Helldivers 2 Well I Wasn't Expecting This! This Can't Be Right!?
2024 ж. 26 Сәу.
40 235 Рет қаралды
#helldivers2 #helldivers2news #helldivers2update
Helldivers 2 Well I Wasn't Expecting This! This Can't Be Right!?
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It would be funny if the anti-tank mines function as actual anti-tank mines so that smaller entities like Scavengers or Helldivers can sprint right across them without setting anything off, but anything bulky like Hulks or Spewers that try to cross get absolutely pasted. Would be peak irony if these mines ended up being far less of a friendly fire risk than the airburst launcher.
Hell divers won't set them off.....its already got leaked
For the air burst just don't aim near the ground around u n aim far
We can run across the anti tank mines. This has been known for a month when they were leaked.
I mean... that's the whole point of anti-tank mines. I'm not buying anti-tank-but-will-probably-be-detonated-by-some-random-guy-before-tank-gets-even-close mines
@@mysterious___1actually from personal testing today helldivers can set them off
this is the illusion of choice they locked the anti-tank mines behind fire tornado worlds.
fr, and behind the second planet wall in the sector, there was no way we were going to get anything else.
You actually thought super earth was giving you a choice?
@@abitbraindead8057 The voting algorithm works!
You scared bro? Personally, I love the atmosphere of Hellmire. Fire planets add more of a challenge while visually pleasing.
@@abitbraindead8057 I fight for Super Earth we stand for Managed Democracy!
The airburst rocket is actually pretty great at clearing patrols and bases of mobs. You've just got to remember that it is a *long range* weapon. It is for preventing you from getting mobbed, not for fighting the mob once they're on you. Treat it like a clusterbomb sniper and you'll be fine. 💚 *Edit:* Because some people don't seem to be intuitively getting the concept of a clusterbomb sniper... there's perhaps a simpler way to think of it: *Guns exist to hit things you can't take out with an orbital strike.* Sometimes - as with most primary and secondary weapons - that's because they're too close, and you'd hit yourself with it. Sometimes - as with the laser canon and the quasar - it's because they're too far away. *The airburst rocket launcher exists to hit up to approximately 15 things with one shot that are too far away to hit with an orbital strike beacon.* If you only like operating just within the range of throwing distance around yourself, it's not the weapon for you. If you want to know what it feels like to _be_ a super-destroyer instead of the guy who just asks very nicely for their super-destroyer to hit things for them, then give it a go.
Until the proximity makes it detonate in front of your face lol. I do like it, its proximity detonation is way too sensitive to anything and everything. I think it'll be good if that gets fixed
@@everfreesnarrations35yeah it’s definitely just another bug or bad implementation. I killed my whole team with it, put it down and then 5 minutes later got killed by my teammate trying to use it😂
Ah yeah, long range, shot a gunship 70 m away from me, killed myself, half-killed my teammate, gunship took no damage
@@phyll0medusa Maybe don't shoot straight up. They teach Pythagoras on day 2 of Liberation 101 at DemocracyU - if the gunship is 70 metres away, and you're aiming upwards at 45 degrees or more, then the clusters will fall within 35m. That's basic democracy in action!
Until you figure out that dust, trees, leaves, snow, teammates near you or the occasional fart in your direction will make the rocket explode in your face :(
💚I definitely get how the rocket tickles everyone’s fancy but the anti tank seems like it would be more useful for heavy enemies than the rocket because you can clear out groups of heavies coming at you
yes yes yes, i agree with this big time
Agreed 👍
But.. the pocket rockets are very GOOD...... at killing me & my teammates ;)
Thank you! Folks just fear the utility of mines (friendly fire).
@@warlordmo1047 after trying it i'm less afraid of the firestorms on Menkent than the Air Fart rocket launcher in my own hands. i shot it 4 times, i died 2 times and 1 time a team mate while i got knocked off a mountain, with literally nothing it could lock on to. It would be more effective if you strap a 500kg to my chest and make me a suicide bomber, then at least i would kill something in the process. Absolute worst trash weapon in the game, i never want to see it again. I'm already at Menkent working on getting the mines.
