EDIT: As it turns out Padded does give the headshot resistance when it's medium padded like a 150 armor suit, this makes it significantly stronger then originally calculated for staying alive raising it to an S tier choice and the most rounded survivability option. 50+50 padded armor however still has no headshot resistance and is not likely to be worthwhile as the breakpoints for 50 armor vs 100 armor with vitality do not change much at all leaving it a C tier pick. So it depends which armor and speed you prefer as far as how good padded is. This will be the last time I make a video documenting the way the armor system functions 🤡Ghost Divers Guide to the Galaxy, my Stealth Guide will be up on Thursday and i'm very excited to share it with you all! Join my Community The GhostDivers in the meantime for matchmaking, galactic war coordination, tactics, strategies, builds and of course spreadsheets! discord.gg/6rXvMkqRZ7 Loud and Proud divers are welcome all the same as true blue ghosts, we love utilizing a mix of loud gameplay and stealth to divert the enemy and dominate the mission!
I think this video underrates Unflinching, but it's mostly right. Unflinching is good as long as you have a stagger weapon. It's great with crossbow, purifier, plas punisher, eruptor, and grenade launcher. If you can just trade a shot for a stagger, you get to stim in the open.
Hey Eravin big fan of your work. If I am wearing the CE-74 Breaker Light Engineering 50 armor set from the Cash Shop, is it worth it to instead wear the CE-07 Demolition Specialist Light Engineering 64 armor for the 7% less damage taken? Or is it so relatively insignificant as to be worthless?
Hey Eravin, I was wondering if you could make a video dedicated to how Planet Captures/Defences work, getting this word out could help out Divers understand how these mechanics work and let people know not to abandon a ‘For Sure Win’ which could lead to a loss.
Curious. Does Ghost Divers also invite some of us heavy user who also sometimes more subtly stealth as well while also running distraction tactica to take some of the forces away from others and plow some extra heavy coverage from afar with Q canon ?
@@AzureIVif I were you, I'd save up super credits for the heavy grenadier armour that sometimes appears in the store, or consider other types of armour - if you need to consider what to buy and what not to buy, spreading out your arsenal instead of having two near identical kits is not so useful for newer players. Having said that, if you have the medals, the CE07 demolition armour IS amazing looking so you might want it just for that.
Most passives need to be paired with other things like boosts and appropriate weaponry. Example: engineer + ammo boost + your favorite grenade Unflinching + health boost + stim boost + stamina Medic + stim boost + personal shield
The only time I found out about the bile damage was when I railed guned a bile Titan that killed it but I was at 20% health and my fellow helldiver was liquefied.
@@estreet83 hate to nerf my favourite eradicator armour. But bile should be gas. Having the explosion be mainly bot, then gas termanid, then arc be squid. Seems like the way to go and a way to fix the shit resist armours and be more tactical choice.
Extra padding has been amazing on light armor for bugs. Zooming around while still being able take some punishment for certain objectives (flag raising) is really nice
Still don't understand why we didn't at least get a heavy armor matching the Truth Enforcers theme, if not one with Unflinching. Such is the life of Heavy main, I guess.
Disappointed when this was announced as an armor passive and not just worked into med and heavy armor. Disappointment was immeasurable when they didn't even release heavy armor with it.
@alphadeltaroflcopter they did medium killzone armor, but I wanted heavy Jin roh armor. Light armor has a really cool design, but you don't want to get period wearing light armor. If it was instead a democracy protects light armor, it would have changed the warbond value
@@presentrama One of the greatest of all times. He was a mad man! lol From SummerSlam 89, “Well, first thing I’m gonna’ do is I’m going to watch a few more of these here matches. Then I think I’m gonna’ go eat a garage.” Some sleuths from a wrestling podcast learned that might have been slang for a room full of Estanu snow, if you know what I mean!
Just last night I ran the Salamander suit with the flamer for the first time vs bugs and I do have to say, the combo of fire res with heavy armor allowing you to spray flames indiscriminately without thought of your own safety is actually very fun. The fire does such a pitiful amount of damage you can just keep burning all day. Chargers seem to have revisited their old terminid drift days though. That spoiled a bit of it.
Some advice for dealing with Chargers? Should you (or someone else in the squad) have the Chemical Agents Warbond, run Gas Grenades and bring the Dog Breath back pack. Throw some gas on the big boi to get them confused while you stack your flames on em, the gas typically keeps pressure off ya while flaming down the threats that pressure you to move. One other strong addition is to bring the Halt from Truth Enforcers, keep it dedicated for stun so you can CC a variety of enemies that are especially dangerous to disrupting your flow, then switch back to the Flamer lay down the heat while they're helpless.
Important note: Heavy gas armor with vitality booster makes you 100% immune to gas damage. I mostly run heavy and it is a nice niche to have. You bring gas armor, gas grenades, orbital gas and gas guard dog and you can swim in gas while taking 0 damage, not a meta pick cuz there are stronger options but really fun and definetely not troll tier. Great tier list and explanation overall though, your analysis are always spot on! :)
Honestly though... I hope they change the armor system to be less bizarre and goofy. But... That's something that will hopefully be pretty far off, after we get the DSS finished, after we get a clan system, after we get Illuminates. Then they can figure out how to make that simpler and better. And maybe just a tad more survivable and interesting. Like helmets actually doing something. Also different colors or variants would go hard.
It wouldn’t be a video game if the numbers weren’t bizarrely correlating. I don’t understand why they make it so convoluted. Just tell us the percent difference.
They never will. You guys will never demand it. You're too easy to distract like goldfish or a cat. "This stuff sucks but drip lol!" Why would they add quality when you literally say you dont care about it lmfao
I remember when I visited my grandmother in our small town, she dropped some great wisdom. She said, "Grandson, someday some people will waste their time reading your comment." Today is that day.
17:16 I noticed a huge improvement with the unflinching passive as it always keeps the reticle where you're aiming. You still play the hit animation but your bullets travel to the center of your screen with any weapon.
This is probably only really good on stagger weapons as it will ensure you will stun the enemy. Probably extra good on the Purifier since it is charge to shoot and a misfire could kill yourself. Might be an alternative to rocking the shield backpack.
The Juggernaut medium armor has become my default solely for the look of the armor. I always have loved the MGs in this game so its passive is just a huge plus for me.
This is awesome and thank you for all this information. I'm just honestly tripping out on how you even found all this data and how it all applies to everything lol
I have a great community behind me that's made it alot easier to compile information! We also pin all of the charts and sheets made about this kind of stuff within our discord, the videos are just to extend the reach.
I think you missed the main reason to run the medkit passive, in my opinion - you can always be at a full sprint no matter what as you're traversing the map. The 2 extra stims and the extra duration amount to more than an extra 2 full bars of stamina when running long distances and I just pop them if I've been running and need to engage since I'd rather have a full bar of stamina to keep mobile. Also, spending stims for stamina feels much more viable when each stim is 17% of your stockpile as opposed to 25%, so you can always have a couple to heal with if needed.
@@victorgbs Not to mention running a support build via stim pistol. It effectively makes your stim pistol twice as good. Instead of healing 30'ish percent it increases to 50'ish. The extra 2 seconds help a lot with limb injuries too since it gives you a longer duration buffer to work with. My favorite passive since it helps with pre-stimming engagements for me, while also doubling the value of my stim gun towards fellow divers.
Let's also remember that the 2 extra stims on the Medkit can make the difference between a live Helldiver and a reinforce call down. That's an important consideration on higher difficulty missions.
