HELLDIVERS™ 2

HELLDIVERS™ 2

Statistiche:
How to use anti tank expendable
Nothing dies within one shot, what the point of this 1-use weapon if i can take the railgun ?
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Visualizzazione di 16-30 commenti su 56
Messaggio originale di CritMasterFlex:
Messaggio originale di Eudicots:
There are three attacks that you can do with the eat. The first is to call it down on top of enemies. This can kill titans if you stick it on top of them. With a 70-second cooldown, it's a surprisingly strong titan killer even if it takes some practice.

Also a great point. 3 Shots!
Except, which LASci hit square on, this only applies early in game before you're rail-roaded to use the railgun as it's the only functionally useful gun later in the game.

Whack.
Messaggio originale di Vespertellino:
Messaggio originale di Sir Harlz:
You use it until you unlock the recoilless rifle, spear, or the railgun. Then you find out that recoilless and spear are extremely inefficient and use the railgun all the time. Spear is very useful for destroying buildings BUT when you have 5 heavies in front of you and only four missiles (that might not even bother to lock on), you got a problem.

If the anti-tank did more damage it'd be a decent choice for conserving ammo since it has a really short cooldown, but I saw a charger eat 4 rockets once, so at the moment it's highly lacking.
You can literally oneshot leg armor with EAT and then wonder where to spend the 2nd one

Cool. I mean sure that means you are running around for 70 seconds in the highly likely scenario of there being more then two chargers, but yeah I guess if there are only two chargers then the EAT is just as good as the railgun if you ignore the fact it's harder to aim, single shot with no reloads, and overall less versatile.

I want the EAT to be good, but OP asked why he'd take it over rail and sadly the answer in the games current state is that you wouldn't. If you like the EAT and want to have fun with it, go for it, enjoy yourself but if you want the most effective option, it's still the railgun. Spear is good also since it destroys buildings and has huge range (but is buggy), recoilless rifle is "ok" and EAT does compete with it pretty well due to the short cool-down. But railgun for everything that isn't an actual tank or a building is still the most effective option.
Ultima modifica da Sir Harlz; 8 mar 2024, ore 0:41
Messaggio originale di `digitaL.braVo:
Except, which LASci hit square on, this only applies early in game before you're rail-roaded to use the railgun as it's the only functionally useful gun later in the game.
.
I use it on helldive difficulty. I just treat it as a faster and stronger version of the orbital railcannon strike. This method for sure takes a lot more practice, but once you get the hang of it you can wipe out a titan every 1.5 minutes.
Messaggio originale di `digitaL.braVo:
you're rail-roaded to use the railgun as it's the only functionally useful gun later in the game.

Messaggio originale di Sir Harlz:
railgun for everything that isn't an actual tank or a building is still the most effective option.

Messaggio originale di LASci:
like many of the non-railgun anti-armor weapons it just takes too long and involves too much chaos to do its thing.


Honestly, if I was a dev reading these kinds of replies I would remove the RG from the game.
Or level-gate it to like 40, even though leveling is braindead anyways.
What a let-down that all these other weapons are so often considered useless.
1. it's more reliable at 2-shotting titan head than railgun. You get 2 per drop. Also generally less aiming required to destroy something armored.
2. You get ammo for it every 1 minute compared to everything else that relies on supply drops which are not only per 2.5/3 minutes, but also shared with team.
3. Drop pod itself also hurts. And is great at distracting patrols. With low cooldown you just spam it because it feels like it's almost always ready.
4. You can prepare enough EATs for when it matters. Ever though of staying at extraction for 5 minutes beforehand to get 10 EATs?
5. It's actually faster to kill charger with EAT+proper primary (breaker, punisher) into leg than railgun.
6. You actually have one EAT on yourself + 2 from drop available for a fight which is 3 charger legs stripped, that equals to at least 6 shots from railgun (with current nerf it's inconsistent so could be up to 12 shots) which is enough for short fight and in long fight you can re-call EATs right during fight for total ammo no less than railgun (if used efficiently). Not as efficient against hulks, but it can down dropships instead.
7. Who said they're exclusive of each other? Take EAT - shoot it - take railgun - shoot it-take second EAT-shoot it-pick railgun and run&reload.
8. You died with railgun and reinforced at other side of map - no railgun for like 3-8 minutes because cooldown. EAT? Always ready.

EAT is very competitive against railgun.
RR is not because it's EAT that takes backpack (let's just be honest, heavy armor is not nearly as good as shield, it did not change with nerf), only has like 3 times ammo max while competing with your team for supplies and solo requires you to stand in one place to reload. Only saving grace of it being two-team-loaded is blasted by noone wishing to sacrifice their backpack slot and we for no reason can't have another guy reload from our own backpack.
Ultima modifica da teravisor; 8 mar 2024, ore 1:03
Messaggio originale di Eudicots:
Messaggio originale di `digitaL.braVo:
Except, which LASci hit square on, this only applies early in game before you're rail-roaded to use the railgun as it's the only functionally useful gun later in the game.
.
I use it on helldive difficulty. I just treat it as a faster and stronger version of the orbital railcannon strike. This method for sure takes a lot more practice, but once you get the hang of it you can wipe out a titan every 1.5 minutes.
You're going to love it when I point out this is a feature NOT a purpose, and should be basically treated as an "exploit" of sorts.

Messaggio originale di CritMasterFlex:
Messaggio originale di `digitaL.braVo:
you're rail-roaded to use the railgun as it's the only functionally useful gun later in the game.

Messaggio originale di Sir Harlz:
railgun for everything that isn't an actual tank or a building is still the most effective option.

