@Lorkanthal Exactly and It fits my build. [Cook out] to engage (push back and Burn state) [Gas Rover] hit break points (stacks with fire more importantly cause slow/confusing effect) [Arc Thrower] burst damage ( apply Stun state aka stop) [Thermite] anti tank burst ( burst against slowed and stuned tank units)
I wouldnt add more damage, just prolong the confusion state, like 3-5 seconds, and leave a gas cloud 10 seconds or so. Another Idea would be to mix concepts like gas and acid so that, on top of confusion, the enemy have 1 point less of armor. In the first HD there was an acidthrower and that had a little acid dot and reduce armor, just mix them up. The ideal to me would be, from damage to crowd control -> fire, gas/acid, static/stun. And yeah, the drone should be more area focus if it detects more than 1 enemy.
@@Kaiesis The direct damage support weapon and the gas buddy are both very useless. The confuse only lasts like 2 seconds which is not enough time to switch to another weapon to take advantage.
@@Kaiesis dude the majority of us with average IQ know within a couple of hours of playing with it know if it's going to be viable or not or meta without spending months or years playing with it. We already know what state it's going to be in next month and the next couple of years if they keep it the same because it's not hard to deduce the state of the weapon, we all know. Let's just say we have 1% chance of being completely wrong because of a unknown combo or something we overlooked but this is extremely small chance to be the case if you pay attention. So far Arrowhead has demonstrated to us over and over again how incompetent they are in balancing and making things viable, go ahead and trust Arrowhead if you want
Almost seems like the most useful gas is the one we had all along. The orbital gas strike. It makes a big cloud and keeps them confused as long as the cloud is around. The way the strategem weapon is now, it needs to gradually create its own cloud. That or keep enemies confused much longer than the other gas. Its too time consuming for only a couple seconds confusion.
@@DontThinkso-kb9tc I'm okay with them making gas CC focused. If you want area damage you just take orbital napalm strike. If you want to spray something and it dies just take flamethrower. Problem with the gas is the direct damage variants of gas don't CC for long enough. And as pipz says the gas buddy needs to spray in an AOE.
@@DontThinkso-kb9tc I've been using the orbital gas strike and it's pretty great at killing crowds, the damage reduction really doesn't seem to be a big deal
I find that Gas Grenades work pretty much as well as the Orbital Gas Strike does. Throw it into a breach, and it will control them much better than a stun grenade can (as it'll also confuse all newly spawned enemies).
I like how they're adding themes to each damage type now. Fire straight up roasts everything. Electric stuns (supposedly). Laser is an accurate beam. Bullets be bullets. Explosions go boom. And now gas seems more utlity/cc. Should you buy? Well, if you have over a thousand credits saved and capped Medals...no reason not to lol. Reasonably sure someone can quite casually and comfortably finish the Warbond and stock up in time for the next one anyways.
I wonder if the caustic weapons could be buffed to actually leave a pool of acid that would remain for a while on the ground. This way, it would ensure that you can cause massive amounts of crowd control and make them unique enough from the flame weapons.
Or a puddle of green fog. The Orbital should do that too. Just have the gas settle on the ground a bit over time. Kind of like a heavy gas, like carbon dioxide (a fog machine/dry ice)
Too slow of a ttk for both. The gas needs to linger long in clouds like how the orbital gas effect does with the same visibility. The gas application effect needs to immediately happen upon contact. The slowness effect of gas needs to be applied. Additionally, they should extend the range for the dog breath and have a horizontal wide spray when applying to different enemies so it spreads easier.
Maybe a prolonged state of confusion and more AOE ... The guard dog is coded to focus on one enemy at a time when it should apply the effect and move on
This is a good idea that i think could be iterated over even further; we have a menu where we can change the behavior of our guns, whether its fire rate, the flashlight, or whatever. We could have an additional setting in this menu for the guard dogs, where we can change it's targetting behavior. For example, "focus closest/furthest enemy," "focus biggest/smallest enemy," and something like "group targeting" that targets an enemy, registers a hit, then moves to another target.
I think they should change the nozzle on the rover so it sprays in a cone instead of a stream it'd be a simple change and then it would be able to hit more grouped up enemies without having to change rover behavior
It would be if it was more effective against anything bigger than a warrior. Felt like being in a warzone with a can of pepper spray. Most enemies just tank a canister to the face and keep swinging at you, but it's hazardous AF to teammates.
@@rhetro777 The sterilizer barely does any damage aside from the DOT, focusing the spray on a target has no large benefit. You want to tag them and leave them, then tag them again when the DOT wears off
Changes would be rather simple. The AI of the guard dog should prioritize targets not effected by the gas effect so they constantly switch targets. The gas effect should linger for both the sterilizer and guard dog to allow it to hit multiple targets with a single puff. Easy fixes and the strategems both become significantly better. Sure they dont have damage of fire or the flame thrower, but the confusion effect of a wide group of enemies while softening them all up would be excellent.
Aside from improving the effectiveness of the gas itself, I think a great change would be to add a nozzle at the end of the sterilizer that disperses the chemical in a cone shape which will affect more targets at a time, especially from a distance. Theoretically, you would be able to hit 3 or 4 targets in a horizontal line at the max range.
Both gas thrower and the dog need to create a GAS CLOUD, that would be more efficient and make the dog actually a more supportive unit against multiple enemies
I'm glad they didn't make the gas weapon like the flame Thrower but colored green. I think the gas could also lower the enemies armor or durability by a stage or something.
