Too bad its incineration corps. Say goodbye to armor bonuses and hello to random one-shot snipes by the shotgun devastators when they finally decide to stop shooting at everything they possibly can except for you. It'll be the only way you die outside of the usual strider rocket fling or odd cannon turret direct hit since everything else won't be doing anything to you with the fire resistance armor.
I mean, incineration corps is cool but I don't know how sound of an idea it was to make an entire subfaction based on damage over time. Especially a damage over time mechanic that was originally envisioned as either self inflicted or utilized exclusively by the flamethrower unique to the hulk (that's easy enough to avoid as it is). Now they're shooting it at you with bullets and shotgun blasts. Half the time you aren't even really hit by a shot, or it isn't communicated properly to the client. You just seem to light on fire sometimes if they're shooting towards you. If they're a stepping stone to something better than by all means but I never really liked fighting them.
Quasar Cannon is currently bugged, after shooting it and swapping off, it will charge itself after the cooldown and stay charged, letting you fire it instantly when you swap back onto it.
Ultimatum, light armor, thermite, enough EATs to level a small town, a hellbomb backpack, an explosive crossbow and a fanatical hatred of bots. Survival is second to commiting binary genocide and with a loadout like this you are literally a steamroller chewing through entire bases in an adrenaline and stim fueled rampage.
Running pretty much the same loadout other than cinderblock armor, walking barrage, rocket sentries and smoke strikes with an attitude of fucking the bots before they fuck me has been really fun. I didn't realize how fucking sick the hoverpack was until someone called in a spare with this loadout. Smacking hulks with EAT's while flying straight up had me laughing.
I've been wearing my Creeker cape more often lately, can't wait to drop back in with the new stuff we've unlocked lately. I don't even know that much about the helldivers lore if there really is any to be spoken of, but the sheer retarded autism of the malevelon creek fight drew me in and got me enough practice with the bots that I started enjoying them. Now we'll be going back with backpack bombs, napalm and fire strats, and chemical warfare just like the real Vietnam!
Quasar Cannon is currently bugged, after shooting it and swapping off, it will charge itself after the cooldown and stay charged, letting you fire it instantly when you swap back onto it.
Judging by the map we're going to back to the creek. Ngl that's a fun map but the incineration corps is probably gonna be there, it's gonna make it really hell. I have a feeling we're gonna get another freebie cape after this ends.
It's already stupid strong and being able to fire it instantly off cooldown is crazy. The charge time is to make up for it having infinite ammo as a sidegrade to the RR or EATs.
I hope they patch it but change its behavior so instead of firing instantly upon fully charging it holds at full charge and fires when you let go, for better precision.
Seems like the gun needs 2 modes, one with the previous behavior and one with the current behavior, but the current behavior needs a drawback, like if you don't fire it in 20ish seconds after the auto-charging it explodes.
I hope they patch it but change its behavior so instead of firing instantly upon fully charging it holds at full charge and fires when you let go, for better precision.
So what is the current ranking of the most useful warbonds to get? I've already got Cutting Edge and should probably expanding and get one or two more (I have the credits).
So what is the current ranking of the most useful warbonds to get? I've already got Cutting Edge and should probably expanding and get one or two more (I have the credits).
Really depends what you primarily fight for a lot of them - freedoms flame and chemical warfare for example excel at fighting bugs and hordes of voteless, but I think they lack hard against the bots. Haven't tried polar patriots or viper commandos yet, but for all around great bonds I'd say steeled veterans for the JAR-5, and both Borderline Justice and Servants of Freedom are S tier bonds that have balanced goodies that will up your fun factor by a lot. Truth enforcers has some really good guns for bots and urban warfare exists I guess, but if I were you I'd get either borderline Justice for the hover pack or servants of freedom for the portable hellbomb and double edge sickle.
Really depends what you primarily fight for a lot of them - freedoms flame and chemical warfare for example excel at fighting bugs and hordes of voteless, but I think they lack hard against the bots. Haven't tried polar patriots or viper commandos yet, but for all around great bonds I'd say steeled veterans for the JAR-5, and both Borderline Justice and Servants of Freedom are S tier bonds that have balanced goodies that will up your fun factor by a lot. Truth enforcers has some really good guns for bots and urban warfare exists I guess, but if I were you I'd get either borderline Justice for the hover pack or servants of freedom for the portable hellbomb and double edge sickle.
I'm tempted to get the Servants of Freedom warbond as my first premium bond just for the hellbomb alone. It feels like it would solve so many of my problems in such a satisfying way. Should I go for it, or should I go for cutting edge first?
I'm tempted to get the Servants of Freedom warbond as my first premium bond just for the hellbomb alone. It feels like it would solve so many of my problems in such a satisfying way. Should I go for it, or should I go for cutting edge first?