Messaggio originale di LASci:
like many of the non-railgun anti-armor weapons it just takes too long and involves too much chaos to do its thing.


Honestly, if I was a dev reading these kinds of replies I would remove the RG from the game.
Or level-gate it to like 40, even though leveling is braindead anyways.
What a let-down that all these other weapons are so often considered useless.
If they weren't literally useless in late game this wouldn't be an issue. I'd contend the only reason people use them is they're stepping stones along the way. Once you unlock the next one it's not an "option" or a "play style compliment" it's "if you don't use this you're literally incapable of holding water."
Messaggio originale di CritMasterFlex:
Messaggio originale di `digitaL.braVo:
you're rail-roaded to use the railgun as it's the only functionally useful gun later in the game.

Messaggio originale di Sir Harlz:
railgun for everything that isn't an actual tank or a building is still the most effective option.

Messaggio originale di LASci:
like many of the non-railgun anti-armor weapons it just takes too long and involves too much chaos to do its thing.


Honestly, if I was a dev reading these kinds of replies I would remove the RG from the game.
Or level-gate it to like 40, even though leveling is braindead anyways.
What a let-down that all these other weapons are so often considered useless.
It needs a stricter hurdle to cross than just a paltry level. Like "Speak to another person." You even get the pre-patch RG if you can do it without slurs or memes.
Messaggio originale di Dan:
>anti-tank expendable
>cannot honour its name
good thing they are gonna nerf the rest of the stuff
Day 1 - Cope
Day 2 - conspiracy theories
Day 3 - denial
Can't wait to see what you meta slaves will come up for your 4th stage of grief.
Messaggio originale di Sir Harlz:
I am aware you aim for the legs, but here is the issue. Why would I do that? Why would I EVER use a slow, harder to aim rocket to just strip off some leg armor when I could do the same thing with the much easier to use and efficient railgun?

The railgun can't shot down dropships, can it? Rockets can.

For the anti tank rifle its better then the railgun against the medium armor targets (the ones that the primary weapon is rather ineffective against (But they can still take it down) and the railgun is overkill and to slow against.
Ultima modifica da Garatgh Deloi; 8 mar 2024, ore 0:55
Messaggio originale di CritMasterFlex:
Messaggio originale di `digitaL.braVo:
you're rail-roaded to use the railgun as it's the only functionally useful gun later in the game.

Messaggio originale di Sir Harlz:
railgun for everything that isn't an actual tank or a building is still the most effective option.

Messaggio originale di LASci:
like many of the non-railgun anti-armor weapons it just takes too long and involves too much chaos to do its thing.


Honestly, if I was a dev reading these kinds of replies I would remove the RG from the game.
Or level-gate it to like 40, even though leveling is braindead anyways.
What a let-down that all these other weapons are so often considered useless.

I guess that's one way to look at it. If I was a dev, though, I'd be thinking "Maybe I've overdone it with the armored foes and haven't provided the players with enough solutions to deal with them."
Messaggio originale di Garatgh Deloi:
Messaggio originale di Sir Harlz:
I am aware you aim for the legs, but here is the issue. Why would I do that? Why would I EVER use a slow, harder to aim rocket to just strip off some leg armor when I could do the same thing with the much easier to use and efficient railgun?

The railgun can't shot down drop ships, can it?
They've gimped that functionality as well. Tonight nearly every drop ship had 2-3 more behind it and half the dropped bots survived the fall/crash and engaged us anyway.

Messaggio originale di LASci:
Messaggio originale di CritMasterFlex:
Honestly, if I was a dev reading these kinds of replies I would remove the RG from the game.
Or level-gate it to like 40, even though leveling is braindead anyways.
What a let-down that all these other weapons are so often considered useless.

I guess that's one way to look at it. If I was a dev, though, I'd be thinking "Maybe I've overdone it with the armored foes and haven't provided the players with enough solutions to deal with them."
Bingo. You are right over target. Players like OPTIONS that play differently and fit their personal styles. Why is that gatekeeped with "lol gitgud"
Ultima modifica da `digitaL.braVo; 8 mar 2024, ore 0:56
Messaggio originale di `digitaL.braVo:
You're going to love it when I point out this is a feature NOT a purpose, and should be basically treated as an "exploit" of sorts.
Every hellpod is designed to do this. From a player being called in, resupply to even turrets. The only difference is that EAT has the shortest cooldown. Even if they nerf the EATs cooldown people will just swap to the shield generator relay since it's the next shortest cooldown at 90 seconds. If its an exploit then they would have to massively nerf or change the current hellpod mechanics.
Throw the AT beacon on top of the enemy you're trying to kill

The drop kills the enemy

Use the AT on its friends
I dunno. I mean I'm not an experienced Helldivers player. But I kind of feel like if the primary strategy for dealing with tough foes is timing hellpod drops on them, that doesn't feel real compelling. Is that the meta that some folks are looking for? Serious question.
Messaggio originale di Eudicots:
Messaggio originale di `digitaL.braVo:
You're going to love it when I point out this is a feature NOT a purpose, and should be basically treated as an "exploit" of sorts.
Every hellpod is designed to do this. From a player being called in, resupply to even turrets. The only difference is that EAT has the shortest cooldown. Even if they nerf the EATs cooldown people will just swap to the shield generator relay since it's the next shortest cooldown at 90 seconds. If its an exploit then they would have to massively nerf or change the current hellpod mechanics.

There's an achievement for killing a charger with a resupply pod, so I doubt it's considered exploitive
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Data di pubblicazione: 8 mar 2024, ore 0:11
Messaggi: 56