I think if they go heavier into the Gas spreading very wide and far. It will become a nice option. The flamethrower would be more focused while the Gas Sprayer would be the ultimate crowd weapon
Now it makes me want a gas primary/secondary weapon instead of a support weapon. Having your support slot be only for crowd control isn’t really something I would ever use.
It's not even good CC tbh. Doesn't last long enough and you have to be so close that they can hit you when they start lashing out. The flame primary puts this to shame.
Confusion just needs to make them attack each other. Nearest entity within their sensory sphere while the effect is active. Good CC and turns their damage against them.
The gas sprayer/grenade are great if they're paired off with the flamethrower or incendiary grenade. They just stumble around and don't even try to get out of the fire. The crowd control is nuts. The guard dog would be better if they could have the nozzle at least spray left to right so it covers an area either in front of or around the drone.
If there is one thing that scares the hell out of Arrowhead is releasing a good warbond from the beginning. This is a new low for warbonds. They changed the mechanics for this warbond and now even the gas strike changes, which I was on the fence about, seems like a bad thing. I want the damage back. The sterilizer is so bad that I would be hard pressed to think it would be a useful PRIMARY weapon, which could be combined with a Flamethrower, which provides the best CC you can ask for: death. Instead, you give up a stratagem slot for this garbage.
I can see it being a very good crowd control and elite controller in a team. You have the person using the gas to confuse a group of enemies so people can easily win them out or get healed and reorganized. Also, stop the elites in their tracks for whoever is the heavy AT hitter.
Gas grenade leaves an area for X amount of time compare to the 1 instance of stun from the stun grenade. Different use id say on a breach gas is better. For the guard dog, it should move to next target as soon as the status is applied, or just spray in a larger radius thus hitting multiple enemies at once
I was planning to buy this warbond more as a way to show approval for the new balance methodology shown by arrowhead and to let them know that more like it will result in good results for them. The gas weapons do look fun so I will enjoy them lol
I feel they miss the mark with this war bond they should have made it so the gas makes enemies attack each other and if a hell diver gets affected your teammates look like bugs or bots attacking you so you accidentally team kill your teammates cuz of confusion
I noticed that you're wearing the Medical Armor, so I thought I leave this here for everyone. Combat Medic Build: •Any Medical Armor •Lib Concussive or Pummeler (Reason is for Stagger Force support in order to help teammates, but whatever primary is fine) •Stun Grenades or Smoke Grenades •Stim Pistol Booster: Vitality or Stim Booster (The viper commando booster actually buffs the stim pistol, which is why I included it in, and the healing is percentage based so a vitality booster works great too) Stratagems: •Defensive Stratagem Orbital EMS Strike Eagle Smoke Strike •Support Weapon Railgun (This will be your only sole source of big damage to defend yourself from any big elites, plus it is very versatile and it makes sense for a medical combatant to end battles quickly in order to help teammates ASAP) •Supply Backpack (Use this to keep up with everything you need, but moreso to help support teammates with grenades, ammo, and stims. In a sense you're playing a Quartermaster role as well, unless they add a medical Stratagem) This is the build im going for, and the point of this build is to encourage you to play a more less lethal but heavy on Support class to help your teammates more than yourself. It is a selfless role and you're not going to get alot of kills, but you're gonna be assisting alot, and you're gonna be keeping your teammates alive, especially since medic armor does buff the stim pistol, adding more value to it. I understand that we are all destroyers, but even a destroyer needs a healer, so that the destroyer may continue to be stalwart in their Wrath of Justice. Hope you all like it!
Not close the bug hole but have it filled with gas through the tunnel to stop them from coming out and have a little effect of the gas just wafting out of the hole so you know it’s “closed”
Devs need to change the Targeting priority from 'Shoot until Dead' to 'Shoot if not Confused'. This doesnt even leave a damage over time effect, we already know its not going to kill them properly, might as well make it a Dedicated CC tool, if it had the proper priority in its code the drone would hover over a single target shooting it enough to set in the confusion effect then ceasing fire until the target broke free from the confusion, just to be tagged again. In case of a hoard it would set confusion once on all valid targets in its Area of Operation then cease fire until the first target breaks free from the confusion. Close enough, the proper way is complicated and i understand why the devs used the ol 'shoot it until it dies' code from every other Drone instead of making a new one from scratch. Better luck next time
I really like the grenade, it's a better stun grenade for AOE CC and you can throw it to a bug breach and relax. The stun grenade is still better against elites like chargers and hulks.
Ways they could buff this to make the gas sprayers more fun, either combined or seperately; Extended gas effect duration on affected targets (by several seconds) Make the gas persist in the terrain for longer Make it fire much further (Currently the support strat gasser hits between 25-30 meters by my meassuring) It doesn't need more damage, just want it to do what it does better, in terms of crowd control. For the record, it works on bots as well. They will shoot and attack eachother at random, but the low range of the handheld gas thingy makes it less than ideal. Tested in an Eradication, where things get a bit more close and personal. Edit; Reduced armor while affected is another idea many mention, like acid rain does. Basically debuff the hell out of things. They could even nerf the damage a bit and I'd be happy, if they did all or some of these. Need to make it worth a stratagem slot over something that just kills everything outright. Edit2; Make the Dog Breath swap targets every 1 sec or so, if there's another target available. Make sure the gas from the rover also hits a wider area.
The gas will be a beast on missions where you have to protect the objectives (nuke hives, recover high value assets on defense planets). The gas will de-agro the bugs away from the objective continuously without damaging the objective.
The problem is the same for all rovers. Only ammunition changes. They need to give us a control for toggling the rover on/off and to select between different tiers of enemies and 'all' (so that they will always shift to the closest target to your own character). It's literally the same issue with the laser version. It sticks to one target, instead of sweeping around at everything surrounding you.