The airburst is cool, can’t help but feel the antitank mines would be more useful, especially on defense missions.💚
one thing to remember is that devs have said this is a "preview" version of the airburst and not the final version that will be unlocked in next week's update so the final version might be quite different with quirks more sorted out
idk, i dont believe that man, im pretty sure its exactly what we will get, its terrible, it doesnt even one shot devestators, if it could oneshot groups of devestators i could see myself picking one up for the team that's already heavy oriented but with how it can only oneshot the SMALLEST guys, its just not usable i dont even care about proximity bullshit and stuff
@@zenks5883 they have specifically said on the discord it's a usable "beta" version for the event but not the finished product because they didn't know which stratagem we'd go for and they didn't want to patch unnecessarily for the one we didn't go for
@@zenks5883 they have stated what I mentioned on the official discord that its a beta version and not the final product because they didn't want to do unnecessary patching since they didn't know which stratagem we'd go for
@@zenks5883 Are you aiming directing at them or close to them? Cause I've been one shotting devestators consistently.
@@zenks5883sure
All they had to do for the mech was to start the rockets in FRONT of the hitbox instead of right next to/ inside of the hit box
For real! Or just a micro delay before it activates or something!
yeah the "fix" was a quick and dirty overcorrection that actually made it worse. i rather have the exploding mechs back than the worthless state it is in now. i think everybody was expecting a proper fix later on. working as intended? my ass, that just tells me you are not playing your own game.
Cant wait for it. Personally i prefer the mines. 💚💚💚.
The way I would fix the cluster rocket is, I would give it 2 or 3 modes. Proximity/direct/remote. They say for themselves but, proximity is what is on now, direct impact sends the mini explosions away from the surface that it lands at, and remotely explode the rocket.
hmmmm 3 may be 2 many but i agree with the first two options
@@CloudPlays yeah
Or just add charge meter like in railgun. Hold trigger for 1s - missile will explode 1s after launch. Hold for 0.5s - missile will explode in 0.5s. Release trigger immediately and your whole team is dead. It would be a weapon you need to learn to use properly.
I tested the RL in a solo game, It doesn't seem to fuse on terrain but fuses on objects (resupply pods, enemies and friendly's) which means it will fuse if your standing remotely close to one of those things. There should be a minimum distance travelled before the rocket can explode or just stop it fusing on players and items. If you can get past that its actually an ok tool for clearing light units
weird how a Grenade Launcher was forcibly given a prox-fuse but not a rocket-launcher with 4-5x the AoE.
If the airburst rocket launcher would only react to enemies it would make it seriously better💚
I've never had a good experience with mines. I'd support the anti tank mines only if objects heavier then a helldiver triggered them. 💚💚💚 The mechs are good for the 'thin the numbers' missions. It's the only time i use them.
Already seen in the leaks, helldivers do not set the mines off. Ns about chaff but you wont teamkill from divers stepping on them
Cant wait for it. Personally i prefer the mines. 💚💚💚
Some porn chick copied your comment. lol
Ran into a guy with the name "pickled remains of phil swift"
Let's go! Thanks for the updates Cloud, and congratulations on a 100k!💚
no no no thank you! wouldnt be here doing this if it wasnt for you guys!
issue with mines is once the grenades and AoE eagle/orbitals/tremors start to land they will blow up before anything viable starts to run over them. Rocket was the right move, we just need it to get a prox-fuse like the GL was forced to have.
I see alot of people trashing AT mines but something that I'd assume would come with the strat is a weight capacity for the mines , the ones in-game at this moment are considered anti personel mines. The anti tank mines would create a safe to walk through mine field where only heavy category targets will trigger a mine . Anything below wouldn't trigger it.
Considering the mech, maybe allow the player and their teammates to re-arm it with supply packs and/or attach their heavy support weapons to it. Allowing the operator to cycle through. Will make for all sorts of fun combos.
4:50 those mines take me out soo much 😭
💚 I honestly have no problem with the Airburst, it’s just longer range than most players are used too, and it takes gunships fantastically
I think there is an issue with the airburst right now. If you are not host and you ADS with the airburst, it will explode as soon as you fire. If you are host it works as intended... i dunno if this issue has been addressed yet.
My issue with the mechs is not that the rockets are unaimable, it’s the pathetically low amount of ammo. One mech can barely clear a heavy bug nest before running dry, and pairing that with their insane cooldown and 2 uses per mission, it’s absolutely not worth spending a stratagem slot for these. If they plan to add more mechs, which the leaks have proven, I want them to make a new ship upgrade category dedicated to mechs. Maybe first upgrade will be double ammo, then increased HP, faster cooldown and lastly, an additional use for the stratagem, bringing it up to three
The mech explanation actually makes sense and I immediately had the sense of that being the issue. The fix makes it more realistic so I’m not mad.