Democratic detonation with the grenade pistol, explosive crossbow, and thermite grenades is hands down the best warbond. The sheer amount of utility it brings is unequaled.
Speaking of warbonds, is anyone else noticing that super credits show up less frequently than they used to? I played 5 Level 1, 1 Level 3, and probably close to 10 Level 10 missions over the last week and only got 60 super credits. Max found on a single map was 20 on a level 1. I consciously went out of my way to check every POI but it was mostly support weapons and rare samples. Feels like bunkers rarely have them anymore.
Speaking of warbonds, is anyone else noticing that super credits show up less frequently than they used to? I played 5 Level 1, 1 Level 3, and probably close to 10 Level 10 missions over the last week and only got 60 super credits. Max found on a single map was 20 on a level 1. I consciously went out of my way to check every POI but it was mostly support weapons and rare samples. Feels like bunkers rarely have them anymore.
I feel like it is, but I haven't tested it. It may just be that I really didn't want to grind for the Rootin' Tootin' Cowboy Shootin' warbond and it felt longer.
Democratic detonation with the grenade pistol, explosive crossbow, and thermite grenades is hands down the best warbond. The sheer amount of utility it brings is unequaled.
I'm tempted to get the Servants of Freedom warbond as my first premium bond just for the hellbomb alone. It feels like it would solve so many of my problems in such a satisfying way. Should I go for it, or should I go for cutting edge first?
Hellbomb is great because you can call it, then run it in to get rid of objectives like a jammer, or gunship facility without having to call in a bomb while under fire or clearing the area.
Pretty good. The Dominator and Liberator Concussive are fine weapons, and the incendiary breaker works as a pseudo flamethrower even from a very long range, capable of dispatching chaff en masse with relentless damage over time. The Senator was recently forced to scoot over on its throne as the absolute top tier secondary to make room for it's tying candidate the Talon, but it's still tying for the best of the best. The armor is not unique, servo assisted can be acquired in any weight class from the super store and other warbonds. The incendiary grenade is very good but outclassed by its impact counterpart from Polar Patriots or the gas grenade from Chemical Agents. The booster is not a good pick since it does nothing 99% of the game.
Not a bad choice at all. The Senator and Incendiary Breaker are both great weapons and the incendiary grenades offer a huge upgrade over basic grenades for most roles.
I know you already have this one, but it didn't make sense to leave out. This is easily the first warbond to grab. While the armor is unfortunately useless, the Dagger, Sickle, and Blitzer are all 3 S-tier weapons. Nothing cuts down chaff like the Dagger, just draw over mines, troopers, hunters, voteless, shreikers, you name it and they'll end up on fire and dead. Infinite ammo make this a mainstay as my secondary unless I needed the utility of a grenade pistol or ultimatum, but nowadays I run the Talon for the same reason, infinite ammo. The sickle is the sickle. It's a basic, infinite ammo rifle. It's excellent and useful no matter what your loadout is. The stun grenade is fine, but doesn't especially stand out, especially compared to the gas grenade. And the Blitzer takes the cake as one of the most underrated weapons in the game. Sure, it's just brainless W+M1 but you can slowly force your way into damn near any group of enemies with the unstoppable stunlocking and sustained damage it does. It suffers only against bots due to the limited range. Lastly the booster is very underwhelming, with an effect that is totally placebo as to whether or not you even notice a difference.
This was a great choice to get early on. Try the Blitzer some time if you haven't, it is so good.
Excellent. Once again no unique armors but the armors on offer do look good. Thermite is a mainstay and a must-have for flexibility in builds. Being able to swap out your grenade for an anti-tank option lets you run some very unusual builds and still have a way to deal with heavy enemies. The grenade pistol is a great utility weapon for Terminids and Illuminate, especially when running thermite and therefore without a way to efficiently close holes. However it is outclassed by the ultimatum on the not front. The crossbow is also a great utility and combat weapon. It can be hard to use but very powerful and shockingly ammo efficient. And the Eruptor, while bouncing around a lot in terms of balancing is a very powerful cannon that punches up extremely well now that it does heavy armor. The booster is once again not great.
Incredible utility in this warbond. On par with Cutting Edge. The crossbow and the grenade pistol allow you to do demolition on a massive scale with any loadout, and you'll fall in love with thermite as soon as you get your hands on it. And the Eruptor is fun as hell.
This one is pretty good. The armors are once again not unique, but the booster can be pretty good against Terminids, and the weapons are solid. The Verdict is a flat upgrade to the Peacemaker. The Pummeler is a flat upgrade to the Defender. The Tenderizer is blatantly the best assault rifle in the game with its absurd damage output if you aren't running a sickle for infinite ammo. The impact incendiary grenade is second only to gas in crowd killing potential. But the star of the warbond is the Purifier. Unlike the scorcher, the purifier is exceptionally ammo efficient and is one of the best general use guns in the game as long as you don't mind its unconventional flow. Effectively a crossbow but more suited for combat without the ability to close holes.