The Sterilizer should be leaving a cloud like the flamethrower creates an area of effect. The grenade already leaves a cloud, so there's no reason the support weapon can't do that as well. Maybe then it could at least kill them with DoT. The gas strike works because the enemy stays in the gas to take damage and die. Right not, I get the impression the Sterilizer is for LARGE enemies and not small ones. Which... maybe that's the design choices they were going with? Dunno. The rover should just apply confusion and move on to the next enemy instead of killing. I don't think it would be _good_ but at least it could serve the function of stopping enemies and leaving them vulnerable to my attacks. They'd also be confused so hopefully they attack each other as well.
The gas grenade damages over the stun, just throw it on a spawn and it takes out a lot of enemies. Not as good against bots, because they can still shoot while they are disoriented and still damage you, but it is a very good option against bugs
I think Gas and this warbond is great, not because they are the best, but because they do something different. That adds another tool in the kit. The support variant seems worst and only fit for team play when others compliment you, can be good there. The drone is interesting as it does the opposite of the other drones, it deals the best with single large enemies. That can be good enough as Chargers are dangerous things, but a bit better by spreading out the gas on targets wouldn't hurt. But if you got great chaff clear weapons already, then I would prefer the gad drone over laser drone. It depends on what you find most annoying, chaff or big guys? The grenade is awesome though. The CC is not quite stun level, but good enough and the damage clears out any of the smaller to mid bugs making it a middle ground between incendiary and stun grenade. It doesn't stick around as long, but that also means that you can use it and advance into the area sooner then if you used incendiary. The only negative to me is that an impact grenade would have been even better.
I think a cool alternative buff would be to make the confused state make so that enemies are actually hostile towards each other kinda like the pheromone grenade from Deep Rock Galactic. Keep current duration but make it so that during the 2 seconds they'd turn around and smack each other like once or twice. Would turn bile spewers and chargers into prime targets for gas or watch a group of hunters trying to tear each other apart and leaping all over the place could be a fun idea.
I think it’s meant for evasion\protection because if you run into a group on accident you drop gas and run away enemies lose track of you and don’t chase you down across the map
These weapons definitely is more of a team play thing, like confusing enemies and stuff so your teammates can deal with them, no so much on your own but then again a flamethrower could also do roughly the same but damage them a lot more. Still cool nonetheless and I can see myself using it still because it's just cool.
i think if the support weapon after a certain amount of time spraying it left a proper cloud similar to the flamethrower fire on the ground it would make it more viable
I think instead of a flamethrower type of weapon, it should have been a grenade launcher. That way, you could throw the poison further (and it could linger which as of now, it doesnt with the weapon). Combo that with a primary/secondary fire weapon and it would be so much better. This is why I love the orbital gas with the normal flamethrower. Low cooldown, big aoe and you can still use it to destroy most objectives since the direct impact is still super strong
I think gas should work as a small fixed amount of damage + % of enemy hp damage/s. That way, its different than fire, which has fixed dmg/sec, but its also versatile against anything. Esentially it would be equally good against chaff as it would be against heavy targets. Might take you 5 seconds to kill a hunter (which is very long) but it would also take you 5 seconds to kill a charger (which is very good). This type of mechanic would set it appart from the fire dot dmg, while not stepping on its toes or directly competing with it.
They should add the acid rain armor reduction effect to gas, could make some insane combos with it, think slag from borderlands 2. It also needs to leave a cloud for a good amount of time wherever it is fired.
@justinroberts1290 Yeah the orbital gas strike did it before we even had a acid rain modifier but arrowhead likes hiding 80% of the stuff about our weapons from us so most ppl don't know about it
I think Sterilizer will be a good combination with another one using the flamethrower and Gas Dog a decent pick if you use a flamethrower yourself, but there are certainly better options. I love the Gas grenade so far when running AT. It's basically a stun grenade that can kill small enemies and damage the bigger ones. But I didn't get to test the Stim pistol yet. Seems like a warbond that is perfect for people that like to fill a support role.
I give them credit for trying to add a new play style but like you said it’s hard to justify it when you have a weapon that does the same thing without cc and just kills them. It’s more of a fun thing than effective
Please make poison/burn damage stack. Use the poison counters or timer systems. 4 divers shooting at the same target makes it die quicker, so should the DOTs.
Personally feel like the stim pistol should've waited for a more heal focused warbond(maybe like a armor bonus with a variant on the current medic bonus with maybe the heal gun, a sort of AOE heal grenade and then a paramedic pattern
Really need a flamethrower rover. Also they have to change the aim behavior of the dog0breath since that single target stuff is bad. I think if the gas sprayer had more range or something to differentiate it more from the flame thrower it would be more viable.
i'm guessing gas is more powerful at bots than bugs because they have better firepower, and they might end up killing each other. stuns -> bugs gas -> bots
Would of made more sense for the rover to disperse gas in a large aoe underneath it as opposed to a spray imo. Still a cool effect though. Still not sure if this will be one of my go to's yet.
Seems like they made this warbond with the old AH philosophy: underpowered weapons that nobody really tested, let’s hope for some buffs cause these gas weapons have the potential to be a lot of fun and also strong
From my own usage of the sterilizer it seems to do very low direct damage while the gas effect does the majority of the damage but the gas does such low DOT that it take too long to kill anything bigger then a warrior.
