guard Dog reigns superior, especially when you're running MMG or HMG and have to stop to reload.
@@BlackBladeGroM that’s good to know. I haven’t used the AR rover in a long time. Does it have decent ammo supply or does it still run out really fast? I’ll have to give it a try today
@@dannycolwell8028if you pay attention to it you'll notice it's frequently just hanging around doing nothing while you're fighting your ass off. I can't speak on how any of the drones perform vs the illuminate but if you're fighting bugs there's no contest at all, the rover racks up way more kills than the standard guard dog.
i'm going back and forth with the laser and AR guard dog. The AR is great till it isn't doing anything. but the laser has been really strong but been hitting teammates a lot, haha!
We need new support weapons even tho i love the anti tank emplacement we keep getting defensive stratagems the commando was the last one we got and theres been no new egals (Waiting on new ship modules)
Also, the Adjudicator goes well against the squids. Its.medium penetration allows you to shoot them at the head wich only takes a few bullets. I combine the adj with the .pocket flamethrower for crowd control and it pares well
You know, for the new armor passive I hope they keep the ammo bonus bug and rewrite the passive to just make it a feature. While there are some really underpowered armor passives, it's mostly due to the niche nature of what they're doing but they at least do their job well. I wouldn't mind if the reload speed was left to primaries only to be fair to not making self-reloading Recoilless Rifles even stronger. It would help diversify our options but overall things like the Bots generally needing some backpack AT anyway to be able to deal with all their armor and Fortified will always be king due to the high quantity of explosions. It's also pretty bad on some weapons like lasers and a dud for others even if it wasn't bugged (though ngl kinda thought the Autocannon was going to get +2 to the internal mag which would've been funny). I do feel like maybe it shouldn't affect sidearms since the Grenade Pistol exists but at the same time, letting you lean on your side arm opens more options like getting to run around with the Redeemer like it's your primary on bugs. A 'Sentry Improvement' booster would be cool to though. Something that increases ammo stores or helps with their AI targeting a bit, like gatling turrets ignoring things it can't damage and Rocket Sentries checking out to their max range for the largest target and not just the largest target close to them. Heck it would even be good to have some sort of elevated platform that raises the sentries out of the ground a little more so that they all have slightly better vantage points. Though I would even take a 30% reduced cooldown booster for sentries/emplacements so every time you attack a base or reinforcements are called you can just make a mini-base of turrets and mounts to stand your ground from.
I immediately choose this loadout becuz its "zombie apocalypse" while also find out the squid armor are pretty much destructibles (except the warship), incendiary grenade are recommended since other grenade are not that useful. Grenade pistols are definitely for destroying warship, primary weapon its going to be AR gun, dosent need the medium armor penetration, just the normal one or the viper one for dps.
Swap guard dog for shield gen and HMG for MG then you have my go to. I drop the shield gen if anyone else is bringing a backpack because it isn't core and I'm just filling my back slot. Duo gatling and MG sentry is almost too good. The squids don't have anything that can't be penetrated by them and it locksdown the voteless swarms. MG is the same concept, spray into the shoulder socket of a harvester and they fall while having a high firerate for the voteless.
Best is grenade launcher with pack, purifier can charge 2 hit any illuminate elites, laser pistol can destroy strider shields and slowly destroy the ground ship shields, then you throw some thermite to take it down. The other 2 stratagems can be turrets or a 500 bomb or whatever your team comp is. You lose close range combat capabilities but you can erase the horizon and spam nade the dropship beam down before they even take a step.
I like the purfier, but against the squids I prefer the Scorcher because of the higher rate of fire; it makes it easier to hit the jetpack guys while they strafe.
I do a variation with the regular MG. Other than that, it's identical to mine. I also substitute the gatling turret for HMG emplacement during defense missions.
people need to try the airburst rocket launcher against the illuminate it absolutely shreds the hordes killing as many a 35+ in a single well-placed shot, and with how much ammo can be found on calypso running out of rockets hasn't been an issue yet lol
I've been running scorcher, grenade pistol, & incindi grenades for my weapons and my loadout is normally eagle strafing run/bullet guard dog/ tesla tower/ expendable rocket launcher. tesla tower dominates and lasts forever against a group of em
I bring a Supply Backpack to feed my HMG/MMG and spam Gas Grenades. These grenades are great for suppressing Illuminate reinforcements, locking down chokepoints, and covering strategic retreats; so bring MORE!!!
I get consistently 550-650 kills with a blitzer, grenade pistol, amr, mg and gatling turret combination. And i use the light electrical conduit armor just in case
I had a good time with all lasers yesterday. I did not know about the hip joint vulnerability, so I was trying to laser the eye. I’m planning to test it extensively this week
When I tried the las cannon it was garbage at dealing with the overseers, HMG is wayyy faster for killing them. And aiming at the hip of the tripods, laser isn’t too bad, but again the HMG is just better, even if you don’t aim for the hip it melts them so quick. Arrowhead PLEASE buff the laser cannons damage.