Supplies only give 2 stims even with medkit armor, so usually the extra 2 stims is only at the start of the game, expect if you keep dying to get reinforced with max supply or you are so good you dont use stims anyway. For this reason, I'd say stim armor is quite overrated, same with the grenade armor. Extra padded, democracy protects and fortified can all save you from dying, because of the damage reduction, while the 2 extra stims give more health even without experimental infusion, there are lot of times when you just dont get the opportunity to pop a stim, because you just instantly die or get infinite ragdolled to die in impact and the other armors can save you from this. One question is important to ask in my opinion. "How many of my deaths happen with 0 stims available to me?" If you always have stims when you die, then you dont need extra stims. If you are so good that you can always keep yourself alive until you totally run out of resources, then the extra stim or grenade capacity can be helpful.
@@MMOplayeerr Supply box gives two syringes, but the syringe box gives 6. I completely disagree with your comment, for me this passive is S tier, because it greatly increases my mobility and survivability. Against bugs I usually don't need resupply at all with this armor, because I can find everything I need at points of interest. And of course the increase in the duration of the healing.
I've ran the stim passive since it dropped. I enjoy having a surplus of healing. If I need to tank some hits I can pop a stim and run into a mob. My teammates ragdoll near me, I don't feel greedy and stim them. I can confidently solo objectives near end match when I have stims to get me in and out of obj and stamina to make it back to the ship quickly. It has synergy with experimental infuser and stim pistol, both of which I enjoy. Medic armor is freaking goated if you lean into stim advantages.
Eravin, you are a gift to the Community, thank you for beeing as objective critic but still a nice and positive spirit. I cant take the permanent crying and nonstop yapping anymore, you are always respectfull in the words you choose. Keep up the great work!
i'ma be honest, I've been enjoying gas armors with gas grenades and supply packs A LOT lately, you're able to just wallop around in the gas, while enemies around you are confused and basically blind, it's especially good for defense missions like drill or flag missions. It's a very specific build but it works pretty damn well, well enough that I basically bought the 2 gas armors in the shop after. I use MG206 +supply pack a lot with it, it works pretty nice. Whenever they make it so ragdoll counts as prone, I'm gonna be playing arc armor a lot more with tesla tower, without having to worry about the ragdoll-lock, especially with how arcthrower can easily stun chargers now. I do wish we get more arc-based equipments and strategems that do AoE, same with gas. It'd be pretty friggin dope to have sth like eagle gas strikes, or arc grenade.
What you said about the stims reminds me of a headcanon my Helldivers Group has. We think that the stims are filled with nanobots that quickly repair any damaged tissue, along with a crap ton of endorphins and super meth. However, if the person using stims has a low heart rate/normal-high oxygenated blood and, the stims just “repair” the natural in your muscles and calcifies them. I can’t explain it, but one of the hardest times I’ve laughed recently was the 3 of us discussing a diver that got back from a mission, popped a stim in their off hours to settle their nerves, and they get found 5 minutes later with all their muscles calcified before they get thrown out an airlock.
Looking forward to your Stealth guide video, Eravin! I really hope that you provide a framework for decisionmaking when stealthing that can be used to address various situations. The "tips and tricks" format is a plague on many guide videos, as a person lacking in fundamentals (like myself) would not be able to understand how and when to apply those.
I see. This video is appreciated. I'm going to continue running heavy fortified armor with the supply pack, ex infusion, and drinking stims like a filthy addict to get anywhere in a reasonable amount of time xD
As a Diver that almost exclusively uses the light armor servo assisted armor, I can tell you that it changes the way you play. Idk if thats good or bad, but being able to throw a eagle at 85 meters (arcd correctly) is absolutely the funnest I have throwing stratagems lol
I run Peak Physique solely because it lets me dive over a bug hole and close it with an explosive weapon in the short frame you can still aim while diving mid air. The most fun you can possibly have, especially if it sends you flying.
I think extra padding has to be rated differently depending on the armor you put it on. For light armor, it is -20% damage taken. You take 4/5 of as much damage as without it as you go from 125% damage in to 100% damage in. Additionally, this level gives no benefit to headshots. Another way to look at it is that it is worth 25 effective health. For medium armor, it is -25% damage taken. You take 3/4 of as much damage as without it as you go from 100% damage in to 75% damage in. You also move headshots down further. Another way to look at it is that it adds another 41 effective health. For heavy armor, it is ~-14% damage taken. You take ~5/6 of as much damage as without it as you go from 75% damage in to 65% damage in. You also move headshots down further. Another way to look at it is that it adds another 25 effective health. I think C is what it is for heavy and light armor. But it is an A for the medium armor that gets both the strongest relative damage reduction and a further headshot benefit. (Edit: The following is wrong: A might even be too conservative, as medium armor with extra padding results in being more durable to explosion damage (19%) than medium armor with fortified (25%). Seems to almost mandate an S.)
But the video said extra padding does not apply to head damage. Also how did you get that 19%? According to the formula a 100 base damage explosion would deal (100x0,5x0,75=)37,5 dmg to padded medium, and (100x0,25x1) 25 dmg to fortified medium without vitality booster (with it you multiply again by 0,8; getting 30 and 20 respectively). Am I missing something?
@@martontoth2063You are absolutely right sir. Also vitality booster and extra padding do affect headshot damage. But without vitality booster the padded heavy so 200 armor is the only one that gains a headshot damage reduction to under 100%, 97,5% to be exact. But with vitality booster the med padded armor is great against bots. The med padded with the V booster takes 90% head damage. Without the booster its 112.5% and without the padded, so basic 100 armor its 150% head damage. Hope this clears things up 😊@martontoth2063
Yeah padded armor has just been shafted down the line for no other reasons because "headshots" and looking at armor passive from the point of view of light armor. I like eravin but i feel like a lot of the rating here is extremely personnal and does not deep dive enough into each passives. Which i find misleading since the first third of the video is explaining how the maths work. You'd expect the same for the rest of the rating.
Regarding head damage: he said it didn't help for light armor. That is because 50 to 100 armor take the same headshot damage. Armor above 100 starts to further reduce headshots. As for the explosion values, I don't understand how the multipliers work (something adds perhaps?) to make it that way. But the tested and updated values on the Helldivers wiki show 18.75% explosion damage taken by 150 armor and 25% explosion damage taken for 100 armor with fortified. If it worked more intuitively then I'd have expected 25% for 100 armor with fortified and 37.5% for 150 armor. (Edit: Wiki loses, what makes sense of its face wins. Fit testing into a couple games. It is consistent with 25% for 100 armor with fortified and 37.5% with 150 armor.)
i really wish the devs will detach armor passives from the armors, so getting a armor from a pass would give the armor and the new passive, but you could pop the passive in to the armor that you like the look of and is the same L M or X size armor. so your if you have medium armor with engineer passive but no light ones you could not put one in a light one. essentially a booster slot in all armors with sizes for the passive tokens. and if you own all three armors you essentially upgrade the passive as one in all. this would still make new armors wanted and old ones with different passives desirable do being able to change passives
I almost always play with the heavy weapons like the Eruptor or Dominator, so Peak physique certainly feels top ranked to me. Plus the armor looks awesome
He can put all the stats he wants, at the end of the day this is based on his opinion. Peak physique is DEFINITELY S tier if you're running heavy weapons with lots of drag.
There have been too many times of me living on a few HP as I am using Extra Padding to consider it C-tier. I would at least put it at B-tier, but you are the expert here, I guess.
I would put Medic into S tier when we get better medic weapons, due to the perk synergizing with stimulative weapons in combination with the infusion booster, aswell as the stimpistol heal being able to stack, so as a medic player it has helped me keep allies alive through times where stims are in short supply, and being able to buff them to the point of surviving strider rockets. So to me it scratches that utility itch With some good aim and coordinating with teammates, good heals can often make or break it
As a diver that went from Stay Puff to Heavy Explosive to Heavy Engineering... It's clear what style of armor I enjoy. The stuff that keeps people alive.
Used to rock Trailblazer armor all the time, now I feel the extra 20 armor rating on infiltrator (with vitality) keeps me alive substantially more often, especially against impact damage. The minuscule loss of speed is so worth it dying once or not at all on 9 and 10 diff.
