Support Weapons Analysis on Heavy Enemies | Chargers & Bile Titans | Helldivers 2 Weapons Guide

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welcome hell divers in this video I'm analyzing support weapons on heavy enemies identifying where their armor is and any weak points they may have the charger has heavy armor over the majority of its body the auto can in here having shots deflect off of the head and all of the legs also have heavy armor but this does not tell the whole story through hundreds of tests I found some shots could break this leg armor the autoc cannon here get in a two shot kill once that armor was broken the back leg is also interesting hitting the right spots can deal damage and even break the armor in some circumstances the charger will die if any of its legs take enough damage to destroy them in some situations this can kill the charger incredibly quickly and this also works with the machine gun support weapon as the charger goes past the back of the leg armor is not heavy armor you can kill the charger extremely quickly by shooting at the legs and even the armor off to then shoot those sections from the front the devs are definitely aware of the leg weak points on charges they haven't changed anything yet but perhaps enjoy this whilst you still can when the back of the charger is blown off it will bleed out and die I've tested this with many different support weapons and primaries and it always dies after a few seconds if the charger is bleeding but the back is still there in most cases it will continue to live here I left the charge of bleeding for over 3 minutes and it still survived the devs have hinted that the fleshy areas of bugs such as the back of the charger take 90% less damage from non- explosive weapons I tested this using the ar23 shooting this area it took about 99 shots to remove it I then used a concussive rifle that deals explosive damage it took roughly 62 shots to destroy this back area I also then wanted to get a different Baseline and so I used the AR 23p interestingly this took about the same amount of shots as a concussive rifle 60 shots to remove this area data miners have found a hidden weapon stat called durability damage and this stat has been alluded to in the patch notes it potentially starts to explain the difference between these two weapons the current best guess from M data is that the ar23 only deals five durability damage per shot the concussive deals 10 damage and the ar23 deals 15 per shot I think this durability damage is likely playing a major role in these damage discrepancies unfortunately there is not enough information to explain exactly how this works hopefully more data can be found or the devs will shed more light on the matter either way I thought my results here were interesting and should be included the pre-nerf rail gun could get a three shot head kill on a charger it could also get a two-shot leg armor strip and in another shot could finish it off now it is on average a six shot head kill doubling the shots required I did manage to get a four shot head kill and a five shot head kill but I could not replicate these tests potentially they took some environmental damage elsewhere or perhaps I got the heat extremely high when releasing the shop I did manage to get five clean test slow and each of those tests it was six shots to remove the head of the charger Freedom Forever on average it takes four shots to strip the leg armor off of the charger now again I managed to get five tests confirm in this over 50 plus rail gun tests on the charger and I got a four-shot kill three times I identified that this is perhaps being able to hit the front leg and penetrate through to damage both legs with one shot alternatively it could be as we see in this test with a very compliant charger that it is easy to build up the heat to almost Max before firing here it's only two shots fired to then strip that leg armor the autoc cannon can fire four clean shots to the back area and it will destroy it and leave the charger to bleed out you can get a two- shot leg kill on the back leg and even the front leg but this is going to be very hard to achieve and often lead to wasting multiple shots to do this reloading the autoc cannon when completely empty takes longer for two reasons you putting in two magazines or cartridges but also the first one that goes into an empty chamber needs to be primed this takes some additional time whereas the second cartridge or a topup cartridge does not require this priming you can inter interrupt the reload after the first cartridge goes in you can then relocate and load the second one when in a safer location because of this it's a good idea to track your shots fired after firing five shots or effectively that first cartridge if it's convenient you can put a quick topup cartridge in alternatively you can leave at least one shot spare and then simply just top up with additional five shots that don't need to be primed The Arc thrower can get a six shot head kill on a charger this isn't bad for a weapon that doesn't consume ammo unfortunately the arc for a hits can be very inconsistent as the shots can hit random zones outside of where you aim the Crosshair it only takes five shots to strip the leg armor most likely though it will take you more as shots will then hit other zones instead of the specific leg when shooting the back air of the charger it took between 16 and 19 shots to remove this section a huge amount of time and seemingly not worth the effort some people are also under the impression that it does not matter whether Arc thrower hits to Target but the damage is done internally I tested this Theory shooting randomly over the entire body it took 27 hits to bring it down quite a big difference from the six direct head shots to kill it the grenade launcher does not penetrate through the heavy armor on the charger and the AOE damage on these sections deals no damage you can fire under the charger though dealing the AOE damage to the back area and removing that section for a kill I also found the grenade launcher to be very inconsistent IST in how many shots it takes to kill the charger this is likely due to the AOE damage based on where you hit the target I have multiple clips of getting a two- shot kill but also three shot kill four shot kill and some where five plus were required to bring it down this variance is potentially explained with the durability damage or explosive damage to this area overall I will say I was surprised at how well it performed against charges shooting the back AA of the charger is quite easy to do with the flamethrower and brings down the Target fairly quickly consuming about half a tank of ammo where it starts to get crazy though is against the legs killing the charger in seconds with very little ammo consumed it's quite mad when you see this happen to a Target known as being a bullet sponge especially when comparing this to shooting at the head the armor appears to deflect the Flames away presumably dealing no direct damage shooting under the charger will set it on fire though this consumes a huge amount of time and ammo and I'm not convinced any direct damage is being dealt here when comparing this to a leg kill it's night and day in the difference with the Buffs to the Expendable anti-tank weapon it can quite easily and consistently kill a charger in one shot to the Head it will only take one leg shot to strip the armor there allowing you to finish it off with a primary weapon two back shots will also remove the area killing a