I’m gonna pass on this warbond for now, but hopefully now that most support weapons are now in a great spot, these new gas weapons will get a little bit of attention down the line
I'll leave the judgement if it needs buffs for a week or two from now. Currently the meta is still rolling around from the buffdivers update and I want to wait for it to settle before passing judgement. But if it does need a buff I would maybe like to make gas a sedative. Instead of damage and confusion, the gas would confuse and slow down enemies. That could be cool
This warbond is one of those, I'll get it when I happen to farm enough SC eventually kinda things. But like most of us that play regularly your sc are probably high anyway and you'll just grab it no matter what
I tried the fart thrower with the flame thrower primary Vs bugs and got the highest kills on the team consistently, I just dump the flame thrower on the ground before bugs reach me and then gas them so they don't walk through and die quicker, stacking gas and napalm is also great
I dont know if its good to compare it with the flamethrower since they're not rly supposed to do the same thing (although I understand why the comparison is made, them being similar in the way they operate). Flamethrower is meant for pure dmg, the whole gas kit after the rework is meant as a tool of crowd control, which from my experience works quite while. Sometimes even with a flamethrower you dont have enough time to kill everything around your team, with the sterilizer you can literally just do a quick sweep and all the enemies start attacking each other giving you a lot of breathing room. I like em a lot personally.
It would interesting if the gas could confuse the bile titans too (I’m assuming it can). If I’m being pressured or a teammate is and one of us is able to cook a gas grenade before throwing it and letting it explode in the face of the titan so it wanders around, that could be good. Again, what’s just stopping us from killing it and not wasting time? It seems fun but not necessarily good
Wouldnt the gas spewer be a good pair for another drone backpack, either the guard dog or the rover? Would probably make you able to kite everything to infinity.
For me my intended use for it is just to hold things together longer for the faster strats. Like eagle strafe, gat barrage, or even in front of a turret giving all of our green stratagems some time to cook. I'm also really interested and how this is going to affect bots AI. Do they continue to attack or start attacking. Can I get one of those walkers to shoot off the rockets on its side with it.
Did you do any testing on the Pistol? I wanted to find out if it benefits from the armor and booster that buffs stim effects before I buy this Warbond (Never used the Gas Orbital, so I was never gonna buy this if it didn't have that Stim gun)
How does the gas rover compare to the regular rover (liberator version)? Was thinking of how it would work with HMG emplacement since the laser rover just kills you off it.
For some reason i saw the liberator in the trailer and thought it was a new belt fed primary LMG, i probably wont buy this warbond anytime soon unless i get really grindy and complete every other warbond tho it is cool seeing a utility sidearm and in warbond stratagem purchases
Even if gas lingers for a bit it wouldn't be nearly as dangerous as a flamethrower as fire is much more deadly in this game than gas especially after they reduced its DoT
Make the gas behave like the acid rain modifier, make it reduce armor. Make it a straight up debuff dmg type
i think it does, the charger's legs looked pretty mangled when it was being gassed.
I'm pretty sure it does do that.
Also the HD armor should provide resistance to spewers as well!
@Lorkanthal Exactly and It fits my build.
[Cook out] to engage (push back and Burn state)
[Gas Rover] hit break points (stacks with fire more importantly cause slow/confusing effect)
[Arc Thrower] burst damage ( apply Stun state aka stop)
[Thermite] anti tank burst ( burst against slowed and stuned tank units)
It does
I wouldnt add more damage, just prolong the confusion state, like 3-5 seconds, and leave a gas cloud 10 seconds or so. Another Idea would be to mix concepts like gas and acid so that, on top of confusion, the enemy have 1 point less of armor. In the first HD there was an acidthrower and that had a little acid dot and reduce armor, just mix them up.
The ideal to me would be, from damage to crowd control -> fire, gas/acid, static/stun.
And yeah, the drone should be more area focus if it detects more than 1 enemy.
Its only a few hours old. Try playing build for a week or so before changing the initial design.
@@Kaiesis The direct damage support weapon and the gas buddy are both very useless. The confuse only lasts like 2 seconds which is not enough time to switch to another weapon to take advantage.
@@Kaiesis dude the majority of us with average IQ know within a couple of hours of playing with it know if it's going to be viable or not or meta without spending months or years playing with it. We already know what state it's going to be in next month and the next couple of years if they keep it the same because it's not hard to deduce the state of the weapon, we all know. Let's just say we have 1% chance of being completely wrong because of a unknown combo or something we overlooked but this is extremely small chance to be the case if you pay attention. So far Arrowhead has demonstrated to us over and over again how incompetent they are in balancing and making things viable, go ahead and trust Arrowhead if you want
Taking that long to kill a scavenger killed my enthusiasm
Same
Almost seems like the most useful gas is the one we had all along. The orbital gas strike. It makes a big cloud and keeps them confused as long as the cloud is around.
The way the strategem weapon is now, it needs to gradually create its own cloud. That or keep enemies confused much longer than the other gas. Its too time consuming for only a couple seconds confusion.
Except they nerfed its damage and it's crap now
@@DontThinkso-kb9tc I'm okay with them making gas CC focused. If you want area damage you just take orbital napalm strike. If you want to spray something and it dies just take flamethrower.
Problem with the gas is the direct damage variants of gas don't CC for long enough. And as pipz says the gas buddy needs to spray in an AOE.
@@DontThinkso-kb9tc I've been using the orbital gas strike and it's pretty great at killing crowds, the damage reduction really doesn't seem to be a big deal
Gas grenades work pretty decently too
I find that Gas Grenades work pretty much as well as the Orbital Gas Strike does. Throw it into a breach, and it will control them much better than a stun grenade can (as it'll also confuse all newly spawned enemies).