If only Arctic Ranger had that extra 20 as well. It and Trailblazer have literally the same exact model, but it'd make sense that the armor meant for cold would have a little more padding, right?
@@dogdog357 Maybe the Trailblazer and Arctic Ranger could've had a unique scouting passives to set them apart. Trailblazer gets additional faster movement in water and bushes, Arctic Ranger gets additional faster movement in deep snow, blizzards, + maybe no slipping on Ice. Infiltrator and Combat Technician can just keep the base scouting passive.
you mentioned the fortified reduces crouching and prone recoil, but I think it is ALWAYS reducing recoil unless that's been recently "fixed" so it's probably even BETTER than you'd think.
Fire resistance armor was fantastic against the Jet Brigade. I was constantly getting exploded, rag dolled and set on fire, and the fire almost always killed me before the rag doll was finished if I didn't have fire resist armor on.
Medic armor with stim booster is great fun. Back in the before times, when game balance was over the top against the player, my squad would distract and I would be the objective completer. Ran incendiary shotgun, medic armor, supply back pack, and stim booster. Made sure my screen had that nice green tint the whole match, every match. I can stop stims whenever I want. >.>
I know it doesn't add to total health like many assume it does but the limb health is definitely still nice because my limbs bust all the time otherwise. Throwing range is also underrated. Huge for team play when using orbital barrages.
Me when the team runs out of bombs popping 6 stime becoming immortal to shove 4 impact grenades into a Factory Strider, Screaming Abortions are now Legal bitches and walking out of the wreckage
Armor really needs a overhaul (my hero). Will all the different pieces the effects should be greater and all pieces should have an effect. Ex. Electric armor should boost elec durable damage, and increase stun duration. You want the armor to feel impactful.
B-27 fortified commando = Juggernaut vs bots all day helps the team stay alive aswell since i pull the agro with the beloved arc thrower and control the frontlines. Nice breakdown as usual!
I gotta say, I never really thought I’d sub to a Vtuber persona. It’s just a bit too awkward in my mind to get on board with, but the content is too good on this channel. Great guides and videos, thank you
Nice video. Incredibly detailed and informative. These are my personal armour, passive, and backpack prefrences (Backpack included because some backpacks give protection or mobility benefits): Unless it is a mission where you just kill things and don't run around completing objectives I always use ultralight scout armour because you don't need to be durable if you don't get hit. Also I find the scout passive to personally be far too good to pass up. For my "backpack" thing it depends on the front. On bots it is the shield backpack since when there is bullets and explosions everywhere you are almost certainly gong to get hit and the sheild backpack not only protects you from harm but I can usually avoid getting hit for long enough to regenerate the sheild. For the bugs I usually use the jump pack since you don't have bullets to worry about and that mobility is too good to pass up. On the missions where you don't run around much I usually use medium armour with the engineering kit passive. Having 5 thermites is usefull against heavy enemies and speed/mobility is not useful if there is nowhere to run to. In these missions I either use the sheild backpack or dont wear a backpack at all since sentries and rocket launchers can deal with the things that may hurt me.
That was an informative video, ty for the knowledge ! If I may request a video idea, it would be a grenade tierlist ! We’ve had a lot of grenades added to the game over its lifespan and it would be cool to have you go over all of their properties and how they fair against different enemies, their utilities and such ^^
I am deeply in love with the stim booster bc the medkit passive has always been my fave, especially on the light armor, and with a supply pack you can just stim to cover ground lol
I mained being a ghost diver unintentionally and unintentionally had the exact loadout videos say they use without knowing what they used 😂 But if I were to put myself in a class type of ghost divers, I’m more of the aggressive/support type who does sneak but more or less just attacks to get rid of the enemy and before they can get close I smoke away. As for the support I usually ping around the area to get a view where Al the enemy’s are at or coming from and alert in mic chat where. But my main goal in the team is ping around and locking onto bug holes/ fabricators until none are left and the occasional side missions while I’m at it, after that I’m usually just collecting samples. But I love using light armor as I’m not the one who usually gets shot at anyways as I try not to unless I brought a shield pack.
On the bot side, democracy protects kept me alive when I should have not countless times. But recently converts to additional padding since the 50% survivability does not proc as much as before and find it more effective
It does indeed. When the new war bond dropped the reprimand recoil was driving me insane so I ran an armor than reduces recoil and it was effective at all stances. It was a noticeable reduction as well, too bad the gun's accuracy is awful
Arc resist armor is very handy if you take Tesla Towers. I like to use them on bugs, and it's real easy for a bug to get in the right spot and complete an arc to you, even if you stay out of range. Tesla Towers can be godly if used right, making the armor a strong niche pick. Same thing with Servo Assisted. It is very helpful if you take Orbital Napalm. The barrage radius is so high it's hard to throw it far enough and not be in range. I've seen many people throw it as far as they can and if they don't retreat immediately, the first shell lands on their head. I also like long range grenade chucking and it helps there too. With this armor, I can dunk a grenade in a bug hole from a loooong way away. Same thing with throwing a Strafing Run at a Fabricator. I could run over there, or I can throw it from here and move on sooner.
"If your team is good with the resupplies, you're not dying or being hit much, and those extra two seconds of stim regen aren't saving you" Yeahhhh, you basically just described the exact opposite of the average eradicate mission there; medkit is an easy S-Tier for me just for those alone because so much that can go wrong in them *_WILL_* go wrong. Also I basically default to medkit for missile defenses as well because I don't understand them well yet apart from the fact a lot can also go wrong in them. I'd like to use the fortified armor on standard bugs just because bile is BS with the instakills, but because nade launcher isn't AP4 and the AMR doesn't have anti-bughole rounds yet, I am basically forced to run engikit just so I can be comfortable with both heavies and bug holes on that front while still wearing a backpack. Scout on standard bots is non-negotiable though; combat technician armor or bust.
the one you enjoy honestly there are so many gear combinations that take advantage of passives that there isn't a "best" armour my personal favourite these days is using heavy medic armour with stim booster and supply backpack (which I use for purifier anyway) to be hilariously tough and fast on the battlefield
I genuinely just like servo assisted. It has carried me so far into this game not having to deal with broken limbs is such a good park that I find anything else hard to use
From what I remember reading, the recoil passives of Engineering Kit and Fortified basically treat your standing recoil as if you were normally crouching, your crouching recoil as if you were prone, and very minor benefits to being prone since at that point recoil on anything aside from the heavy machine gun would be non-existent.
A favourite combo of mine has been heavy inflammable armor + experimental infusion + supply pack. You're practically immune to fire damage and always have a stim ready.
Great tierlist Eravin,will help out the new little helldivers in the longrun,i just wished you could swap out perks between armors or have an extra slot for a perk but with less power (double fortified would go hard) But no matter wich tier list i watch... i will stay loyal to be the Marshmallow man in any front,bug or bot ,chonkers gotta chonk.
After considering this valuable intel, I believe I am going to stick with the explosion resistance passive. I had no idea it worked on bug bile before now. Plus it comes in handy to avoid the uh accidental encounters with ordinance called in by fellow divers.
The fire resistance passive is indeed a bit niche, but I really like dropping a napalm barrage into a heavy nest, and then running into the flames to close up bug holes. It’s fun :)
Personally I can see where the argument against Extra Padding on light armor comes from, without getting headshot resistance it's not particularly game changing, but I've found myself really fond of the Light Gunner armor since I started using it. It lets me keeps my speed and stamina of the light armor so I can run around and be evasive, while giving me just that bit extra protection and removing the extra damage taken letting me survive another hit or two from enemies that would've killed me in an instant. Sure it won't save my head, but it feels like it gives some of the best of both light and medium armor worlds.
