I was trying out the EMS mortar yesterday and it works pretty well because it stuns the flying overseers anyways and you can just plug them out of the air while the other mortar destroys the ground troops.
I recently changed my long time build to utilise the ballistic shield (more for looks of an enforcer with a stun baton, and the use of a SMG) and now using the Pummiler SMG, it actually stuns enemies like overseers after 3-4 shots for a few seconds especially those pesky flyers and you can kill one with 1 mag since they are stunned, and head shot any of the voteless too. I love the loadout now, even on Super Helldive and it just looks thematically cool to play as.
If it werent for the mission level showing in the corner, I'd think this was level 5 or lower. Way fewer hordes, Harvesters, and Jets than what I've seen on level 6 and 7.
Helldivers can be very manageable if you target the right objectives first, such as bases and SEAF SAM. Also using the guard dog (not the guard dog rover) is very helpful because of its ability to one shot voteless.
@@Naitsabes03the laser one is great to against the illumate. They catch fire quickly. The overseers get overwhelmed by the laser too. And the laser is non stop. When I use it. I can run away and stack kills.
Definitely try the knight. If you can control the recoil and focus aim on a consistent body part (which isn’t super difficult hard to do) it can shred overseers faster than anything I’ve seen
Defender is a one handed, but it probably gets overshadowed by people's use of the crossbow. I used to run the defender a LOT in the old days, was nice to use to kite berserkers and bugs. Yes the dmg fall off is HUGE though over range.
Well, it fires big, heavy, and slow (possibly inherently subsonic) 12x25mm rounds, of course the damage is drop is quite bad. It's basically the .45 ACP just juiced up to handle the threats.
Yeah most people get way too focused on the meta and forget that most weapons will work anyway, luckily we can literally run every loadout we want now and do decent runs
@@K_Balu Most of our fights are usually within a closer range at least so, it is something that I only really notice in niche situations. Just use something with a little more reach as support, probably don't combo with flamethrower. xD
trick for the Voteless is to not aim for center mass, aim for the legs. one-two shots and they are crawling on the ground and they will bleed out. Defender works fine this way
The ems mortar is great against the illumate. It can take down spacecrafts. I used it and every time one can to drop people. I was doing a flag mission. It was knocking the ships out of the sky. It’s my favorite mortar for any enemy. It freezes them. Let’s you know where enemies are coming from. It’s the best and last along time.
One-handed. Greater damage is not really mean much when the rate of fire holds it back, that being said one-handed is the only true advantage it has over ARs. Damage fall-off is also abysmal. Reprimand on the other hand shreds the Illuminate, one mag can take down two Overseers.
Motar and EMS mortar combo doesnt help that much since it in my experience it either only focuses the flying overseers which tend to be spread out from groups, or the voteless, which the EMS doesnt need to focus since the mortar can one shot them and not require em to be stunned.
Feel kind of dumb for this but I never quite understood the role of SMGs (in general but especially this game), just feels like they're worse assault rifles? High fire-rate, but low-ish damage; always feels like I'm sitting there shooting. The one-handed aspect is nice but that seems somewhat minimal in what it gives you. EDIT: RPM -> fire-rate
Was using it earlier, and the defender shines because it seems to reload extremely fast-- allowing you to continuously put rounds into your targets which lets you hold back surprisingly large amounts of unarmoured enemies-- and also because it's very very accurate due to its low RPM and recoil. Despite that it's a CQC weapon because the bullet deviation and falloff is a bit harsh at long distances, which is true of all SMGs I think against the Overseers it's trash-- but that's why it's better to think of it as a good sidearm for a machine gun user in Illuminate missions, allowing you to take grenade pistol, or just 2 sidearms to switch to in order to bypass reloading temporarily. Along with the utility of being one-handed, it'll shred through the voteless zombie hordes, and since anything can do that, the amount of time you can sustain fire and your accuracy become more valuable than damage comparisons. Overall it's reliable, but you need to cover its weak armour penetration with other options. TL;DR, it will be able to shoot way more often than ARs because the overall handling of the weapon is faster. Aims faster, reloads faster, recoils less to reliably land hits better than most everything else within its effective range. The only real trade off is damage, armour pen and range, which don't matter for some enemies (like voteless)
In general SMGs are supposed to be ARs, but u trade dmg and range for mobility (faster ADS, faster reload, faster movement with weapon in hand etc) and lower recoil (not always). In HD2 smgs give u the option to shot them while running, and while holding one of the shields, they are also more accurate in general, especially while moving iirc
@@Skladak_Killer_98 this makes sense, thank you. Kinda aligns with where I think it falls short, which I feel assault rifles can make up for with some skill. Although that skill goes out the window when they pull up to the casting couch.