I like how they're adding themes to each damage type now. Fire straight up roasts everything. Electric stuns (supposedly). Laser is an accurate beam. Bullets be bullets. Explosions go boom. And now gas seems more utlity/cc.
Should you buy? Well, if you have over a thousand credits saved and capped Medals...no reason not to lol. Reasonably sure someone can quite casually and comfortably finish the Warbond and stock up in time for the next one anyways.
I wonder if the caustic weapons could be buffed to actually leave a pool of acid that would remain for a while on the ground. This way, it would ensure that you can cause massive amounts of crowd control and make them unique enough from the flame weapons.
damn thats such a good idea!
yes, i think the sterelizer should leave a gas cloud like the flamethrower so you can control the area better.
Or a puddle of green fog. The Orbital should do that too. Just have the gas settle on the ground a bit over time. Kind of like a heavy gas, like carbon dioxide (a fog machine/dry ice)
@@Vespyr_ that would be so tight
Too slow of a ttk for both. The gas needs to linger long in clouds like how the orbital gas effect does with the same visibility. The gas application effect needs to immediately happen upon contact. The slowness effect of gas needs to be applied.
Additionally, they should extend the range for the dog breath and have a horizontal wide spray when applying to different enemies so it spreads easier.
I think its better if the rover just does not attack enemys with the gas effect. That way it preserves ammo and and gets to every enemy
I think it needs more linger and damage yeah
Benefit of gas grenade over stun is you gan toss gas on yourself with the armor without slowing you down
true!
Probably still gonna take the new thermites
Just dive in time with explosion, works like a charm
The gas grenades are superior for crowd control along with the gas orbital.
no way I'm changing to gas armor just for that purpose though lol
Maybe a prolonged state of confusion and more AOE ... The guard dog is coded to focus on one enemy at a time when it should apply the effect and move on
yes! hit 1 move to the other, confuse and move on
This is a good idea that i think could be iterated over even further; we have a menu where we can change the behavior of our guns, whether its fire rate, the flashlight, or whatever. We could have an additional setting in this menu for the guard dogs, where we can change it's targetting behavior. For example, "focus closest/furthest enemy," "focus biggest/smallest enemy," and something like "group targeting" that targets an enemy, registers a hit, then moves to another target.
I think they should change the nozzle on the rover so it sprays in a cone instead of a stream it'd be a simple change and then it would be able to hit more grouped up enemies without having to change rover behavior
Are these things effective like flamethrower? No. Are they fun? Absolutely
preach
It would be if it was more effective against anything bigger than a warrior. Felt like being in a warzone with a can of pepper spray. Most enemies just tank a canister to the face and keep swinging at you, but it's hazardous AF to teammates.
If you team up with a player who has a flamethrower there's nothing in bugkind that can stop you
@@rhetro777 The sterilizer barely does any damage aside from the DOT, focusing the spray on a target has no large benefit. You want to tag them and leave them, then tag them again when the DOT wears off
This is good for a role in group play. One person focuses on confusing all enemies, healing, while team cleans up. Its perfect for a support class
If the laser rover moves the same as the dog's breath, it'll be awesome. Takes out the chaff with minimal risk of player death.
Changes would be rather simple. The AI of the guard dog should prioritize targets not effected by the gas effect so they constantly switch targets. The gas effect should linger for both the sterilizer and guard dog to allow it to hit multiple targets with a single puff. Easy fixes and the strategems both become significantly better. Sure they dont have damage of fire or the flame thrower, but the confusion effect of a wide group of enemies while softening them all up would be excellent.
Aside from improving the effectiveness of the gas itself, I think a great change would be to add a nozzle at the end of the sterilizer that disperses the chemical in a cone shape which will affect more targets at a time, especially from a distance. Theoretically, you would be able to hit 3 or 4 targets in a horizontal line at the max range.
Both gas thrower and the dog need to create a GAS CLOUD, that would be more efficient and make the dog actually a more supportive unit against multiple enemies
Sterilizer must leave gas clouds all over the place.
much like how flamethrower leaves fire on the ground for quite some time.
I'm glad they didn't make the gas weapon like the flame Thrower but colored green.
I think the gas could also lower the enemies armor or durability by a stage or something.
it does that
One thing they could incorporate is the gas is flammable so a teammate could ignite the gas for added detonation.
I really hope they add an interaction between the gas and fire making it more volatile.
I think if they go heavier into the Gas spreading very wide and far. It will become a nice option.
The flamethrower would be more focused while the Gas Sprayer would be the ultimate crowd weapon
Now it makes me want a gas primary/secondary weapon instead of a support weapon. Having your support slot be only for crowd control isn’t really something I would ever use.
It's not even good CC tbh. Doesn't last long enough and you have to be so close that they can hit you when they start lashing out. The flame primary puts this to shame.
@@rhetro777 eeerm... I've been soloing entire objectives with just these... They are PRETTY good. Cope.
@@DavidUtauwhat loadout are you taking with them?
I would love it if when they are confused, they are coded to friendly fire. I think it will balance the damage, maybe? But it would be funny as hell.
Confusion just needs to make them attack each other. Nearest entity within their sensory sphere while the effect is active. Good CC and turns their damage against them.
Arrowhead can learn A LOT from Warframe’s elemental damage concept, HD2 damage type now just so barebone
I wasn't expecting it to just fly off and focus like that. Interesting. I was expecting it to stay close by.
The gas sprayer/grenade are great if they're paired off with the flamethrower or incendiary grenade. They just stumble around and don't even try to get out of the fire. The crowd control is nuts.