Bro we’re getting spoiled with all the vids, all without a drop in quality not to mention! I do seriously pray for your sleep schedule though lmao please don’t burn out, I don’t know what I’d do if you took a hiatus!
medics is my go to armor. those extra seconds do help when you have automatons pushing you and the extra stims are nice when asshole teammates call in a resupply for just themselves on the other side of the map
My favorite change to the game ever made was the thermite buff, because it makes engineering kit viable for me, and thus I ca use the absolute drip that is the groundbreaker armor.
I found that light armor: fortified for automatons since explosives, eng kit for bugs since +2 stuns + vitality booster works avesome for me. Speed, normal amount of damage taken and my habit of crouching before shooting works wonders with this setup
honestly I do think the unflinching passive specifically helps with large squad engagements where you're in the back with a launcher/railgun since I have had a couple moments where I've been hit with a stray bullet aimed at a teammate which made me miss a factory strider dropship but at the same time that's so rare and niche I could probably count the amount of times that's happened to me on 1 hand. Hopefully they do let it/fix it so it removes stim staggering since then I could definitely accept the passive to drip value, the wolf brigade is coming and no bugs will be able to nibble on my foot hard enough for me to drop my stim
Medic is the only armor worth running. Stim tanking is extremely broken and trivializes the game. You're also wrong about it being reactive. You can stim at full health before engagements. It's proactive. I'm also fairly certain that baseline stims (without the booster) give us some amount of damage reduction, although it'll be hard to test. I often survive things that normally oneshot me with stims off. You're also incorrect about why to bring it. It's not about healing. It's about giving you more opportunities for aggression without punishment. Two heavy devs pinning you down? Pop a stim and contest them.
You can do all of that without stim armor, an armor that lets you do something a little more everyone can already do isn’t S tier, idk why medic players need that validation
@EravinVT the point is the length of the stim, not the extra you hold. The Medic armor's true ability text is "You're invincible for 24 seconds", up to a minute with the Supply Pack, and much longer if you maximize the Bersker booster. It's democracy protects with no RNG. The only things that can instakill through a stim you have easy counterplay. I've played the other armor passives a lot, but nothing competes on kill pacing with Light Medic armor. Once you see the light, it's impossible to drop, save for Peak Physique tax.
I hope we get another type of ‘Super Heavy’ armor. Being a thicc boi is fun but visually stale. I also hope we get the SH-32 Directional Kinetic Shield for even more DMG reduction while returning fire.
Looking forward to the enemy mix video! I was wondering how to plan ahead for missions so I don't have to bring the same load out at all times because I don't know what I'll be facing.
As a Flame Build enjoyer, i can say that the fire resist is top notch. Its strong enough that you can choose to just entirely tank the damage from being on fire without too much worry, which allows you to not disrupt the wall of fire youre making. This lets you play so much more confidently and thus do way more damage and have a lot more freedom of movement.
13:06 light armor peak physique is also really good on automaton eradicate and missile defense missions letting your Recoiless Rifle be as snappy as a primary.
@@EravinVT to what extent is that still the case when looking at all damage sources? I rarely die to one single enemy or type of attack. With all the different amounts taken even from the same hit, just from where on your body you get hit, does the ~20% not help? In isolation yeah one specific attack to a specific body part may not change any breakpoints, but I feel like (both in practice & theory) it will make you survive more of a variety of hits, if not more of a single type combo e.g. . Hope that makes sense Love your vids & streams, thanks for all you do for the community :)
One usecase that I think the Unflinching passive will benefit from the most is when you're using Quasar Canon against bots. You can fire it without worrying about catching a lucky shot, flinch and then miss the cannon shot.
In short, as in many games, half the difference between good passives and bad passives relate to whether or not you are a "good" player. If you take heavy armor or damage reducing passives to keep you alive longer, you are planning to fail, as they only help when you are getting hit. If you instead instead get better at the game (better player positioning for combat, better at maintaining space from melee or using cover from range, faster reactions for dodging, and generally better situational awareness so you just don't end up in places where you get hit) , you stop taking most defensive passives or sacrificing speed and stamina to heavy armor. You don't need armor if you don't get hit. And if you move faster, run longer, and gain dps through offensive passives, you kill enemies faster and have targets that can hit you... Gameplay snowballs in either direction based on you performance.
They could really use a complete overhaul on how the armor passives work. Being able to choose what passives you want instead of Choosing the armor that has the passives you want let’s you wear whatever you want.
EDIT: As it turns out Padded does give the headshot resistance when it's medium padded like a 150 armor suit, this makes it significantly stronger then originally calculated for staying alive raising it to an S tier choice and the most rounded survivability option. 50+50 padded armor however still has no headshot resistance and is not likely to be worthwhile as the breakpoints for 50 armor vs 100 armor with vitality do not change much at all leaving it a C tier pick. So it depends which armor and speed you prefer as far as how good padded is.
This will be the last time I make a video documenting the way the armor system functions 🤡Ghost Divers Guide to the Galaxy, my Stealth Guide will be up on Thursday and i'm very excited to share it with you all! Join my Community The GhostDivers in the meantime for matchmaking, galactic war coordination, tactics, strategies, builds and of course spreadsheets! discord.gg/6rXvMkqRZ7 Loud and Proud divers are welcome all the same as true blue ghosts, we love utilizing a mix of loud gameplay and stealth to divert the enemy and dominate the mission!
I think this video underrates Unflinching, but it's mostly right. Unflinching is good as long as you have a stagger weapon. It's great with crossbow, purifier, plas punisher, eruptor, and grenade launcher. If you can just trade a shot for a stagger, you get to stim in the open.
Hey Eravin big fan of your work.
If I am wearing the CE-74 Breaker Light Engineering 50 armor set from the Cash Shop, is it worth it to instead wear the CE-07 Demolition Specialist Light Engineering 64 armor for the 7% less damage taken?
Or is it so relatively insignificant as to be worthless?
Hey Eravin, I was wondering if you could make a video dedicated to how Planet Captures/Defences work, getting this word out could help out Divers understand how these mechanics work and let people know not to abandon a ‘For Sure Win’ which could lead to a loss.
Curious. Does Ghost Divers also invite some of us heavy user who also sometimes more subtly stealth as well while also running distraction tactica to take some of the forces away from others and plow some extra heavy coverage from afar with Q canon ?
@@AzureIVif I were you, I'd save up super credits for the heavy grenadier armour that sometimes appears in the store, or consider other types of armour - if you need to consider what to buy and what not to buy, spreading out your arsenal instead of having two near identical kits is not so useful for newer players.
Having said that, if you have the medals, the CE07 demolition armour IS amazing looking so you might want it just for that.
Was truly a bit disappointed by the Unflinching passive. The drip goes so hard, though.
Me too and yeah atleast its drippy
Most passives need to be paired with other things like boosts and appropriate weaponry.
Example: engineer + ammo boost + your favorite grenade
Unflinching + health boost + stim boost + stamina
Medic + stim boost + personal shield
@@whyknot172 I'm a big fan of slapping the supply pack on medic setup. Effectively immortal against anything that isn't a fortress gun direct impact.
@@EravinVT i like my armor drippy bruh
Another reason why we need to be able to swap between armor perks.
Man's on fire lately, and not in the bad way caused by Hulks. Good stuff as always.
doin my best!
Eravin: presents facts, figures, and statistics
Me: Prototype 3 armor looks cool, imma wear that
Number too confusing. Task Misunderstood. Wear Doubt Killer to remove own self doubt. Profit.
good plan
@@EravinVT Thanks, king. (The goat Helldiver responded and I'm freaking out.)
😂 directions unclear. charged headfirst naked into the enemy with my bayonet
Bile attacks count as explosive damage? This information is life-changing.
The only time I found out about the bile damage was when I railed guned a bile Titan that killed it but I was at 20% health and my fellow helldiver was liquefied.