It needs a fuse of like, .05 secs or something. Or maybe it flies a bit slower and we press the fire button a second time to detonate it where we like. Or, it doesn't consider anything that isn't an actually enemy unit (and enemy building, if it can destroy buildings, which seems unlikely, unless perhaps fabs or bug holes). From what I've seen so far, Arrowhead MUST make significant adjuatments to this thing. Its usecase is already super niche and the TK potential is S-Tier.
I find the Air burst to be excellent at shooting into a base to clear out smaller targets before going in, although there are MANY better options to take a base, I found this to be one of its nice uses. Although, having a clear shot is important, and even elevation. And the fireworks is nice too, love the visuals of it, it really goes BOOM.
Hopefully we get it done! 💚
the problem is that the airburst is triggering off of dead bots too. i've been well and clear and shooting at a base over 100m away and it triggered because there was a scout walker corpse near me.
💚 Airburst only need 1 easy fix. Delay the proximity trigger a little upon firing 💚
Anti tank mines are great, but I feel like we could utilise the launcher better, especially for the new flying bugs which are difficult enough to hit as it is and make huge swarms very quick. You could also use it as a mini airburst strike above groups of lightly armoured enemies and swarms. It seems to be an insanely good ad clear weapon which would be very helpful to round out the very single-target heavy loadouts we have right now. 💚
Wow... sooo many ppl are having a hard time adjusting to the airburst. Yet it works magically. Sure theres a steep learning curve, but its worth learning. One of my favorite secondaries.
💚 ive said it from the start and am very happy to be proven correct that the airburst wouldn't be worth it and the mines are def the better option
I think they design the air burst rocket with something like "Proximity fuze", this means it will blow up when something is close enough to the rocket, so you can only aim up using this weapon and the path should be clear or it will blow yourself and your teammate up. 💚btw I still l like to use air burst rocket, it clear the robot easily when you aim top of them 💚
💚 The airburst launcher is amazing, although a bit inconsistent. If they could nail down the damage range a bit more, then i can see this being a great weapon!
💚 I would have gone for the anti tank mines but everyone loves rockets.
come to Menkent then and get it done!
They should definitely lower the radius of the proximity activation on the rockets. Its kinda funky with how large it is.
I told them I wanted vehicle mines and that the airburst rockets would be mid. They're worse than mid, so I guess we were all wrong.
I was hoping for the air burst to be less fickle. Overall it would have been smarter to focus on getting Penta and Choohe to test the strategems out and decide afterwards. By the current standings we won't even get to test the anti-tank mines, which would be a shame.
We're going to end up with both eventually, this is a non-issue. There is no way the developers (who are already so overworked mind you) would make two stratagems, code them, texture them, implement them into the game, and then only give us one of them after a short event is over. We'll be getting both.
I'd like to see some kind of "targeting aid" for when your using the mechs missiles. Something like what Star Citizen uses for its ship to ship combat that shows where to fire to hit a moving distant target. To implement this the controls could be changed so holding down right button shifts into missile mode with the targeting aid and then to fire press left mouse button while holding down the right button to launch a missile. To use the minigun you just press the left mouse button to shoot.
I think all the weapons and even some of stratagems we currently have are a mock 1 version of them. As we go further and get stronger, the equipment will get better and better as well. I can see a mock 3 or 4 rover that doesn't kill you or teammates. A mech that turns and shoots better.
The mech should have unlimited bullets. It would make it worth it to use because as of now it gets destroyed in seconds, makes you a very slow and big target, and has barely enough rounds to kill what you could with a regular Eagle Airstrike.
I've been able to use mechs to decent effect, but I remember when the missiles use to be useful against bug holes, and they haven't been for a very long time because they can't aim down. If something else has been done to nerf them, that's going to be petty disappointing.. Early on I had planned on being a mech and vehicles specialist. As it is im also an explosives specialist, and that needs fixing too with the blasts sucking people into them rather than blowing them away. 💚
Airburst launcher? Ive never witnessed a more efficient team killing machine. Easily wipes out entire squads (including yourself) in one shot what a way to finish off a suicide mission 😂 💚
I’ve seen a few people running Mechs recently with the Bubble Shield Backpack. The shield extends outside of the mech while piloting but doesn’t protect the limbs. Does this ACTUALLY help? Any Mech pilots know about this??? 💚💚💚
I use the exosuit/mech a lot, in order to shoot anything with the rockets you have to aim slightly off to the bottom right in order to shoot straight. I used to use it to clear bug holes but I use the eruptor rifle instead. I use the exosuit now for spore and shrieker nest.