The guard dog would be better if they could have the nozzle at least spray left to right so it covers an area either in front of or around the drone.
If there is one thing that scares the hell out of Arrowhead is releasing a good warbond from the beginning. This is a new low for warbonds. They changed the mechanics for this warbond and now even the gas strike changes, which I was on the fence about, seems like a bad thing. I want the damage back.
The sterilizer is so bad that I would be hard pressed to think it would be a useful PRIMARY weapon, which could be combined with a Flamethrower, which provides the best CC you can ask for: death. Instead, you give up a stratagem slot for this garbage.
I can see it being a very good crowd control and elite controller in a team. You have the person using the gas to confuse a group of enemies so people can easily win them out or get healed and reorganized. Also, stop the elites in their tracks for whoever is the heavy AT hitter.
Gas grenade leaves an area for X amount of time compare to the 1 instance of stun from the stun grenade. Different use id say on a breach gas is better. For the guard dog, it should move to next target as soon as the status is applied, or just spray in a larger radius thus hitting multiple enemies at once
I use the sterilizer as a way to confuse the bugs, then I hit them with my scorcher (newish primary flame weapon). It is pretty fun and effective!
I was planning to buy this warbond more as a way to show approval for the new balance methodology shown by arrowhead and to let them know that more like it will result in good results for them. The gas weapons do look fun so I will enjoy them lol
I feel they miss the mark with this war bond they should have made it so the gas makes enemies attack each other and if a hell diver gets affected your teammates look like bugs or bots attacking you so you accidentally team kill your teammates cuz of confusion
I noticed that you're wearing the Medical Armor, so I thought I leave this here for everyone.
Combat Medic Build:
•Any Medical Armor
•Lib Concussive or Pummeler
(Reason is for Stagger Force support in order to help teammates, but whatever primary is fine)
•Stun Grenades or Smoke Grenades
•Stim Pistol
Booster:
Vitality or Stim Booster
(The viper commando booster actually buffs the stim pistol, which is why I included it in, and the healing is percentage based so a vitality booster works great too)
Stratagems:
•Defensive Stratagem
Orbital EMS Strike
Eagle Smoke Strike
•Support Weapon
Railgun
(This will be your only sole source of big damage to defend yourself from any big elites, plus it is very versatile and it makes sense for a medical combatant to end battles quickly in order to help teammates ASAP)
•Supply Backpack
(Use this to keep up with everything you need, but moreso to help support teammates with grenades, ammo, and stims. In a sense you're playing a Quartermaster role as well, unless they add a medical Stratagem)
This is the build im going for, and the point of this build is to encourage you to play a more less lethal but heavy on Support class to help your teammates more than yourself.
It is a selfless role and you're not going to get alot of kills, but you're gonna be assisting alot, and you're gonna be keeping your teammates alive, especially since medic armor does buff the stim pistol, adding more value to it.
I understand that we are all destroyers, but even a destroyer needs a healer, so that the destroyer may continue to be stalwart in their Wrath of Justice.
Hope you all like it!
Don't forget that it works on the bots too. They can't shoot you if they don't know how to aim
It needs to leave a cloud of gas, that was my #1 expectation with the Rover and Sterilizer. If that was the case I think they'd be x10 more effective
The gas grenades and sterilizer should also close bug holes. Maybe with a 7-8 second spray, for a balance.
How does gas physically close a hole? Lol
Not close the bug hole but have it filled with gas through the tunnel to stop them from coming out and have a little effect of the gas just wafting out of the hole so you know it’s “closed”
@dougmoraski129 it'd be cool but even if they were planning on implementing this it's probably a low priority
Devs need to change the Targeting priority from 'Shoot until Dead' to 'Shoot if not Confused'.
This doesnt even leave a damage over time effect, we already know its not going to kill them properly, might as well make it a Dedicated CC tool, if it had the proper priority in its code the drone would hover over a single target shooting it enough to set in the
confusion effect then ceasing fire until the target broke free from the confusion, just to be tagged again.
In case of a hoard it would set confusion once on all valid targets in its Area of Operation then cease fire until the first target breaks free from the confusion.
Close enough, the proper way is complicated and i understand why the devs used the ol 'shoot it until it dies' code from every other Drone instead of making a new one from scratch. Better luck next time
I really like the grenade, it's a better stun grenade for AOE CC and you can throw it to a bug breach and relax. The stun grenade is still better against elites like chargers and hulks.
ya its fun to use for sure
Stun nade is for Precision Supp Stratagem, like AMR and Railgun
Ways they could buff this to make the gas sprayers more fun, either combined or seperately;
Extended gas effect duration on affected targets (by several seconds)
Make the gas persist in the terrain for longer
Make it fire much further (Currently the support strat gasser hits between 25-30 meters by my meassuring)
It doesn't need more damage, just want it to do what it does better, in terms of crowd control. For the record, it works on bots as well. They will shoot and attack eachother at random, but the low range of the handheld gas thingy makes it less than ideal. Tested in an Eradication, where things get a bit more close and personal.
Edit; Reduced armor while affected is another idea many mention, like acid rain does. Basically debuff the hell out of things. They could even nerf the damage a bit and I'd be happy, if they did all or some of these. Need to make it worth a stratagem slot over something that just kills everything outright.
Edit2; Make the Dog Breath swap targets every 1 sec or so, if there's another target available. Make sure the gas from the rover also hits a wider area.
The gas will be a beast on missions where you have to protect the objectives (nuke hives, recover high value assets on defense planets). The gas will de-agro the bugs away from the objective continuously without damaging the objective.
Thats what I think. Will be a very good support thing.