I only found this out to be honest a while ago by one of these videos
Unfortunately this is only half true. Only bile titans bile is explosive damage, otherwise all sources of bile are just projectile
@@estreet83 hate to nerf my favourite eradicator armour. But bile should be gas.
Having the explosion be mainly bot, then gas termanid, then arc be squid. Seems like the way to go and a way to fix the shit resist armours and be more tactical choice.
@@DEMONITION1723 This is how it should be
Extra padding has been amazing on light armor for bugs. Zooming around while still being able take some punishment for certain objectives (flag raising) is really nice
Light gunner is 😙🤌
@julegon2 indeed
But the fact that you don't get the headshot resistance on the light armor means you're better off going light medic for tankiness.
@BlissBatch this light armor is for bugs, not bots.
Bugs also tend to hit you limbs way more than head since most of them just a little guys barely reaching your chest level.
Still don't understand why we didn't at least get a heavy armor matching the Truth Enforcers theme, if not one with Unflinching.
Such is the life of Heavy main, I guess.
Disappointed when this was announced as an armor passive and not just worked into med and heavy armor.
Disappointment was immeasurable when they didn't even release heavy armor with it.
@alphadeltaroflcopter they did medium killzone armor, but I wanted heavy Jin roh armor. Light armor has a really cool design, but you don't want to get period wearing light armor. If it was instead a democracy protects light armor, it would have changed the warbond value
Arrowhead lives by the Law of Rowdy Roddy Piper: "Just when they think they've got the answers, I change the questions!"
true
i genuinely burst out laughing while reading "I change the questions"
how have I not heard this before
@@presentrama One of the greatest of all times. He was a mad man! lol
From SummerSlam 89, “Well, first thing I’m gonna’ do is I’m going to watch a few more of these here matches. Then I think I’m gonna’ go eat a garage.”
Some sleuths from a wrestling podcast learned that might have been slang for a room full of Estanu snow, if you know what I mean!
@@EravinVT Looking forward to you releasing the enemy constellations video three days before Arrowhead changes how they work!
Just last night I ran the Salamander suit with the flamer for the first time vs bugs and I do have to say, the combo of fire res with heavy armor allowing you to spray flames indiscriminately without thought of your own safety is actually very fun. The fire does such a pitiful amount of damage you can just keep burning all day.
Chargers seem to have revisited their old terminid drift days though. That spoiled a bit of it.
Chargers are back on that gas
Ahhhh, I'm not crazy then, somewhone DID gave back their initial D blurays to the chargers.
Salamander suit with the Firefighter helmet. Bring that Hell rain.
Some advice for dealing with Chargers? Should you (or someone else in the squad) have the Chemical Agents Warbond, run Gas Grenades and bring the Dog Breath back pack. Throw some gas on the big boi to get them confused while you stack your flames on em, the gas typically keeps pressure off ya while flaming down the threats that pressure you to move.
One other strong addition is to bring the Halt from Truth Enforcers, keep it dedicated for stun so you can CC a variety of enemies that are especially dangerous to disrupting your flow, then switch back to the Flamer lay down the heat while they're helpless.
I love being on fire screaming while purging the alien
Ok now that I’ve watched the video, man has the comedy quality improved like 10 fold, keep up the Johnny Test type editing man it’s hilarious
added a few gags in just to keep it a little bit less dry, glad they were appreciated
Important note: Heavy gas armor with vitality booster makes you 100% immune to gas damage. I mostly run heavy and it is a nice niche to have. You bring gas armor, gas grenades, orbital gas and gas guard dog and you can swim in gas while taking 0 damage, not a meta pick cuz there are stronger options but really fun and definetely not troll tier.
Great tier list and explanation overall though, your analysis are always spot on! :)
❤ Vitality booster stays on top 😘
I thought they patched that out already
I've been rocking Gas diver load out and I didn't know this! you are the man dude.
would the 100% immunity still apply for something like fire if you wore heavy armor with inflammable and vitality booster?
@@ianr- no... But you take Little damage anyway
I am so so excited for this… for the third time.
it be like that
Copium hype
Honestly though... I hope they change the armor system to be less bizarre and goofy. But... That's something that will hopefully be pretty far off, after we get the DSS finished, after we get a clan system, after we get Illuminates. Then they can figure out how to make that simpler and better. And maybe just a tad more survivable and interesting. Like helmets actually doing something.
Also different colors or variants would go hard.
Armor is half baked at best, hope for a future rework
It wouldn’t be a video game if the numbers weren’t bizarrely correlating. I don’t understand why they make it so convoluted. Just tell us the percent difference.
Be glad it half bake for now or if that make better armor then prevents people will claim it pay to win armor
@@EravinVThonestly if they made our armor work like the enemy only the people crying about the game being too easy would complain imo
They never will. You guys will never demand it. You're too easy to distract like goldfish or a cat. "This stuff sucks but drip lol!" Why would they add quality when you literally say you dont care about it lmfao
I remember when I visited my grandmother in our small town, she dropped some great wisdom. She said, "Grandson, someday some people will waste their time reading your comment." Today is that day.
you got me so i'm hearting this to raise it to the top to mess with more people
@@EravinVT And that got me, so I'm commenting to make the algorithm push it further up compared to other heart'ed comments to mess with more people.
@@rambit23And honestly, it got me just like you, so I’m liking so that this comment goes up higher in the list!
I shall assist in promoting this comment higher
Your grandmother is a wise woman
ERAVIN UPLOADED. SCREW SLEEPING
FREEDOM NEVER SLEEPS!
Good night fellow diver
17:16 I noticed a huge improvement with the unflinching passive as it always keeps the reticle where you're aiming. You still play the hit animation but your bullets travel to the center of your screen with any weapon.
Yeah it's a 95% reduction to aim punch, however if you shoot back while being shot, typically you'll just die outside of charge weapons
This is probably only really good on stagger weapons as it will ensure you will stun the enemy. Probably extra good on the Purifier since it is charge to shoot and a misfire could kill yourself. Might be an alternative to rocking the shield backpack.
@@EravinVT afaik most of the automaton units experience a very significant loss of accuracy if you fire at them so i think this can still be useful
My choice of armour, is what looks cool. The armour stats and armour passives are just a bonus
same
The Juggernaut medium armor has become my default solely for the look of the armor. I always have loved the MGs in this game so its passive is just a huge plus for me.
This is awesome and thank you for all this information. I'm just honestly tripping out on how you even found all this data and how it all applies to everything lol
I have a great community behind me that's made it alot easier to compile information! We also pin all of the charts and sheets made about this kind of stuff within our discord, the videos are just to extend the reach.
I think you missed the main reason to run the medkit passive, in my opinion - you can always be at a full sprint no matter what as you're traversing the map. The 2 extra stims and the extra duration amount to more than an extra 2 full bars of stamina when running long distances and I just pop them if I've been running and need to engage since I'd rather have a full bar of stamina to keep mobile.
Also, spending stims for stamina feels much more viable when each stim is 17% of your stockpile as opposed to 25%, so you can always have a couple to heal with if needed.
@@victorgbs Not to mention running a support build via stim pistol. It effectively makes your stim pistol twice as good. Instead of healing 30'ish percent it increases to 50'ish. The extra 2 seconds help a lot with limb injuries too since it gives you a longer duration buffer to work with. My favorite passive since it helps with pre-stimming engagements for me, while also doubling the value of my stim gun towards fellow divers.
Let's also remember that the 2 extra stims on the Medkit can make the difference between a live Helldiver and a reinforce call down. That's an important consideration on higher difficulty missions.
Supplies only give 2 stims even with medkit armor, so usually the extra 2 stims is only at the start of the game, expect if you keep dying to get reinforced with max supply or you are so good you dont use stims anyway.
