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They're good, but you're hurting them by having to juggle them which just isn't practical in high difficulties.
You're also making it sound like you're playing solo, which isn't recommended.
EATs are, much like in the sequel game, just a disposable, no-backpack variant of the recoilless (like the MG Vs the MGX (? Been a while unsure on name). Both are useable, but your loadout just isn't good. I'd also recommend maybe bringing an airstrike instead of 4 supply strategies
Tl;Dr
EATs do work. Your loadout probably doesn't.
I just want to reject the meta-choice as much as possible, but as you can see, it's very much to my detriment.
I'm generally familiar with all the difficulties, and in my opinion, the more difficult it is, the more dependent the player is on equipment rather than their skill (if you don't take into account the abuse of "despawn" on enemies).
In general, as for me, this is the only negative in the HD1 compared to the HD2, the variability is greatly reduced and / or becomes something "harmful" with increasing difficulty.
It's just that no one has raised this topic before, in any case, thank you for responding, but I just wanted to hear someone's opinion, thank you.
And about EAT, you can still tell me if it is possible to destroy Warlords and Behemoths with a single accurate shot, I would like to be a little more sure.
Of course, I've played a lot, but I personally can't say for sure, so I'll be honest, I really don't know.
In any case, thank you for responding.
Edit: but honestly OP's missing out on SEVERAL rather good stratagems especially for the higher difficulties that are included in the DLCs, such as the two Exos with one being equipped with a flamethrower and equal to a railgun without it actually being a railgun since this Exo's main gun can damage heavily armored enemies.
Regarding the M-25 Rumbler, let's be honest. When the developers did "this" (same as TOX-13 Avenge), they didn't care that many support weapons would simply become meaningless, the M-25 Rumbler is meta, and meta is something I want to avoid.
I don't know about EXO-48 and EXO-51. I like the EXO-44 much more, but unfortunately It is very difficult to find usage for EXO-44 on high-difficulty missions, given that if the ammunition is wasted, I just become useless, and I don't really want to be useless at all.
You may not have noticed, but the discussion is on the Helldvirvers 1 forum, not Helldviers 2.
So unfortunately, what you said doesn't really fit in the context of HD1.
But anyway thanks for sharing your opinion.
I am glad that you did not say about the destruction of the IFV, but rather "neutralization", otherwise sometimes it hurts to see how people unknowingly destroy one, and as a result, a new one is dropped in its place.
As for finishing off Warlords, I have "problems" here, since I wrote in the explanation that, first of all, I would NEVER even think of replacing "Heavy Armor" with something else (although I will be honest, the P-6 Gunslinger is an excellent weapon, although of course it is hidden behind the "perk system" that It would be the case if I replaced my "main" weapon with another secondary weapon.
I don't think the RX-1 Rail Gun is a meta thing, of course, but it's too good, even with all its flaws.
Regarding the LHO-63 Camper, I agree, it's a good choice, a weapon that fully forces the player to use their skills as a substitute for good damage, but since I try to stick to vanilla arsenal (without DLCs) this weapon is not suitable for me.
At the moment, I have decided to replace the EAT-17 with the RR-112, maybe not the best idea, but at least I can choose what I like most.
And yes, we can continue arguing for many more pages (even though this discussion was primarily aimed at finding information/expressing personal opinions), but I'll repeat myself...
EAT-17 is not practical if the anti-tank weapon CANNOT destroy most of heavy-armored targets for which it was created in theory.
RR-112 has only one drawback (like many other support weapons) so it is the ability to call this equipment once, and reloading (alone) leaves much to be desired, but still better than EAT-17 considering that even without upgrades RR-112 easily copes with its duties, unlike EAT-17.
R-25 "Rumbler"... I'm sure there's no point in arguing how much the balance of equipment breaks down when taking this "cancerous tumor" into account, although I'm ready to admit that it's a great merit of the developers that they decided to let everything slide instead of increasing the variability in choosing equipment without harming the players for "wrong" loadout.
An elementary example is the MG-94 and LAS-98... There are no options, the LAS-98 is simply better, better in that it has more capabilities and infinite ammunition, unlike the MG-94.
Okay, I may be wrong, but I would like to be told the facts, and not just told that I'm wrong.
Not everything works in this game, many equipment loses its meaning in existence when one overshadows the other.
I experienced this myself, this whole discussion about it.
EAT cannot kill a Warlord in one hit in solo. It will be left with 100 HP even with a critical (CoM) hit. However, in online play due to desync issues, damage sometimes applies twice with both projectiles and explosions, and in those cases it will obviously be enough to overkill it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3376784956
Hello again, thank you, now I can be sure of something. I suppose with such a small remaining health, they can be finished off with ordinary grenades without resorting to anything else.
If so, then I think I shouldn't have spoken so badly about EAT-17.
As for your comment that loadout matters more than skill on higher difficulties, I heavily disagree. Patience, good game sense and mechanical skill can allow a solo player and/or good team to complete most objective types with minimal casualties regardless of loadout. Rando runs are perfectly viable and reliably completed (although maybe not perfectly) up to difficulty 12, then become doable but tricky on 13+ bug and cyborg and not so doable on 13+ illuminate. It's a steep learning curve but once you get to a point where you can manage the game with any gear it's a very fun experience. Your playstyle may make this significantly more difficult however (sticking with heavy armor, objectively a hindrance far more often than a help and the only perk I actively dislike; insisting on fighting rather than fleeing when appropriate, which is not at all an "abuse" of a game mechanic; and I'm assuming from what else you've stated that you're opposed to utilizing melee dodging.) I'd like to believe that almost every weapon/perk/stratagem has an effective usage, and I've yet to see evidence to the contrary while playing (some notable exceptions notwithstanding.)
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I just wanted to mention a trick with EATs, which OP may or may not know about. If they are picked up from the pod they drop in, then dropped to the ground, they will never disappear unlike those that are never picked and left where they are called in (the timer on those is 2 minutes).
With Stratagem Priority and several instances of EAT stratagems in a loadout, the trick can be used very effectively in Cyborg RS, especially if combined with something like Tanto or other weapons that can damage and finish off Warlords left with very little HP.
Thank you for sharing your opinion, I will take it into account.