SMG Defender is no point to use. Why? If you have the Liberator with med pen, with better aim, better scope and precision, even better damage... the only point use SMG - one handed. There are much better options.
Liberator is less accurate by far, I think, and has more recoil. Is also a slower weapon in general, more sway and more reload time. It only starts being better at long ranges against enemies that the defender is suited against (like voteless). Defender is a good, ammo-efficient sidearm.
I was trying out the EMS mortar yesterday and it works pretty well because it stuns the flying overseers anyways and you can just plug them out of the air while the other mortar destroys the ground troops.
It will take space ships out flying in. I had it on a flag mission. It was hitting the ships knocking them out of the sky. Got like three of them.
Im more of a Sickle guy myself but the defender is the face of consistency when it comes to ballistic SMGs
I recently changed my long time build to utilise the ballistic shield (more for looks of an enforcer with a stun baton, and the use of a SMG) and now using the Pummiler SMG, it actually stuns enemies like overseers after 3-4 shots for a few seconds especially those pesky flyers and you can kill one with 1 mag since they are stunned, and head shot any of the voteless too.
I love the loadout now, even on Super Helldive and it just looks thematically cool to play as.
If it werent for the mission level showing in the corner, I'd think this was level 5 or lower. Way fewer hordes, Harvesters, and Jets than what I've seen on level 6 and 7.
that's because your team was weak resulting in loss of the control and many enemies running around.
@@JoeL-wk5ut^^^
Helldivers can be very manageable if you target the right objectives first, such as bases and SEAF SAM. Also using the guard dog (not the guard dog rover) is very helpful because of its ability to one shot voteless.
@@Naitsabes03the laser one is great to against the illumate. They catch fire quickly. The overseers get overwhelmed by the laser too. And the laser is non stop. When I use it. I can run away and stack kills.
@@davidcook680 I do use the flamethrower primary and incendiary grenades so I do get your point.
There are 3 kinds of voteless. The heavier ones are slightly more tanky.
Definitely try the knight. If you can control the recoil and focus aim on a consistent body part (which isn’t super difficult hard to do) it can shred overseers faster than anything I’ve seen
Defender is a one handed, but it probably gets overshadowed by people's use of the crossbow. I used to run the defender a LOT in the old days, was nice to use to kite berserkers and bugs. Yes the dmg fall off is HUGE though over range.
Well, it fires big, heavy, and slow (possibly inherently subsonic) 12x25mm rounds, of course the damage is drop is quite bad. It's basically the .45 ACP just juiced up to handle the threats.
Yeah most people get way too focused on the meta and forget that most weapons will work anyway, luckily we can literally run every loadout we want now and do decent runs
@@K_Balu Most of our fights are usually within a closer range at least so, it is something that I only really notice in niche situations. Just use something with a little more reach as support, probably don't combo with flamethrower. xD
trick for the Voteless is to not aim for center mass, aim for the legs. one-two shots and they are crawling on the ground and they will bleed out. Defender works fine this way
How do you punt the seaf rounds??
Very underated weapon. Its low fire-rate and recoil makes it perfect for killing the votelss
AR’s and SMG’s are my jam for squids
I like the Knight with the Siege Ready quite a bit
The knight is so quick when dealing with overseers
How do you kick the SEAF missles after dropping it
Team-Reload is a great feature and I like it as such. Same as Team coordination. Great to but not a must have. imo
The ems mortar is great against the illumate. It can take down spacecrafts. I used it and every time one can to drop people. I was doing a flag mission. It was knocking the ships out of the sky. It’s my favorite mortar for any enemy. It freezes them. Let’s you know where enemies are coming from. It’s the best and last along time.
liberator concussion with guarddog is also alot of fun, and i think more rounds to spend:D
My question is how you're tossing those arti shells so far
As soon as you pick up something, tap your weapon swap button and you'll launch things you're carrying
YES! I was waiting for this!