Still not a bad warbond. Best used with good teamwork. I rans sterilizer and partner used flamer - we absolutely wrecked
Dog breath should be behaving more like a crop-sprayer and less like a precision drone.
What would be cool is if you could switch to fire and light the gas on fire in a AOE.
The problem is the same for all rovers. Only ammunition changes. They need to give us a control for toggling the rover on/off and to select between different tiers of enemies and 'all' (so that they will always shift to the closest target to your own character).
It's literally the same issue with the laser version. It sticks to one target, instead of sweeping around at everything surrounding you.
The Sterilizer should be leaving a cloud like the flamethrower creates an area of effect. The grenade already leaves a cloud, so there's no reason the support weapon can't do that as well. Maybe then it could at least kill them with DoT. The gas strike works because the enemy stays in the gas to take damage and die. Right not, I get the impression the Sterilizer is for LARGE enemies and not small ones. Which... maybe that's the design choices they were going with? Dunno.
The rover should just apply confusion and move on to the next enemy instead of killing. I don't think it would be _good_ but at least it could serve the function of stopping enemies and leaving them vulnerable to my attacks. They'd also be confused so hopefully they attack each other as well.
Also increase the capacity of the gas thrower and increase the duration of the poisoning effect
The gas grenade damages over the stun, just throw it on a spawn and it takes out a lot of enemies. Not as good against bots, because they can still shoot while they are disoriented and still damage you, but it is a very good option against bugs
I think Gas and this warbond is great, not because they are the best, but because they do something different. That adds another tool in the kit.
The support variant seems worst and only fit for team play when others compliment you, can be good there.
The drone is interesting as it does the opposite of the other drones, it deals the best with single large enemies. That can be good enough as Chargers are dangerous things, but a bit better by spreading out the gas on targets wouldn't hurt. But if you got great chaff clear weapons already, then I would prefer the gad drone over laser drone. It depends on what you find most annoying, chaff or big guys?
The grenade is awesome though. The CC is not quite stun level, but good enough and the damage clears out any of the smaller to mid bugs making it a middle ground between incendiary and stun grenade.
It doesn't stick around as long, but that also means that you can use it and advance into the area sooner then if you used incendiary.
The only negative to me is that an impact grenade would have been even better.
I think a cool alternative buff would be to make the confused state make so that enemies are actually hostile towards each other kinda like the pheromone grenade from Deep Rock Galactic. Keep current duration but make it so that during the 2 seconds they'd turn around and smack each other like once or twice. Would turn bile spewers and chargers into prime targets for gas or watch a group of hunters trying to tear each other apart and leaping all over the place could be a fun idea.
They do damage each other if they hit each other
Honestly I think the guard dogs should have the ping targeting system like the mortars do, that would give it so much more value and usage for it
I think it’s meant for evasion\protection because if you run into a group on accident you drop gas and run away enemies lose track of you and don’t chase you down across the map
These weapons definitely is more of a team play thing, like confusing enemies and stuff so your teammates can deal with them, no so much on your own but then again a flamethrower could also do roughly the same but damage them a lot more.
Still cool nonetheless and I can see myself using it still because it's just cool.
i think if the support weapon after a certain amount of time spraying it left a proper cloud similar to the flamethrower fire on the ground it would make it more viable
I think instead of a flamethrower type of weapon, it should have been a grenade launcher.
That way, you could throw the poison further (and it could linger which as of now, it doesnt with the weapon).
Combo that with a primary/secondary fire weapon and it would be so much better.
This is why I love the orbital gas with the normal flamethrower.
Low cooldown, big aoe and you can still use it to destroy most objectives since the direct impact is still super strong
I think gas should work as a small fixed amount of damage + % of enemy hp damage/s. That way, its different than fire, which has fixed dmg/sec, but its also versatile against anything. Esentially it would be equally good against chaff as it would be against heavy targets. Might take you 5 seconds to kill a hunter (which is very long) but it would also take you 5 seconds to kill a charger (which is very good).
This type of mechanic would set it appart from the fire dot dmg, while not stepping on its toes or directly competing with it.
They should add the acid rain armor reduction effect to gas, could make some insane combos with it, think slag from borderlands 2. It also needs to leave a cloud for a good amount of time wherever it is fired.
It already does but most don't know about it because it's kept hidden from the player like durable damage
@greasytoes116 it reduces the armor of enemies?!?
@@justinroberts1290yes
@@justinroberts1290 yeah i heard so.
@justinroberts1290 Yeah the orbital gas strike did it before we even had a acid rain modifier but arrowhead likes hiding 80% of the stuff about our weapons from us so most ppl don't know about it
I think Sterilizer will be a good combination with another one using the flamethrower and Gas Dog a decent pick if you use a flamethrower yourself, but there are certainly better options.
I love the Gas grenade so far when running AT. It's basically a stun grenade that can kill small enemies and damage the bigger ones. But I didn't get to test the Stim pistol yet. Seems like a warbond that is perfect for people that like to fill a support role.
I give them credit for trying to add a new play style but like you said it’s hard to justify it when you have a weapon that does the same thing without cc and just kills them. It’s more of a fun thing than effective
Please make poison/burn damage stack. Use the poison counters or timer systems. 4 divers shooting at the same target makes it die quicker, so should the DOTs.
The confusion is cool, but I was really hoping for a -1 armor reduction to gas-affected enemies.
Personally feel like the stim pistol should've waited for a more heal focused warbond(maybe like a armor bonus with a variant on the current medic bonus with maybe the heal gun, a sort of AOE heal grenade and then a paramedic pattern
Really need a flamethrower rover. Also they have to change the aim behavior of the dog0breath since that single target stuff is bad. I think if the gas sprayer had more range or something to differentiate it more from the flame thrower it would be more viable.