Dunno, I used the Mech WAY more before the "fix" as it was way WAY more useful, especially against the Bugs, but since the "fix" I have not used the mech suit at all. Sad tbh. 💚
the cm is talking cap about the rockets. the pod can absolutely rotate downwards but ever since the "fix" the rockets cant shoot down at all leading to missed shots even when your aim is spot on. instead of limiting the rockets they simply could have given the rockets a delayed fuse preventing them from colliding with the mech when launched and everything would have been peachy
Best player name I have come across so far was "Double Oh Dumbas". the voice chat was total comedy the entire mission.
do u think if we liberate Both before the time runs out we will get both strategems?
Yeah I got to trying the air burst. I'm not entirely sure what they were trying to go for with it. It's very different than what we saw demoed quite some time ago. I'm sure with enough time we'll figure how to use it to some effect perhaps, but it's rough. Especially since our other explosives are drawing us into the blasts rather than away from them. It's dumb. 💚
I ran a solo with the new rocket burst launcher to some success. When I used it I added distance ( or deth) it can take out a bot base just have to apply distance and maybe a stun grenade for some success bot groups ( at a distance or deth )with parties. Definitely call out. Don’t try to be a hero. 💚
💚I personally was hoping for anti tank mines, but if we get the anti air, it will be ok. I did hear there was supposed to be a patch for the air burst to make it work better.
Why is everyone assuming that we'll get anti-tank mines and/or air-burst rockets? Based on the description, it's either a fortification or corrosive stratagem. 💚
The people testing this already said on Reddit that you need to hold the fire button down. Once you release the fire button the proximity sensor activates.
whoa is it really a l2p thing, i gotta check this out
They need to fix the explosions so they don’t always drag you toward the nearest enemy. It’s the most frustrating element to gameplay.
💚I wonder if AH will be bring back the TOX-13 Avenger. Was great against bugs, slowed them considerably and would melt them with sustained sparying.
I don't have too much of an issue with the mech. The rockets launch from the side, just make sure you place your mech properly
Had the airburst fuse off of building rubble in my face, wasn't a very nice time. I think a second or two of flight time should be needed before it can fuse on something. 💚
Would be nice to be able to try out the AT mines without getting onto Choohe first, so people have a better sense of the pros and cons. Also, in the prior footage I've seen of the airburst, it was limited to three call-ins per mission. The stratagem available to all right now is unlimited so if that ends up being the one that gets unlocked, but the final version has a per-mission limit, I think many people will feel deceived. 💚
I’m really hoping we can get to the anti tank mines on Choohe, this rocket launcher has the potential to be really frustrating for squadmates of users. 💚💚💚
It’s basically the cluster strike as a support weapon.
Just don't aim at the ground near u
it looks like its too late to switch up but i just went into helldivers io and they put in a ridiculous "planet regen %" on the airburst planet, currently 100k players is playing and its only going to be liberated in 12HOURS if that tempo keeps up, which is insane. So its prob Joel fucking around with planet regen so that we can actually change to mines planet if we want to, but sadly i still dont believe its happening
AIR BURST SO FAR: PROS: - Looks cool (Rocket Launcher. Backpack models. Explosion Effect) -Takes out patrols of weak low-medium armor mobs CONS: -Easy to kill team and self with the way the airburst detonates near a close enemy. -Does not down dropships, gunships reliably -Does not kill heavy reliably (should be like 3 shots to kill a heavy on direct hits) > For this one, I think it does need to remain unique from the other rocket launchers. Having it be awesome at shredding armor off for instance could be useful, whereas the other rocket launcher can blow the head off of a charger or one shot a hulk in the eye. Or it could have a knockdown effect or something. Against hulks maybe have shot 1 strip one gun, shot 2 strip the other gun, shot 3 kills it. -Inconsistent building destruction
I don't know why anyone was expecting more from the Mechs, they were an optional choice in HD 1, and they're an optional choice here. If they worked half as good as people talk about them working they'd be a required stratagem on 90% of missions and they try to avoid that for *anything*. It's all a side grade and it's supposed to be one. 💚
💚 I was really hoping for anti-tank mines to be able to layer mine defenses during defend operations.
