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What I'm confused by is why I can't seem to hit the head weakspot itself. It should only be 12 shots to kill when hitting that.
Still pretty bad performance for something that has a 10 minute cooldown, but that's just the sad state of mech right now.
Some people do, while others don't
The lack of any ability to repair or resupply them along with the sheer lack of durability coupled with the outrageous call down timer makes them arguably an active handicap due to taking up a stratagem slot rather than a boon.
Overall, it confirms what we already knew about the Emancipator, it's extremely situational due to these factors:
CONS:
-limited ammo capacity that cannot be resupplied
-lenghty call down time between the first and second Mech
-limited uses per mission
-overall low damage for a mech
-low durability and with no ability to repair it
-pilot dies when the mech explodes instead of being ejected
PROS :
+the Pelican shoots nearby targets when landing the Emancipator
I am pretty sure it was only useful during a solo dive when the evac zone was being overrun and the Super Destroyer wasn't in orbit anymore.
But even then, still extremely situational and i ran out of ammo in like 5 minutes.
But like i said, it's EXTREMELY siuational.
I can name a few!
-Orbital Laser
-Orbital barrage
-Multiple tipes of Eagle Stratagems
-Autocannon and in general Turrets
It's fine if you like the Mech, by all means you are allowed to enjoy it.
I , on the other hand, cannot justify bringing any of them when there are so many drawbacks and my loadout and stratagems do more than they do.
The report also states cases that aren't reflecting the reality of the battlefield: You should not, for example, have a mech who "supports the team as it progresses". This is an aberration as in general, a team progresses by trying to engage the enemy at a strict minimum only going at patrol that can't be avoided or are in the way, and clearing static enemies on objectives and POIs, if possible before they can call for help, which means striking fast and hard. While the mech can lay support fire to do just that, it will probably only have enough ammo to sustain 2 or 3 prolonged engagement, or maybe 10 very small ones. It has to be noted the mech also needs to be dismounted every time a destination is reached for the looting process, or remain on the move and leave it to others players. Because of this, there is a risk for the mech to be surrounded/attacked when the pilot is out, in a position where it can't be moved away fast enough. It basically screams for the mech to be used as part of a group force, which kills efficiency as ideally Helldivers want to move in loose formations, or independantly.
The mech itself provides no real intrinsic merit defense wise. It's not sturdier than an human, and will be insta killed by the same attacks that would kill a Helldiver, with the difference that the Helldiver can potentially heal after a brutal attack not leaving him dead. The process of leaving the mech is long enough that the mech can be destroyed before evacuation, making the mech a death trap. The mobility of the mech being also inferior, it's at greater risk. The mech also can't adjust aim fast, be it vertically or horizontally, making rapid response to threats impossible, and creating a delay that's easily exploitable for enemies of all kinds, using flanking and/or swarm tactics. It doesn't help that the aim of the mech itself is very bad, requiring the operator to "eyeball it" instead of being able to use crosshairs, or have a decent UI to line up shots. This in turns leads to a lot of wasted ammo on a machine which has limited and finite stockpiles of it. Most common weapons and support weapons have some degree of precision aiming, offering better long range engagement capacities, and the ability to quickly answer to threats at 360°. The mech also suffer from further mobility issues, being unable to navigate small elevations like a Helldiver on foot can.
The mechs would in theory have a niche role for cases where others stratagems are impossible to use, such as jammers territories. But in reality, even that niche is covered better by support weapons. Even in the case the mech makes it to a jammer station, the operator will have to dismount to activate the terminal, or be relegated to a covering role, something that can be done equally well, if not better, by Helldivers on foot. In fact, taking over an automaton turret would be about equivalent in effect. The mech also can't use cover the way a Helldiver can.
The whole situation could be resumed by having the mech standing here, and a Helldiver standing next to it and singing "Everything you do I can do betteeeeeer~ !"
I primarily focused on Difficulty 9 automaton; I believe that if you can find any use for it, it is the ideal spot to find out.
Against Terminid, I could definitely do much better because D9 for bugs is more manageable.
General, Thank you. I am pleased that you found my extensive research worthwhile. I really believe that the Exo-suit will only be worthwhile for our most important experience. Hell-diver, because to its challenges, will cause suffering for the pilot. Relay the message to Super Earth engineers; its current form is still in beta, and improvements will be needed.
Hail, Super Earth! Long live democracy!
PART 1/3: "short comings of Emancipator"
PART 2/3: "musings of what we could add to the Emancipator"
PART 3/3: "Yootooob videos"