For this reason, I'd say stim armor is quite overrated, same with the grenade armor. Extra padded, democracy protects and fortified can all save you from dying, because of the damage reduction, while the 2 extra stims give more health even without experimental infusion, there are lot of times when you just dont get the opportunity to pop a stim, because you just instantly die or get infinite ragdolled to die in impact and the other armors can save you from this.
One question is important to ask in my opinion. "How many of my deaths happen with 0 stims available to me?" If you always have stims when you die, then you dont need extra stims. If you are so good that you can always keep yourself alive until you totally run out of resources, then the extra stim or grenade capacity can be helpful.
@@MMOplayeerr Supply box gives two syringes, but the syringe box gives 6. I completely disagree with your comment, for me this passive is S tier, because it greatly increases my mobility and survivability. Against bugs I usually don't need resupply at all with this armor, because I can find everything I need at points of interest. And of course the increase in the duration of the healing.
I've ran the stim passive since it dropped. I enjoy having a surplus of healing. If I need to tank some hits I can pop a stim and run into a mob. My teammates ragdoll near me, I don't feel greedy and stim them. I can confidently solo objectives near end match when I have stims to get me in and out of obj and stamina to make it back to the ship quickly. It has synergy with experimental infuser and stim pistol, both of which I enjoy. Medic armor is freaking goated if you lean into stim advantages.
I now feel so good about my armor selection because I now know I choose correctly to deal with the enemy. Very nice, good video
Once again I thank you for the amazing work Eravin! Hope to one day meet you and your Ghostdiver division on the battlefield!
Vera Libertas Helldiver!
Watched 3 of your guides and learned more then most other places. Thanks! Have a sub!
You have the patience of a sage, this is another fantastic video that we greatly appreciate! Thank you!
when running the crossbow, the explosion resistance is to protect me from myself
The toxin armour should be The Armour for dealing with bile damage.
Eravin, you are a gift to the Community, thank you for beeing as objective critic but still a nice and positive spirit. I cant take the permanent crying and nonstop yapping anymore, you are always respectfull in the words you choose. Keep up the great work!
i'ma be honest, I've been enjoying gas armors with gas grenades and supply packs A LOT lately, you're able to just wallop around in the gas, while enemies around you are confused and basically blind, it's especially good for defense missions like drill or flag missions. It's a very specific build but it works pretty damn well, well enough that I basically bought the 2 gas armors in the shop after. I use MG206 +supply pack a lot with it, it works pretty nice. Whenever they make it so ragdoll counts as prone, I'm gonna be playing arc armor a lot more with tesla tower, without having to worry about the ragdoll-lock, especially with how arcthrower can easily stun chargers now.
I do wish we get more arc-based equipments and strategems that do AoE, same with gas. It'd be pretty friggin dope to have sth like eagle gas strikes, or arc grenade.
What you said about the stims reminds me of a headcanon my Helldivers Group has.
We think that the stims are filled with nanobots that quickly repair any damaged tissue, along with a crap ton of endorphins and super meth. However, if the person using stims has a low heart rate/normal-high oxygenated blood and, the stims just “repair” the natural in your muscles and calcifies them.
I can’t explain it, but one of the hardest times I’ve laughed recently was the 3 of us discussing a diver that got back from a mission, popped a stim in their off hours to settle their nerves, and they get found 5 minutes later with all their muscles calcified before they get thrown out an airlock.
wild
Nanomachines son
Looking forward to your Stealth guide video, Eravin! I really hope that you provide a framework for decisionmaking when stealthing that can be used to address various situations. The "tips and tricks" format is a plague on many guide videos, as a person lacking in fundamentals (like myself) would not be able to understand how and when to apply those.
I see. This video is appreciated. I'm going to continue running heavy fortified armor with the supply pack, ex infusion, and drinking stims like a filthy addict to get anywhere in a reasonable amount of time xD
Respectable
I’m all about the light gunner armor. 100 damage, crazy speedy.
I can't play the game without the marshmallow man armor. I like being invincible. It's so nice to be mostly immune to one-shots.
As a Diver that almost exclusively uses the light armor servo assisted armor, I can tell you that it changes the way you play. Idk if thats good or bad, but being able to throw a eagle at 85 meters (arcd correctly) is absolutely the funnest I have throwing stratagems lol
I run Peak Physique solely because it lets me dive over a bug hole and close it with an explosive weapon in the short frame you can still aim while diving mid air. The most fun you can possibly have, especially if it sends you flying.
that's cool
I think extra padding has to be rated differently depending on the armor you put it on.
For light armor, it is -20% damage taken. You take 4/5 of as much damage as without it as you go from 125% damage in to 100% damage in. Additionally, this level gives no benefit to headshots. Another way to look at it is that it is worth 25 effective health.
For medium armor, it is -25% damage taken. You take 3/4 of as much damage as without it as you go from 100% damage in to 75% damage in. You also move headshots down further. Another way to look at it is that it adds another 41 effective health.
For heavy armor, it is ~-14% damage taken. You take ~5/6 of as much damage as without it as you go from 75% damage in to 65% damage in. You also move headshots down further. Another way to look at it is that it adds another 25 effective health.
I think C is what it is for heavy and light armor. But it is an A for the medium armor that gets both the strongest relative damage reduction and a further headshot benefit.
(Edit: The following is wrong: A might even be too conservative, as medium armor with extra padding results in being more durable to explosion damage (19%) than medium armor with fortified (25%). Seems to almost mandate an S.)
But the video said extra padding does not apply to head damage. Also how did you get that 19%? According to the formula a 100 base damage explosion would deal (100x0,5x0,75=)37,5 dmg to padded medium, and (100x0,25x1) 25 dmg to fortified medium without vitality booster (with it you multiply again by 0,8; getting 30 and 20 respectively). Am I missing something?
Uhm no. Med extra padding takes 37.5% explosion damage.
Med fortified takes 25% explosion damage.
Both calculated without vitality booster.
@@martontoth2063You are absolutely right sir. Also vitality booster and extra padding do affect headshot damage. But without vitality booster the padded heavy so 200 armor is the only one that gains a headshot damage reduction to under 100%, 97,5% to be exact. But with vitality booster the med padded armor is great against bots. The med padded with the V booster takes 90% head damage. Without the booster its 112.5% and without the padded, so basic 100 armor its 150% head damage. Hope this clears things up 😊@martontoth2063
Yeah padded armor has just been shafted down the line for no other reasons because "headshots" and looking at armor passive from the point of view of light armor.
I like eravin but i feel like a lot of the rating here is extremely personnal and does not deep dive enough into each passives. Which i find misleading since the first third of the video is explaining how the maths work. You'd expect the same for the rest of the rating.
Regarding head damage: he said it didn't help for light armor. That is because 50 to 100 armor take the same headshot damage. Armor above 100 starts to further reduce headshots.
As for the explosion values, I don't understand how the multipliers work (something adds perhaps?) to make it that way. But the tested and updated values on the Helldivers wiki show 18.75% explosion damage taken by 150 armor and 25% explosion damage taken for 100 armor with fortified. If it worked more intuitively then I'd have expected 25% for 100 armor with fortified and 37.5% for 150 armor. (Edit: Wiki loses, what makes sense of its face wins. Fit testing into a couple games. It is consistent with 25% for 100 armor with fortified and 37.5% with 150 armor.)
Have seen the first two armor passive vids, will see the third rn, and definitely see the 4th+ whenever they're made o7
i really wish the devs will detach armor passives from the armors, so getting a armor from a pass would give the armor and the new passive, but you could pop the passive in to the armor that you like the look of and is the same L M or X size armor. so your if you have medium armor with engineer passive but no light ones you could not put one in a light one. essentially a booster slot in all armors with sizes for the passive tokens. and if you own all three armors you essentially upgrade the passive as one in all. this would still make new armors wanted and old ones with different passives desirable do being able to change passives
Yeah they should made it like monster hunter armor slot, make the heavy armor has more armor slot to offset the cons of speed and stamina regen.