The mech thing makes sense to me. Just get good! It's an adjustment, I know but I think any well-trained Helldiver will figure it out
The rocket seems to be the new teamkiller 9000 and aren't even good against two of the three airborne enemies, which are the ones we can only use it properly against. Meanwhile we can't touch the mines, which would be more useful since the bots have actual tanks on their side.💚
I think the anti-tank mines would be useful in certain mission types. Would rather have than the mines, compared to another support weapon. 💚💚
Idk I think the airburst is bugged it works really well sometimes but other times doesn't seem to do any damage or just blows up in your face
💚 thanks for the constant updates
After using the eDocket launcher I still want it, it's splash is large but you just have to learn it, and once you do learn it it's incredible for taking out devastators and even tanks
im not sure where the confusion over if we can do both comes from..... its been stated by the devs and in the wording of the order itself that we will only get the reward from the FIRST planet we succeed in. We will get ONE of the two strats and its never been hinted at that there was a chance at the second, it will probably be rolled out later in the story arc. they probably have a long list of almost finished strats that can be added without much effort and it seems they plan to use that as a reward for galactic missions. Having said all that, the cluster f launcher is fun but its a liability without good communication and some peeople are just idiots so you have that too. I think the mines would have been more beneficial especially with striders etc being much more common.
Any weapon used incorrectly could end up in a teamkill. We just need to experiment with it. 💚
The airbust launcher is going to be a nightmare for groups due to friendly fire potential 💚💚
The moment I made landfall on penta and tried out the airburst rocket launcher, I left the mission, got to my super destroyer and flew to Menkent
Finally more stuff that can work on higher difficulties. Those AT mines will be circumstancial but very useful I reckon. Now we just have to get them ...💚 The Mech's missiles aren't an issue anymore since I have the aim point down but what is really annoying is how fast the minigun arm dies. Maybe it's just me but it seems like one charger attack just rips the arm off every time.
I think the airburst is a really fun weapon, but like everything Arrowhead puts in the game... the initial fun will fade and the cracks in the game really show. Is this a bad thing? I don't necessarily think so, but plenty of people are voicing their concerns about this since this is a really REALLY popular game with which people have high expectations for. I am glad the developers try to make the game more exciting than 100% fixed, but over the next couple months I think we all should expect things like the host-side damage increase bug to be patched. Much love to the devs and the community, I hope we can all have a laugh thinking about how the game used to be when everything's in 100% working order.
Not the final version of the weapon and if they change it to detonate near enemies or on direct impact only it will be fine, the devs already stated the final version will be added next week these are playtest versions.
I think if they just made it so in the first 25-30ms after it launches it doesn’t trigger next to anything it’ll solve a lot of these issues. Shits op asf if you can not suck either it, I was clearing out large bottle’s factories in 2-3 shots. Only thing is it feels really inconsistent with blowing up factories. I sat and tried to figure it exactly and sometimes it would blow them up in one shot and sometimes I could shoot them 5 times and it’d never blow up. I tried shooting different parts, when the vents were open and closed and i just couldn’t get an accurate reading. I know I shot a few from the back and blow them up a few times so idk lol
Congrats on the 100k💚
the cluster rpg just has a steep learning curve n right now everyone racing to try it wo knowing how it works or how it should be fired. once players get used to its mechanics, it will have a suitable place in the war. i also remember early test footage w them using it on a swarm of shreikers and taking out the whole mob. it's fun, new and unique as well as quite powerful. it also reloads faster than i expected it would, not to mention the art design on the thing is sick!
💚 Its a shame the anti tank mines will be better in the long run, (especially if they trigger based on weight etc) when the higher difficulties start throwing nothing but heavy armour our way and we wish we saw infantry.
I'm good with the mechs rockets aiming the way they are but it needs to do at least double it's current damage.
What's sad is they first advertised this weapon when we got word of the bots making drones... they had hinted this weapon was to kill air units.. it fails at killing drones and drop ships. The proximity is way to big and it should have a second or two of proximity arming time to reduce exploding at close range. The cluster explosions also seem weak. I've fired it over groups of enemies and have received no kills at times and at most 9 kills. It seems to be weak on medium armor units or better.