I like the HMG, it rips the legs off super fast
Any advatages over...idk...basic liberator? Or Tenderizer?
Higher damage than liberator, and less recoil
@ higher damage? But rate of fire is lower too
One-handed. Greater damage is not really mean much when the rate of fire holds it back, that being said one-handed is the only true advantage it has over ARs. Damage fall-off is also abysmal.
Reprimand on the other hand shreds the Illuminate, one mag can take down two Overseers.
@@K_Balu the recoil is a bitch though on reprimand
@@K_Balu on the other hand we have one handed crossbow where 2 arrows can kill overseer (or 2-3 overseers if they stand close to each other)
Motar and EMS mortar combo doesnt help that much since it in my experience it either only focuses the flying overseers which tend to be spread out from groups, or the voteless, which the EMS doesnt need to focus since the mortar can one shot them and not require em to be stunned.
Feel kind of dumb for this but I never quite understood the role of SMGs (in general but especially this game), just feels like they're worse assault rifles? High fire-rate, but low-ish damage; always feels like I'm sitting there shooting.
The one-handed aspect is nice but that seems somewhat minimal in what it gives you.
EDIT: RPM -> fire-rate
SMG Defender even doesn't have rpm )) but have very bad precision and scope. I think this is just early weapon with no point to use.
Was using it earlier, and the defender shines because it seems to reload extremely fast-- allowing you to continuously put rounds into your targets which lets you hold back surprisingly large amounts of unarmoured enemies-- and also because it's very very accurate due to its low RPM and recoil. Despite that it's a CQC weapon because the bullet deviation and falloff is a bit harsh at long distances, which is true of all SMGs
I think against the Overseers it's trash-- but that's why it's better to think of it as a good sidearm for a machine gun user in Illuminate missions, allowing you to take grenade pistol, or just 2 sidearms to switch to in order to bypass reloading temporarily. Along with the utility of being one-handed, it'll shred through the voteless zombie hordes, and since anything can do that, the amount of time you can sustain fire and your accuracy become more valuable than damage comparisons.
Overall it's reliable, but you need to cover its weak armour penetration with other options.
TL;DR, it will be able to shoot way more often than ARs because the overall handling of the weapon is faster. Aims faster, reloads faster, recoils less to reliably land hits better than most everything else within its effective range. The only real trade off is damage, armour pen and range, which don't matter for some enemies (like voteless)
In general SMGs are supposed to be ARs, but u trade dmg and range for mobility (faster ADS, faster reload, faster movement with weapon in hand etc) and lower recoil (not always). In HD2 smgs give u the option to shot them while running, and while holding one of the shields, they are also more accurate in general, especially while moving iirc
In real life, compact form factor, less noise, less recoil, ammo (cost, types) could also be a factor
@@Skladak_Killer_98 this makes sense, thank you. Kinda aligns with where I think it falls short, which I feel assault rifles can make up for with some skill.
Although that skill goes out the window when they pull up to the casting couch.
Philippians 4:13 “I can do all things through Christ who strengthens me.”
It was so good it didn’t receive a buff.
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SMG Defender is no point to use. Why? If you have the Liberator with med pen, with better aim, better scope and precision, even better damage... the only point use SMG - one handed.
There are much better options.
Liberator is less accurate by far, I think, and has more recoil. Is also a slower weapon in general, more sway and more reload time. It only starts being better at long ranges against enemies that the defender is suited against (like voteless).
Defender is a good, ammo-efficient sidearm.
Reprimand, not even need to be precise with it
base liberator is actually better than med pen one on squids. very little point for medium pen, handling and ammo capacity is king
I heard the machine gun was good. I didnt think it would have been this good tho.