The Purifier, impact incendiary grenades, and the Tenderizer all kick ass, though in a contest between the crossbow from Democratic Detonation and the Purifier, I would go for the crossbow first, especially considering it's bundled with thermite.
This one isn't great. The Liberator Carbine is hypothetically an upgrade with higher fire rate but the recoil is increased so much that it's not going to be any advantage. The lack of a scope is also a huge detriment. The bushwacker is also on paper a good secondary with a unique knack for CQC until the Talon existed and can inflict an almost instant pin-point 1200 medium armor damage on an enemy without using any ammo. The knives are awful. 20 knives total. Would you like to attack 5 enemies one at a time or throw a gas grenade or hell- any grenade and kill 20 or more? The armors are unique, light and heavy peak physique armors. But peak physique isn't the most useful bonus and the medium peak physique armor is in the superstore. The booster isn't bad. People like to pick Experimental Infusion when there is a free fourth slot, and there is nothing wrong with it. A solid booster.
Not great. I would avoid until you have SC to burn way later on.
If you like the flamethrower you'll love this one. The Cookout is a side grade to the incendiary breaker and that generally doesn't do what the breaker does as well. The breaker's strongpoint is spamming fire DOT at enemies and dealing massive damage to hordes over time. The Cookout is less suited for this and more comparable to a conventional shotgun. Nothing wrong with it, what single targets don't die to the shell will probably be swept up by DOT, and you can do crowd control in a pinch. Better for bugs. The Torcher is a primary flamethrower. It actually carries more ammo total and they do roughly equivalent damage. Now you can be a pyro with an anti tank option, and the higher barrel with the Torched being carried overhand instead of under makes the gun much safer for the user and harder to light yourself with. The Crisper is a secondary flamethrower with a restrictively tiny magazine. Niche, but it can still do work. Light anti-fire armor is unique, but there is heavy and medium armors with the bonus in the superstore. Pick the booster if you want to get kicked; The hellpod explosions inflict friendly fire. Literally.
Frankly, the ability to run a flamethrower and a support weapon at the same time makes this warbond worth it. If you like the flamethrower, you'll love this.
Chemical Agents is light on constant. No guns or boosters. However, what you do get is the best crowd control grenade in the game, one of the best backpacks in the game, a stim gun, and the sterilizer, which is okay. Gas is devastating to all factions, and actually deals more damage per proc than fire does (25 DPS for 10 seconds vs 50 DPS for 4 seconds), though fire patches on the ground deal damage directly and generally fire deals more total. But the point is that gas is fucking lethal. Most low end swarm enemies are dead upon getting procced. Voteless die from gas but can survive a single fire proc, for example. The Dog Breath is a perfect use of this. Since it was patched, the Dog Breath has the unique property of any video game I've ever played of being a status effect inflicting companion that actually stops attacking enemies once they are afflicted. It'll do a pass through and inflict gas on everything around you then return in wait for unafflicted enemies to approach or for gas to wear off of the nearby enemies. It is unreasonably efficient and makes you almost invincible on the Terminid and Illuminate fronts. Otherwise, the sterilizer is a good support weapon that just doesn't have any good use cases. It could have been an excellent primary but in a support role it is totally outshined by the dog breath. Lastly is the stim gun. It's exactly what it sounds like. You can't shoot yourself with it but topping off your teammates is always appreciated. Except a lot of people are retarded and can't see they are already in the effects of a stim and healing so they pop a stim anyway to heal like 25% of their health and waste everybody's time and resources. Light gas armor is unique, medium and heavy are in the superstore. Last thing to note, the heavy gas armor makes you entirely immune to gas with the vitality booster.
As good as the Dog Breath and gas grenades are, 1000SC is steep. Especially when there are warbonds on offer that supply less specialized options that would be good to invest in early on.
This one is very middling. Reprimand is decent- it one shots devastator heads and cleaves through lower end enemies- But it is so inaccurate and unwieldy. The Loyalist isn't great. It is a sawn off Purifier without any of the ammo economy the Purifier has. Easily outclassed by the Senator or the Talon. The Halt is the star here. Hands down the best shotgun in the game, dealing hefty medium armor damage and able to swap to a stun shell that can stop Chargers and Hulks dead and stunlock them if even one pellet connects with a weakspot. Also great against Stalkers. The armor bonuses seem good on paper, not being staggered by enemy attacks sounds more useful than it is. It won't save you from being knocked over which is usually what gets you killed. The light unflinching armor is unique to the warbond, medium unflinching armor can be acquired from the superstore. Pick the booster if you want to get kicked. Taking damage for running sometimes ends in the host looking through the chat to find for the most recent join to boot.