Thank you for testing, saved me $10.
i'm guessing gas is more powerful at bots than bugs because they have better firepower, and they might end up killing each other.
stuns -> bugs
gas -> bots
Would of made more sense for the rover to disperse gas in a large aoe underneath it as opposed to a spray imo. Still a cool effect though. Still not sure if this will be one of my go to's yet.
Seems like they made this warbond with the old AH philosophy: underpowered weapons that nobody really tested, let’s hope for some buffs cause these gas weapons have the potential to be a lot of fun and also strong
it’s like a poison build i think ur supposed to tag them n move on, they should fix by letting u stack the debuff on enemies
From my own usage of the sterilizer it seems to do very low direct damage while the gas effect does the majority of the damage but the gas does such low DOT that it take too long to kill anything bigger then a warrior.
Gas seems like a good combo option when you already have a buddy with fire.
I’m gonna pass on this warbond for now, but hopefully now that most support weapons are now in a great spot, these new gas weapons will get a little bit of attention down the line
It's looking like a niche force multiplier, like running with friends using fire, stun, etc, while someone else runs the chemical debuffs.
Agree on the rover. Im going to be using the sterilizer + torcher + guard dog rover tonight and see how it goes
I'll leave the judgement if it needs buffs for a week or two from now. Currently the meta is still rolling around from the buffdivers update and I want to wait for it to settle before passing judgement.
But if it does need a buff I would maybe like to make gas a sedative. Instead of damage and confusion, the gas would confuse and slow down enemies. That could be cool
This warbond is one of those, I'll get it when I happen to farm enough SC eventually kinda things. But like most of us that play regularly your sc are probably high anyway and you'll just grab it no matter what
I love the way gas works now, absolutely wrecks the bots
I always noticed the regular ones just hard that one enemy at a time they just die fairly quick that’s why it seems like they’re moving around
Gas should weaken armor slightly as well as confuse (including your fellow helldivers). Similar to the acid rain effect
Hey! Love your videos! Could please show us this detailed breakdown of the stim gun? Thank you and god bless!
The gas damage over time stacks with burning so I can see it doing great in two player teams with fire and gas
I tried the fart thrower with the flame thrower primary Vs bugs and got the highest kills on the team consistently, I just dump the flame thrower on the ground before bugs reach me and then gas them so they don't walk through and die quicker, stacking gas and napalm is also great
I dont know if its good to compare it with the flamethrower since they're not rly supposed to do the same thing (although I understand why the comparison is made, them being similar in the way they operate). Flamethrower is meant for pure dmg, the whole gas kit after the rework is meant as a tool of crowd control, which from my experience works quite while. Sometimes even with a flamethrower you dont have enough time to kill everything around your team, with the sterilizer you can literally just do a quick sweep and all the enemies start attacking each other giving you a lot of breathing room. I like em a lot personally.
It feels like they don't even play test the warbonds.
lol you must be new
It would interesting if the gas could confuse the bile titans too (I’m assuming it can). If I’m being pressured or a teammate is and one of us is able to cook a gas grenade before throwing it and letting it explode in the face of the titan so it wanders around, that could be good. Again, what’s just stopping us from killing it and not wasting time? It seems fun but not necessarily good
Wouldnt the gas spewer be a good pair for another drone backpack, either the guard dog or the rover? Would probably make you able to kite everything to infinity.
I'm loving it girl!
For me my intended use for it is just to hold things together longer for the faster strats. Like eagle strafe, gat barrage, or even in front of a turret giving all of our green stratagems some time to cook.
I'm also really interested and how this is going to affect bots AI. Do they continue to attack or start attacking. Can I get one of those walkers to shoot off the rockets on its side with it.
I thought the rover would stay around you like the others and shoot anything in range. It would be an amazing defense weapon like that.
I like the idea of debuffing the enemy to give it more kick. Also does the confusion work on the bot side? Bile titan?
Did you do any testing on the Pistol? I wanted to find out if it benefits from the armor and booster that buffs stim effects before I buy this Warbond (Never used the Gas Orbital, so I was never gonna buy this if it didn't have that Stim gun)
needs more range imo
With how cool the armor is, I say its worth it
Pair both the rover and sterilizer with the newly buffed torcher and it is insane
Feels like the gas grenade would work well with bots. I think the confusion works better on them.
There's probably a niche use for this to protect things like the Hive Bomb or Hellbombs when arming...?
How does the gas rover compare to the regular rover (liberator version)?
Was thinking of how it would work with HMG emplacement since the laser rover just kills you off it.
Sterlizer seems fun to use gonna cop it cuz ain’t nothing else to buy in the damn game lol
For some reason i saw the liberator in the trailer and thought it was a new belt fed primary LMG, i probably wont buy this warbond anytime soon unless i get really grindy and complete every other warbond tho it is cool seeing a utility sidearm and in warbond stratagem purchases
squad: 1 gas thrower, 1 flame thrower, 1 arc thrower... confuse, burn, stun... GG.
If they don't leave gas clouds or build a cloud, doesn't seem worthwhile.
ya adding that would be amazing!
Looks cool, but I may wait until they change the mechanics before getting it.
I hoped that the gas lingers a bit in the air, but then again that's a friendly fire disaster waiting to happen.
Even if gas lingers for a bit it wouldn't be nearly as dangerous as a flamethrower as fire is much more deadly in this game than gas especially after they reduced its DoT