I wish one day armors have two slots for passives that you can add.
I kind of like that you have to wear different armors for different perks. I definitely understand though.
Nah its fine as it is
I highly doubt it sadly. They have already expressed in the past that they REFUSE to allow transmog of armour and bonuses
I almost always play with the heavy weapons like the Eruptor or Dominator, so Peak physique certainly feels top ranked to me. Plus the armor looks awesome
He can put all the stats he wants, at the end of the day this is based on his opinion. Peak physique is DEFINITELY S tier if you're running heavy weapons with lots of drag.
There have been too many times of me living on a few HP as I am using Extra Padding to consider it C-tier. I would at least put it at B-tier, but you are the expert here, I guess.
I would put Medic into S tier when we get better medic weapons, due to the perk synergizing with stimulative weapons in combination with the infusion booster, aswell as the stimpistol heal being able to stack, so as a medic player it has helped me keep allies alive through times where stims are in short supply, and being able to buff them to the point of surviving strider rockets.
So to me it scratches that utility itch
With some good aim and coordinating with teammates, good heals can often make or break it
As a diver that went from Stay Puff to Heavy Explosive to Heavy Engineering... It's clear what style of armor I enjoy. The stuff that keeps people alive.
Used to rock Trailblazer armor all the time, now I feel the extra 20 armor rating on infiltrator (with vitality) keeps me alive substantially more often, especially against impact damage. The minuscule loss of speed is so worth it dying once or not at all on 9 and 10 diff.
I just like the look
@ I can respect that.
If only Arctic Ranger had that extra 20 as well. It and Trailblazer have literally the same exact model, but it'd make sense that the armor meant for cold would have a little more padding, right?
@@dogdog357 Maybe the Trailblazer and Arctic Ranger could've had a unique scouting passives to set them apart. Trailblazer gets additional faster movement in water and bushes, Arctic Ranger gets additional faster movement in deep snow, blizzards, + maybe no slipping on Ice. Infiltrator and Combat Technician can just keep the base scouting passive.
you mentioned the fortified reduces crouching and prone recoil, but I think it is ALWAYS reducing recoil unless that's been recently "fixed" so it's probably even BETTER than you'd think.
Fire resistance armor was fantastic against the Jet Brigade. I was constantly getting exploded, rag dolled and set on fire, and the fire almost always killed me before the rag doll was finished if I didn't have fire resist armor on.
Medic armor with stim booster is great fun. Back in the before times, when game balance was over the top against the player, my squad would distract and I would be the objective completer. Ran incendiary shotgun, medic armor, supply back pack, and stim booster. Made sure my screen had that nice green tint the whole match, every match. I can stop stims whenever I want. >.>
Thank you for always making the night shift interesting Eravin.
I know it doesn't add to total health like many assume it does but the limb health is definitely still nice because my limbs bust all the time otherwise. Throwing range is also underrated. Huge for team play when using orbital barrages.
Me when the team runs out of bombs popping 6 stime becoming immortal to shove 4 impact grenades into a Factory Strider, Screaming Abortions are now Legal bitches and walking out of the wreckage
Armor really needs a overhaul (my hero). Will all the different pieces the effects should be greater and all pieces should have an effect. Ex. Electric armor should boost elec durable damage, and increase stun duration. You want the armor to feel impactful.
20:00 medic armor is great if you bring the stim pistol since it applies the passive duration to the stims you shoot as well
B-27 fortified commando = Juggernaut vs bots all day helps the team stay alive aswell since i pull the agro with the beloved arc thrower and control the frontlines.
Nice breakdown as usual!
Helldivers 2: the only game where armor boosts enemy damage rather than reducing it.
I gotta say, I never really thought I’d sub to a Vtuber persona. It’s just a bit too awkward in my mind to get on board with, but the content is too good on this channel. Great guides and videos, thank you
Nice video. Incredibly detailed and informative.
These are my personal armour, passive, and backpack prefrences (Backpack included because some backpacks give protection or mobility benefits):
Unless it is a mission where you just kill things and don't run around completing objectives I always use ultralight scout armour because you don't need to be durable if you don't get hit. Also I find the scout passive to personally be far too good to pass up.
For my "backpack" thing it depends on the front. On bots it is the shield backpack since when there is bullets and explosions everywhere you are almost certainly gong to get hit and the sheild backpack not only protects you from harm but I can usually avoid getting hit for long enough to regenerate the sheild. For the bugs I usually use the jump pack since you don't have bullets to worry about and that mobility is too good to pass up.
On the missions where you don't run around much I usually use medium armour with the engineering kit passive. Having 5 thermites is usefull against heavy enemies and speed/mobility is not useful if there is nowhere to run to. In these missions I either use the sheild backpack or dont wear a backpack at all since sentries and rocket launchers can deal with the things that may hurt me.
That was an informative video, ty for the knowledge !
If I may request a video idea, it would be a grenade tierlist ! We’ve had a lot of grenades added to the game over its lifespan and it would be cool to have you go over all of their properties and how they fair against different enemies, their utilities and such ^^
I am deeply in love with the stim booster bc the medkit passive has always been my fave, especially on the light armor, and with a supply pack you can just stim to cover ground lol
I mained being a ghost diver unintentionally and unintentionally had the exact loadout videos say they use without knowing what they used 😂
But if I were to put myself in a class type of ghost divers, I’m more of the aggressive/support type who does sneak but more or less just attacks to get rid of the enemy and before they can get close I smoke away.
As for the support I usually ping around the area to get a view where Al the enemy’s are at or coming from and alert in mic chat where.
But my main goal in the team is ping around and locking onto bug holes/ fabricators until none are left and the occasional side missions while I’m at it, after that I’m usually just collecting samples.
But I love using light armor as I’m not the one who usually gets shot at anyways as I try not to unless I brought a shield pack.
Peak physique es my go to light armor. Good info, thank you chief
What I learned from this is that the explosive armor passive is king thanks for the info
On the bot side, democracy protects kept me alive when I should have not countless times.
But recently converts to additional padding since the 50% survivability does not proc as much as before and find it more effective
10:21 thats what the description says but Im 99% sure it reduces recoil while standing too
It does indeed. When the new war bond dropped the reprimand recoil was driving me insane so I ran an armor than reduces recoil and it was effective at all stances. It was a noticeable reduction as well, too bad the gun's accuracy is awful
Thanks for the input bruv 👍
Arc resist armor is very handy if you take Tesla Towers. I like to use them on bugs, and it's real easy for a bug to get in the right spot and complete an arc to you, even if you stay out of range. Tesla Towers can be godly if used right, making the armor a strong niche pick. Same thing with Servo Assisted. It is very helpful if you take Orbital Napalm. The barrage radius is so high it's hard to throw it far enough and not be in range. I've seen many people throw it as far as they can and if they don't retreat immediately, the first shell lands on their head. I also like long range grenade chucking and it helps there too. With this armor, I can dunk a grenade in a bug hole from a loooong way away. Same thing with throwing a Strafing Run at a Fabricator. I could run over there, or I can throw it from here and move on sooner.
"If your team is good with the resupplies, you're not dying or being hit much, and those extra two seconds of stim regen aren't saving you"
Yeahhhh, you basically just described the exact opposite of the average eradicate mission there; medkit is an easy S-Tier for me just for those alone because so much that can go wrong in them *_WILL_* go wrong. Also I basically default to medkit for missile defenses as well because I don't understand them well yet apart from the fact a lot can also go wrong in them.