"the breaker spray n pray isn't good against the fliers" - Try the Halt! it only takes two or three pellets of the stun shells to lock them down, making them super easy kills for other stratagems/secondary even as far as 50-60m (and also stop reinforcement calls from the drones). And, the Flechette can one-shot the shield Guardians to the noggin at point blank or the fliers to the jetpack at close range. Makes the Illuminate a breeze if you can micromanage the ammo swap mechanism and keep ammo supplied.
According to the commissar Kai vid, the new armor perk is currently bugged and also works on subs and support weapons. But I’m not at home to be able to test. So take this info with a grain of salt
That's correct, it works on every weapon. been using it to speed load the HMG and senator. sometimes the extra ammo doesn't work on my first life.
Try it out
@@happyharold1085yeah they just give you extra empty slots on your gun magazine capacity even when you have the hellpod optimisation booster.
Somtimes it doesn't work at all for me. Even on primary weapons.
Great vid. Bullet builds are so satisfying. This is the loadout I use, aside from I run the Reprimand as a primary instead of the Breaker S&P because I am more used to precision. I use the HMG for shields instead of the Reprimand, but the Reprimand also melts Overseers. You have to rely on your turrets and guard dog more. Will give the Breaker a try.
Also, not sure if you know, but unless they have fixed it in the last few hours, the armor does give extra ammo to the stratagem weapons, so you can run with 3 HMG clips. Haven't tested whether it affects the reload time, but I'm currently running the reduced recoil and extra grenades. It's a bug, but one I am hoping they don't fix because it's not OP.
I wasn't expecting the hmg to be useful against the squids, but it makes a lot of sense with the kind of armour tripods have and the resistance to small caliber weapons of the overseers.
Arc-12 Blitzer + Guard Dog (gun not laser) + Napalm Strike + Precision Strike + Commando + Scout Armor. Precision Strike takes out the outpost ships in one shot with shields up and has low a cool down time. But the Blitzer + Guard Dog and Napalm Strike for large groups of the Voteless has consistently been getting me 650+ to even 800 kills per game. I haven't had a mission with less than 600 kills. With the scout Armor, the Illuminate don't even see you even when you're running right past them. They constantly lose track of you, making it easier to get 50+ kill streaks without using a stratagem. The commando will take out the Tripods with one shot to the leg where it connects to the body. Then, if there are swarms of more than 50 Illuminates, the Napalm Strike will absolutely annihilate large groups. I'm telling you that you need to try this load out whenever it is that we get to fight these guys again. You will not be disappointed. It makes playing level 10 missions feel like level 7 or 8. It's like playing with a cheat code. Just be careful that a teammate isn't in the general vicinity when firing the Blitzer. Otherwise, they'll die instantly. At least be standing in front of your buddies. Also, make sure that you're constantly picking up ammo crates laying around the cities so the Guard Dog doesn't run out of ammo.
Did they nerf the laser rover? I thought it sets things on fire now
@@dannycolwell8028 It does, but Voteless seem to be significantly less flammable than bugs, and the laser DPS isn't that great either. AR Guard Dog reigns superior, especially when you're running MMG or HMG and have to stop to reload.
@@BlackBladeGroM that’s good to know. I haven’t used the AR rover in a long time. Does it have decent ammo supply or does it still run out really fast? I’ll have to give it a try today
@@dannycolwell8028if you pay attention to it you'll notice it's frequently just hanging around doing nothing while you're fighting your ass off. I can't speak on how any of the drones perform vs the illuminate but if you're fighting bugs there's no contest at all, the rover racks up way more kills than the standard guard dog.
i'm going back and forth with the laser and AR guard dog. The AR is great till it isn't doing anything. but the laser has been really strong but been hitting teammates a lot, haha!
We need new support weapons even tho i love the anti tank emplacement we keep getting defensive stratagems the commando was the last one we got and theres been no new egals
(Waiting on new ship modules)
Best part of the video is not disconnecting during the Illuminate mission like usual
Also, the Adjudicator goes well against the squids. Its.medium penetration allows you to shoot them at the head wich only takes a few bullets. I combine the adj with the .pocket flamethrower for crowd control and it pares well
You know, for the new armor passive I hope they keep the ammo bonus bug and rewrite the passive to just make it a feature. While there are some really underpowered armor passives, it's mostly due to the niche nature of what they're doing but they at least do their job well. I wouldn't mind if the reload speed was left to primaries only to be fair to not making self-reloading Recoilless Rifles even stronger.
It would help diversify our options but overall things like the Bots generally needing some backpack AT anyway to be able to deal with all their armor and Fortified will always be king due to the high quantity of explosions. It's also pretty bad on some weapons like lasers and a dud for others even if it wasn't bugged (though ngl kinda thought the Autocannon was going to get +2 to the internal mag which would've been funny). I do feel like maybe it shouldn't affect sidearms since the Grenade Pistol exists but at the same time, letting you lean on your side arm opens more options like getting to run around with the Redeemer like it's your primary on bugs.
