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Raw firepower, freedom flame. Fire is excellent on bugs and the warbonds provides just that.
Viper is good for utility and novelity weapons.
Chem is meh, it's good at what it does but situationnal
Truth is here for the drip and a fun side-arm
Freedom's Flame weapons are fun, but depends on whether you enjoy flamethrowers or not. Chemical Agents is, in my opinion, the weakest warbond. And we are still fighting over how good or bad Truth Enforcers is.
Viper: If you are a heavy Support Weapon User and need some extra handling for the constant swapping the Viper Armor trait is ideal. I do enjoy the snub-nose camo AR on burst fire it feels fun. I use the Viper WAY more than expected (but I also like camo too) as it's great for fast flanking roles when you'll be switching weapons a lot to crowd control as much as you can while you Jump pack around.
Flames are Flames: Fun Liability. If a diver enjoys burning for the kills they can do more surgical fire damage with Beam Weapons these days. If you love flames though, Get it. As for the Fire Armor at 75%, fire's still a hazard. Helpful on Flame Planets though if it's a deep need. BUT it's all about the trade-off on those fire planets.
Chemical is... got some cool looking Armor that.... only protects you from your own gas. It's sort of like the Electro Armor sets which really ONLY protect you from you poorly aiming buddies with Shock weaps. The Gas Dog pack IS interesting however for bugs. Not as chaotic as a beam laser cutting off heads, or the MG firing wildly through the group. Feels like smaller activation radius, and honestly feels like needs rewaork: Focus more on groups and sweep the whole group. As it is now the Gas Dog kind of over focuses on single targets trying to kill them with the gas instead of affecting the whole swarm. (Probably least of use Warbond) Oh and the Gas Armor, unlike the Fire Armor, has NO benefit on Acid Planets. --- Not sure about acid attacks from bugs
Freedom's Flame--good drip, good weapons, TERRIBLE booster
Chemical Agents--meh drip, meh weapons, no booster, and nothing great in there
Truth Enforcers--excellent drip, ok weapons, good booster
Id say Freedoms flame, then Truth/Viper, and Chemical agents last
Chemical Agents currently feels to me like most people could take a pass on it, but the grenade can be genuinely useful. You can make the gas gun work as a way to support the team, but I don't care for it due to short range and surprisingly high recoil. It also does not leave a cloud, so it needs to be reapplied frequently on targets. The gas drone seems to be awful, as it only focuses on one enemy at a time, and it's difficult to determine if it's actually helping, since the enemy is not stunned, just driven berserk, and meters away from the player. Plus, players getting hit by the drone spray causes the blurry vision effect that can be very annoying. The gas from any of the weapons in this warbond does relatively weak damage against everything, so it is intended as a support tool more so than for outright killing of enemies.
I agree with the above for Viper Commandos. Also, the carbine is nothing special. Not awful, but doesn't really do anything to make it stand out much from the base Liberator.
For Freedom's Flame, I also agree with the above. Personally, I'm not a fan of flame weapons, but you can do plenty of damage with them if you use them well. The fire resistance armor passive is ok, but far from great, since fire will still do harm, and some sources of flame do considerable damage, even through the armor. It can be somewhat helpful on fire tornado planets, but will not save you from quick death if you get too close to the tornado center.
Truth Enforcers has a couple controversial weapons that do hit very hard in their range envelopes. The SMG will one tap most small targets to the body, and one tap mediums to the head. It has atrocious accuracy beyond around 30 meters, and high recoil for automatic fire. The shotgun has a multi-ammo gimmick that can be difficult to use if you don't have a method for quick swapping the types, but will either penetrate medium targets with one type, or stun with the other type. You can stun Chargers with it, if you land enough shots on weak points. It has a proper stun as well, more like a stun grenade than the stagger effect from other weapons. The plasma pistol has a charged shot that can be devastating for such a small weapon, and can hit accurately out to decent range. I have not bothered with the armors, but from what I understand, the passive is not that effective.
I was underwhelmed by the other two.
Viper Commando is okay'ish since the booster in it is useful, but I don't care for the rest of it.
Chemical Agents was the first Warbond I really was not interested in, even a little bit.
And Truth Enfocers was the 2nd one, I could not care less for.
Although I've seen today a player stunning enemies with his shotgun, which MIGHT be useful, but the SMG which I could try out myself, sucked so hard...
I mean... yeah obviously I'll get them all, but seeing as medals are a finite resource there's no point unlocking everything at once.