I'd like to use the fortified armor on standard bugs just because bile is BS with the instakills, but because nade launcher isn't AP4 and the AMR doesn't have anti-bughole rounds yet, I am basically forced to run engikit just so I can be comfortable with both heavies and bug holes on that front while still wearing a backpack. Scout on standard bots is non-negotiable though; combat technician armor or bust.
the one you enjoy
honestly there are so many gear combinations that take advantage of passives that there isn't a "best" armour
my personal favourite these days is using heavy medic armour with stim booster and supply backpack (which I use for purifier anyway) to be hilariously tough and fast on the battlefield
I genuinely just like servo assisted. It has carried me so far into this game not having to deal with broken limbs is such a good park that I find anything else hard to use
I think lame degradation is a good thing to have in this game but I just like not having to deal with it
I love the filtration armor. I use gas strike and an air strike to grab the sample backpack. It works well with my current playstyle
From what I remember reading, the recoil passives of Engineering Kit and Fortified basically treat your standing recoil as if you were normally crouching, your crouching recoil as if you were prone, and very minor benefits to being prone since at that point recoil on anything aside from the heavy machine gun would be non-existent.
been using the fortified commando + vitality booster and throughly enjoying not getting one shot by rocket striders, rocket devastators, bile spewers
The ability to change what Passives an armor can have would be a lot of fun, and it would make for some very interesting combinations.
A favourite combo of mine has been heavy inflammable armor + experimental infusion + supply pack. You're practically immune to fire damage and always have a stim ready.
Great tierlist Eravin,will help out the new little helldivers in the longrun,i just wished you could swap out perks between armors or have an extra slot for a perk but with less power (double fortified would go hard)
But no matter wich tier list i watch... i will stay loyal to be the Marshmallow man in any front,bug or bot ,chonkers gotta chonk.
"knocking over your teammates, well currently"
Missed a great pun there my dude.... And I find that.... Shocking 😂
After considering this valuable intel, I believe I am going to stick with the explosion resistance passive. I had no idea it worked on bug bile before now. Plus it comes in handy to avoid the uh accidental encounters with ordinance called in by fellow divers.
Loved the video, finally someone who explain clearly the game. Because the game doesnt explain anything
The fire resistance passive is indeed a bit niche, but I really like dropping a napalm barrage into a heavy nest, and then running into the flames to close up bug holes. It’s fun :)
Return of the Eravin : The Armored Menace !
lol
Personally I can see where the argument against Extra Padding on light armor comes from, without getting headshot resistance it's not particularly game changing, but I've found myself really fond of the Light Gunner armor since I started using it. It lets me keeps my speed and stamina of the light armor so I can run around and be evasive, while giving me just that bit extra protection and removing the extra damage taken letting me survive another hit or two from enemies that would've killed me in an instant. Sure it won't save my head, but it feels like it gives some of the best of both light and medium armor worlds.
Bro we’re getting spoiled with all the vids, all without a drop in quality not to mention! I do seriously pray for your sleep schedule though lmao please don’t burn out, I don’t know what I’d do if you took a hiatus!
We are chilllliiiin, for now anyway
Mr watching this learning things I never knew that will revolutionize the way I play the game 👁👁
IVE BEEN WAITING FOR THIS 1
glad I could deliver on it yet again haha
medics is my go to armor. those extra seconds do help when you have automatons pushing you and the extra stims are nice when asshole teammates call in a resupply for just themselves on the other side of the map
My favorite change to the game ever made was the thermite buff, because it makes engineering kit viable for me, and thus I ca use the absolute drip that is the groundbreaker armor.
I found that light armor: fortified for automatons since explosives, eng kit for bugs since +2 stuns + vitality booster works avesome for me. Speed, normal amount of damage taken and my habit of crouching before shooting works wonders with this setup
honestly I do think the unflinching passive specifically helps with large squad engagements where you're in the back with a launcher/railgun since I have had a couple moments where I've been hit with a stray bullet aimed at a teammate which made me miss a factory strider dropship
but at the same time that's so rare and niche I could probably count the amount of times that's happened to me on 1 hand. Hopefully they do let it/fix it so it removes stim staggering since then I could definitely accept the passive to drip value, the wolf brigade is coming and no bugs will be able to nibble on my foot hard enough for me to drop my stim
Medic is the only armor worth running. Stim tanking is extremely broken and trivializes the game.
You're also wrong about it being reactive. You can stim at full health before engagements. It's proactive.
I'm also fairly certain that baseline stims (without the booster) give us some amount of damage reduction, although it'll be hard to test. I often survive things that normally oneshot me with stims off.
You're also incorrect about why to bring it. It's not about healing. It's about giving you more opportunities for aggression without punishment. Two heavy devs pinning you down? Pop a stim and contest them.
You can do all of that without stim armor, an armor that lets you do something a little more everyone can already do isn’t S tier, idk why medic players need that validation
@EravinVT the point is the length of the stim, not the extra you hold. The Medic armor's true ability text is "You're invincible for 24 seconds", up to a minute with the Supply Pack, and much longer if you maximize the Bersker booster. It's democracy protects with no RNG. The only things that can instakill through a stim you have easy counterplay.
I've played the other armor passives a lot, but nothing competes on kill pacing with Light Medic armor. Once you see the light, it's impossible to drop, save for Peak Physique tax.
im not addicted to stims, i can stop any time i want.
I hope we get another type of ‘Super Heavy’ armor.
Being a thicc boi is fun but visually stale.
I also hope we get the SH-32 Directional Kinetic Shield for even more DMG reduction while returning fire.
Looking forward to the enemy mix video! I was wondering how to plan ahead for missions so I don't have to bring the same load out at all times because I don't know what I'll be facing.
As a Flame Build enjoyer, i can say that the fire resist is top notch.
Its strong enough that you can choose to just entirely tank the damage from being on fire without too much worry, which allows you to not disrupt the wall of fire youre making.
This lets you play so much more confidently and thus do way more damage and have a lot more freedom of movement.
@@DisgruntledPeasant even on automaton front, keeps helldivers from dropping dead the second a flame hulk gets to close.
appreciate the info for us plebdivers
Med kit passive helps out if you stim run. Carry the supply backpack as well, and it’s an alternative to running just the jump pack.
13:06 light armor peak physique is also really good on automaton eradicate and missile defense missions letting your Recoiless Rifle be as snappy as a primary.
Extra padding on light armor is a solid A. It's basically medium armor with a speed boost
Kinda, you might be surprised what 100 armor still dies to the same as 50
@@EravinVT to what extent is that still the case when looking at all damage sources? I rarely die to one single enemy or type of attack. With all the different amounts taken even from the same hit, just from where on your body you get hit, does the ~20% not help? In isolation yeah one specific attack to a specific body part may not change any breakpoints, but I feel like (both in practice & theory) it will make you survive more of a variety of hits, if not more of a single type combo e.g. . Hope that makes sense
Love your vids & streams, thanks for all you do for the community :)
Waited for this one!
One usecase that I think the Unflinching passive will benefit from the most is when you're using Quasar Canon against bots. You can fire it without worrying about catching a lucky shot, flinch and then miss the cannon shot.
another +1 to the medic armour is that it buffs your stim pistol shots, so even without infusion it has its usage for medic players
In short, as in many games, half the difference between good passives and bad passives relate to whether or not you are a "good" player. If you take heavy armor or damage reducing passives to keep you alive longer, you are planning to fail, as they only help when you are getting hit. If you instead instead get better at the game (better player positioning for combat, better at maintaining space from melee or using cover from range, faster reactions for dodging, and generally better situational awareness so you just don't end up in places where you get hit) , you stop taking most defensive passives or sacrificing speed and stamina to heavy armor. You don't need armor if you don't get hit. And if you move faster, run longer, and gain dps through offensive passives, you kill enemies faster and have targets that can hit you... Gameplay snowballs in either direction based on you performance.
They could really use a complete overhaul on how the armor passives work. Being able to choose what passives you want instead of Choosing the armor that has the passives you want let’s you wear whatever you want.