A 'Sentry Improvement' booster would be cool to though. Something that increases ammo stores or helps with their AI targeting a bit, like gatling turrets ignoring things it can't damage and Rocket Sentries checking out to their max range for the largest target and not just the largest target close to them. Heck it would even be good to have some sort of elevated platform that raises the sentries out of the ground a little more so that they all have slightly better vantage points. Though I would even take a 30% reduced cooldown booster for sentries/emplacements so every time you attack a base or reinforcements are called you can just make a mini-base of turrets and mounts to stand your ground from.
Breaker Spray n Pray is goated against Illuminate.
It may be bug, but the extra mags and reload speed applied to my secondaries as well, 8 grenade pistol ftw
Melee bat with parry ability would be insane lol😂😂😂😂
I immediately choose this loadout becuz its "zombie apocalypse" while also find out the squid armor are pretty much destructibles (except the warship), incendiary grenade are recommended since other grenade are not that useful. Grenade pistols are definitely for destroying warship, primary weapon its going to be AR gun, dosent need the medium armor penetration, just the normal one or the viper one for dps.
Swap guard dog for shield gen and HMG for MG then you have my go to. I drop the shield gen if anyone else is bringing a backpack because it isn't core and I'm just filling my back slot.
Duo gatling and MG sentry is almost too good. The squids don't have anything that can't be penetrated by them and it locksdown the voteless swarms. MG is the same concept, spray into the shoulder socket of a harvester and they fall while having a high firerate for the voteless.
Best is grenade launcher with pack, purifier can charge 2 hit any illuminate elites, laser pistol can destroy strider shields and slowly destroy the ground ship shields, then you throw some thermite to take it down. The other 2 stratagems can be turrets or a 500 bomb or whatever your team comp is. You lose close range combat capabilities but you can erase the horizon and spam nade the dropship beam down before they even take a step.
I like the purfier, but against the squids I prefer the Scorcher because of the higher rate of fire; it makes it easier to hit the jetpack guys while they strafe.
New armor passive is bugged and it is working for stratagems
I do a variation with the regular MG. Other than that, it's identical to mine. I also substitute the gatling turret for HMG emplacement during defense missions.
hey thats me J2 mom im in a background gaming video
people need to try the airburst rocket launcher against the illuminate it absolutely shreds the hordes killing as many a 35+ in a single well-placed shot, and with how much ammo can be found on calypso running out of rockets hasn't been an issue yet lol
He said malakies 🇬🇷 8:56 😂😂
I am Greek and when i heard it i was like '' Wait what? '' haha
@sidmichos10 I had to go back several times to confirm that he said it lol
I've been running scorcher, grenade pistol, & incindi grenades for my weapons and my loadout is normally eagle strafing run/bullet guard dog/ tesla tower/ expendable rocket launcher. tesla tower dominates and lasts forever against a group of em
I’m not sure if it a bug but I’ve noticed when I wear the new armor I get an extra mag with all the lmgs though it was for primary weapons only
I have had 2 before which was great because we had an idiot drop pod on the first one while we were in it.
I bring a Supply Backpack to feed my HMG/MMG and spam Gas Grenades. These grenades are great for suppressing Illuminate reinforcements, locking down chokepoints, and covering strategic retreats; so bring MORE!!!
The Illuminate are here! and they have (checks notes) Dorito Chips! 😱
I get consistently 550-650 kills with a blitzer, grenade pistol, amr, mg and gatling turret combination. And i use the light electrical conduit armor just in case
why use HMG when laser cannon does the same job and clears voteless?
Laser cannon takes like 8 business years to take out harvesters
@Heyoo414 nah man shotting the legs off feels pretty good to me. Not good shields tho
laser cannon seems to deal nothing to majority of things, the killtime is ridiculous
I had a good time with all lasers yesterday. I did not know about the hip joint vulnerability, so I was trying to laser the eye.
I’m planning to test it extensively this week
When I tried the las cannon it was garbage at dealing with the overseers, HMG is wayyy faster for killing them. And aiming at the hip of the tripods, laser isn’t too bad, but again the HMG is just better, even if you don’t aim for the hip it melts them so quick. Arrowhead PLEASE buff the laser cannons damage.
If you want to manage recoil you ought to be aiming in forest person view. The difference is night and day.
What did you add to this build to help reduce the HMG recoil?
he's using an armor set with the peak physique passive
The word you were looking for is joint 😂
whats this main weapon of yours?
Breaker Spray n' Pray
why are you not getting samples?
Is there a reason the stallwart wouldnt better?
Can’t take down the harvesters as fast :)
It’s the usual problem with the stalwart, no armor pen = not that good for killing a lot of things.
Anyone find that level 10 is sometimes super calm then other times absolutely mental? Varies from mission to mission
Does anyone know how to take ammo from pack on ps5?
The illuminate are just way way too easy. Never even come close to failing on super helldive.
Don’t talk up the HMG they will nerf it 😂
Try this loadout:
500kg, stalwart, shield pack, HMG Emplacement.
Edit: I solo super helldived with this.
6 hours 8925 views 240 likes :) (so many new videos😯)