HELLDIVERS™ 2

HELLDIVERS™ 2

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GeforceJoe Mar 12, 2024 @ 4:36pm
EMP and Smoke. Very Underwhelming.
I use the EMP and smoke a lot against bots. Now you would this hitting a tank with a Emp would disable for slow it temporarily right?! It seems it stops its ability to be mobile but the turret still has full speed rotation! And the Warhammer orc looking mechs i forgot their names seem to be able to walk through emps!

I think the range in general on a Emp is to small, the visuals look big but the affect radius isn’t.

Smoke more than half the time a bit will still have solid concentrated fire through smoke and still head shot you with a rocket..

Bugs often barely get slowed and titans by emps. In general I would have to say the radius is a big issue for this.
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Showing 1-8 of 8 comments
Try EMS in mortar form when your team is dropping alot of turrets. It signifigantly improves every other turret/mortar on the field, you only really need one in your group if you're organized.

Oribal EMS is sadly screwed over by map effects that make it veer way off course on occasion and Smoke had some sort of stealth nerf to it in the patch before the current one (or maybe it got undone, who knows, they just hide stuff from us all the time now), where enemies seem to not respond to it as quickly as they did closer to when the game launched. It actually worked as quickly as it did in the little .gif shown in the menu.
I regularly drop EMS on bug tunnel breaches and the only bugs that are moving are bile titans.
Everything smaller, including chargers, is stunned.

I haven't seen anything, either in patch notes or my own gameplay, to indicate that this has changed.

However, since orbital gas used to only damage the person that called it in, I guess it's possible that something similar happened to EMS?
Last edited by Omnipresent Oatmeal; Mar 12, 2024 @ 4:44pm
GeforceJoe Mar 12, 2024 @ 4:44pm 
I was one of the few ever seen to use the gas and they nerfed something no one really used now it’s garbage, barely kills anything
GeforceJoe Mar 12, 2024 @ 4:46pm 
I use the emp because of the cool down is so low and great for using when in the constant run and constant reinforcement of bots and use it as a form of defense to help my team but it sucks! It really is garbage
Last edited by GeforceJoe; Mar 12, 2024 @ 4:46pm
adobo Mar 12, 2024 @ 4:47pm 
It's not instant stun. More of a buildup before the effect kicks in so its possible for enemies to walk out of it before they get affected.

Gotta drop it so enemies will walk through it. I use it to cover my retreat or slow down an attack.
deerchef Mar 12, 2024 @ 4:51pm 
Originally posted by GeforceJoe:
I use the emp because of the cool down is so low and great for using when in the constant run and constant reinforcement of bots and use it as a form of defense to help my team but it sucks! It really is garbage
use emp mortar instead, it's the same thing but 10 million times better
Hand Mar 12, 2024 @ 4:51pm 
Originally posted by Omnipresent Oatmeal:
I regularly drop EMS on bug tunnel breaches and the only bugs that are moving are bile titans.
Everything smaller, including chargers, is stunned.
let me introduce a alternative-
G A S
1 minute cooldown. High damage on a specific area and sticks for a couple seconds
Originally posted by Hand:
Originally posted by Omnipresent Oatmeal:
I regularly drop EMS on bug tunnel breaches and the only bugs that are moving are bile titans.
Everything smaller, including chargers, is stunned.
let me introduce a alternative-
G A S
1 minute cooldown. High damage on a specific area and sticks for a couple seconds
Let me introduce another alternative: both.
They both have a short cooldown, meaning you can basically disable the concept of bug tunnel breaches entirely if you stagger them.
Or do what I usually do: drop both on bug breaches. The only things left alive are chargers and titans, which are easy targets when not supported by roughly five thousand hunters.
Last edited by Omnipresent Oatmeal; Mar 12, 2024 @ 4:57pm
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Date Posted: Mar 12, 2024 @ 4:36pm
Posts: 8