Used the airbrush. Killed myself alot. Watched the entire squad be wiped out on the extraction point from premature detonation. Saw an entire squad of 50+ doing a level 7 drop their usual support weapons on the second mission of a campaign because we realized the airburst was available. Also watched the entire squad go back to their normal weapons for the 3rd mission. It's not terrible. Will need more experience to figure out what it can do. I think it will be more useful on the termanid front though. I want the mines myself, but the best bet to maybe get them is to push behind the main front and free up players for thar front. Might get a whole third of them...
The rocket air burst is a good weapon if its in a good wielder. In my experience with the weapon, I cause a lot of self killed instead of killling bugs or bots lmao. 💚💚💚
💚 We have a shortage of heavy hitting area denial so an ATM would be awesome
It's an anti air weapon..... it explodes outwardly...... ofc its gonna kill you when used at close to medium range. It looks like a good bug hole, automaton outpost destroyer. Treat it as a longe range rpg thats meant clear an area or horde.
I don't see the mech rockets as impossible to aim. That might not be a sniper weapon but i don't have problems with hitting targets from a distance reasonably well.
Bot are currently glitched out have been all day. Rocket devastaters with unlimited ammo also bots spawning inside rocks were they can fire at you but you cant at them. Spent the morning testing this from easy to helldive, and these issues are an all difficultie occurrence.
Honestly the Air Burst is pretty solid support weapons. Its actual weakness, are forest planets XD On winter and desert planets, this thing is going to KICK ASS. I do wish it had an arming range of like 30 to 35 meters though. It is a long range weapon, and when you treat it as such, you will not be killing yourself. Trust. If you have to ask, am I too close? You are too close xD Its awesome, I love this thing. A lot of fun.
💚 Cluster may be quite a fancy one, but come yo think of it -- I agree that AT Mines would be quite useful vs Bots, especially high tier Defense Campaigns
I find it genuis, how arrowhead gives every one the option to experiment with new gear and chose which one, all disguised as a new.mission/order before they add it to the game and by the time we are done they all have had the time and new data to fully update.
I'm pretty sure the air burst is supposed to used against the bugs at least it will be more effective and the mines for the bots with how many tanks and just over all heavy units they have
I definitely feel like the air burst is hit or miss at the moment, with most of it being miss. But it could just be the case of getting used to the weapons mechanics and aiming above the target your aiming at. I do wonder if the anti tank mines will become available sometime after the major order ends if we don't liberate Choohe. 💚💚
Maybe the airburst is not well coded or bugged, but at any rate i see this more like an CC option that can also AT. If it works properly i think it can be fun to use💚💚
I'm just playing the game with others who like to search for super samples before extraction 💚. I have my kit all set up how I like it already so I'll be happy with the outcome regardless
I use the Mech constantly; the rocket aiming does have a bit of a learning curve, but it definitely doesn't feel so bad that it's un-usable. That said, I do find it more useful against the Bugs than the bots (mostly just because bots will start shooting at you from miles away because... Well, you're a big ass mech on a battlefield that they didn't make walking in their field of view. Feels kind of obvious to me, not very fun when it happens perhaps... But it does make sense to me at least). All that said, the Mech works great in certain situations and scenarios, but not so great in others. Identifying the best places and situations to use the Mech and calling it in a spot that gives you time to situate yourself (rather than being lured into calling it smack in the middle of the fray to benefit from the nose cannon on the Pelican) are both Key starting points. (My typical mech battle looks like this: Call in on edge of combat -> get in mech and get Situated -> move into combat with direction and purpose + Identify targets that will need rockets + don't waste rockets on holes or factories, let teammates handle those + if Solo, figure it out. -> rinse and repeat until Mech's ammunition is spent -> Abandon Mech or use Mech for transport as situation allows). Okay, I'm done rambling. No hate on anyone who dislikes the Mech as-is, I just see any glaring issues with it outside of the Bots reaction. To anyone and everyone: each their own.
I do want the anti-tank mines, but they seriously need to fix fire damage, those Goddamn fire tornadoes have ruined many a mission for me. 💚
Need to give the ABR a arming distance of 10m so you can fire from behind cover
One question. The order says liberate both why are we choosing one or did i miss a detail? Or are we getting the strategem for the first planet we liberate? 💚
Personally loving the air burst rockets as it is super effective if used right 💚💚💚💚💚💚💚💚💚💚💚💚