If you like shotguns, you'll love the Halt. That's about the long and short of it. The Reprimand is good but can't fill the medium range utility of a proper assault rifle.
Armors are very useful, increased ammo for everything and reload speed is a welcome bonus applicable to almost any loadout. The light armor is unique, but a heavy siege ready armor is in the superstore. The stun lance is currently the best melee in the game, it deals the same damage as the tactical axe but stunlocks enemies and has a greater range. The directional shield is often maligned for unknown reasons. It lasts forever and is plenty durable on a full charge to dig into good spots. The flame sentry is a shittier version of the Tesla tower for morons who can't see the giant blue flashing electric arc pole right in front of them. Lastly the AT emplacement is God's gift to Democracy and probably the most powerful thing in the game period. Might as well be a 120mm barrage you can direct the shots of. Some people swear by the armed resupply pod booster but it's not nearly as effective as some like to portray it as. Not a bad pick for a fourth though.
If you have issues with ammo economy you may want to get the armors out of this warbond, though there is a heavy armor option available in the superstore. Otherwise the AT emplacement is an incredible utility. Though I would recommend branching out to other warbonds first to get a more diverse arsenal before getting more specific warbonds like this one.
The double-edged sickle sort of took the game by storm when it came out. Now the original sickle is not as common a sight as it used to be due to the direct competition with this sidegrade. Totally infinite ammo, can do medium armor penetration, and even heavy armor if you're tanking the self damage. You need inflammable armor to make good use of it of course, unless you want to master tap-firing short bursts to safely use it up to max heat. The Ultimatum is an excellent utility weapon and can come in handy as an anti-tank solution in a pinch. Generally speaking, it's mostly useful for destroying large bot structures. The seeker grenades aren't as useful as they might seem, it's not hard to just throw a grenade and get it to land exactly where you wanted it to land, and not to mention incendiary and gas grenades fulfill a chaff role and thermite fulfills an anti-armor role so much better than any competition that a neat gimmick isn't going to dethrone anything. That's not to say these aren't fun though. One thing to keep in mind is they cannot do demolition, there is no way to direct the drones into bugholes or bot fabricators. But the biggest thing the warbond adds is the hellbomb backpack. A 50m instant kill AOE, anywhere you want it. Kill 70, 80, 90+ enemies in one explosion, your own survival is of course optional. Space jihad has never been more fun. And on the topic of optional survival, the armor bonus isn't really useful. A small explosion on death doesn't get much done, and it's actually so small and insignificant that it's generally also harmless to your own teammates. Probably the most underwhelming armor bonus in the game. The helmets are cool though.
Not a bad choice. The Double-edged sickle can take on anything, but without inflammable armor you need to master tap firing it to avoid burning yourself when overheated. The ultimatum is great for bots, less useful against everything else. Hellbomb backpack is good against everything and a lot of fun.
Two things make this a top pick for me: The Talon and the hoverpack. Firstly, the Talon. It is a senator that regenerates the magazine over time and drops heavy armor for medium armor, with effectively 0 recoil. Shoots as fast as you can pull the trigger, and you can empty 6 bolts into an enemy and put the thing back on your hip without needing to reload for a quick nuke on an encroaching enemy. 1200 medium armor damage even displaces the bushwacker for close quarters panic-damage. Talons are a common sight across the game now and for good reason. The Deadeye is effectively the closest we have to a sniper rifle now. The only non explosive primary capable of one-shotting overseer heads, 300 pinpoint medium armor damage is nothing to sneeze at. Dynamite is pretty much the best basic grenade in the game right now. Enormous blast radius and damage, can't go wrong with it. Though the alternative fuse lengths (15 and 60(!) seconds) are functionally useless. The hoverpack kicks ass. It's not very useful against bots (though you're less of a sitting duck than you might think), it shuts down Terminids and Illuminate alike, allowing you a good vantage point to rain all sorts of ordinance, lightning bolts, laser beams, you name it. It lifts you high enough to fire the grenade launcher directly below yourself without harming yourself. Lastly, the armor is ironically terrible for the Talon, but great for the senator. It's just a set of general buffs for your secondaries. You can get a light gunslinger armor from the superstore but the rest comes from the warbond. The booster is useless, a common sample occasionally dropping from massive enemies is as underwhelming as it sounds. Even more laughable that there is a max limit to how many can drop in a mission.
If you're not satisfied with the Dagger or any of the other options you've unlocked for your secondary, Borderline justice is a good choice to get both the Talon and the hoverpack.