charger as it bleeds out the least efficient way is to hit different zones of the Target in this clip one shot hits the back one on the leg one on the left hand side and finally one on the other side brings it down it will strip the armor in the locations it hits making this a powerful weapon even if you can't get that headshot kill the recoiless appears to function the same as the Expendable anti-tank support weapon but it can be reloaded and has a backpack that holds an additional five shots for a total of six shots ammo box is found in Mission will only replenish one shot resupply drops though will replenish Two Shots the reload animation is in three steps first unloading a used missile loading a new one and finally twisting the top part you can interrupt this after each stage allowing you to partially reload relocate and continue to reload without having to start again it can be fired at long distances here taking a sport be Tower down at 325 m the missile will drop in the air and potentially requires aiming a little bit higher at certain ranges the spear is an autolock in version of the recoiless its backpack only holds free ammo for a total of four shots each resupply or ammo box found will only replenish one shot also the lockin on feature is really awkward to use it takes some time to track onto the enemy and then once it goes green you can release the missile the first person mode doesn't seem to give any better control over aiming at certain parts of the Target and this is a big issue for a weapon that can now get a One-Shot head kill with a well-placed hit it also does not perform at all well at close range with enemies within 25 M the missile will just fly completely over it this can be a huge issue when you have a charger or multiples of them aggroed on you at the same time and unlike the recoiler that reloads in three steps the spear is one long animation to reload if interrupted it starts over again from right at the start of the animation making reloads tough in pressure situations it can get a one shot kill on a charger more often than not though it will require two shots to bring the charger down the missile tends to fly up and then hit the charger on the top this makes trying to strip leg armor or getting that head kill very hard to achieve due to the random nature of where the missile will strike if the charger is coming at you this is exacer ated even further almost guaranteeing the use of Two [Music] Shots the bio Titan has heavy armor over its entire body the only exception to this is the belly and every weapon I've tested so far can damage the section when all of the green belly area is removed it will lose the ability to use its bile spray attack this will leave it to Simply run and try to do it stomp attack instead some people have implied there is a weak spot under its chin I have found no evidence of of this though through all of my testing with various different weapons the body appears to have a Central Health pool that is not split between the two sides I fired two recoiler shots on the left side two recoiler shots on the right side and it still survived a third shot though on one of the sides did eventually bring it down I then also tried this with the recoiler firing four shots at the same side and it then took an eventual fifth shot to bring it down the pre-nerf rail gun could get a 10 shot head kill on the bot Titan when combined with a rail Cannon strike it was closer to five to six shots to finish it off now the rail gun takes over double this best test I managed was 21 head shot so got a 27 shot test 30 33 and two 34 shot tests this is likely due to the rail gun having its armor penetration reduced it now only increases in penetration value the higher the heat goes the devs have suggested there are additional levels of hidden armor penetration 10 steps in total and it is presumed to be the armor and the penetration values come in three steps if the weapon has a lower value than the Armor value of the enemy it will deflect matching the value will deal 50% damage greater is full damage the rail gun at lower heat levels now bounces off of the bio Tian this suggests that at low heat levels the value is underneath that eight for heavy armor as the heat goes up the penetration value increases at some point this will match whatever the biole heavy armor value is and likely meaning the rail gun then deals 50% of its damage perhaps at Max heat it even potentially beats the bi armor value and then deals full damage but based on the number of shots required to bring it down I highly doubt that that penetration value ever beats the bile Titan's armor the auto Cannon can't penetrate the armor on the Titan it can destroy that entire belly quite efficiently though the grenade launcher is in exactly the same position not penetrating through the AR but doing quite a good job at stripping the belly away the arc thower can deal damage to the Titan I never actually managed to kill one entirely with it though because it takes a huge amount of time you end up bringing in multiple bug breaches and losing a lot of reinforcements along the way in this clip is 39 shots with most of them appearing to hit the head area it survived all of those hits before I eventually lost all of my reinforcements I would suggest only using the arc thrower if it has already taken a huge amount of damage and you've got nothing left to throw at it before looking at these two weapons my videos take a huge amount of work to gather the data and Visual Evidence plus even more time to edit it all together hopefully done in a way to provide a lot of information in as short amount of time as possible if you found anything helpful a like and a comment on this video is massively appreciated the Expendable anti-tank and recoiler can both two shot the Titan if they hit the head this is an impressive display of speed and efficiency in dealing with these Troublesome and high Health enemies both of these weapons can also strip the side armor of the target although this will take a second shot to strip it The Recoil when shooting at the sides will take five shots to kill the target it's obviously more ammo efficient to shoot at the head and potentially even saving you time if we consider five reloads compared to just relocating to ensure you get two shots at the head I only did limited testing with the spear because I believe it will get many patches in the future I killed two Titans with it both tests required free shots to bring it down presumably if you could get those two shots to actually hit the head then it would bring it down with less ammo but due to the nature of the Spear's randomized hit locations that's going to be really hard to achieve the Expendable anti-tank and recoiless have become extremely powerful dealing with both the charger and the Titan in patch 102 they both come with some drawbacks of course The Recoil has taken a back pack slot for yourself or teammate it has a very long self reload and it's a bit of an ammo hog to replenish those shots the Expendable requires a strategem slot and needing to be called in and picked up but it has an extremely short cool down it drops in with its own ammo and it's able to take down two charges or a single bio Titan with just one strategy the benefits here really seem to outweigh the downsides if you found anything helpful remember to hit that like button drop a comment below if you have information to share or what an analysis you would like to see next thank you so much for watching and I hope to see you in game
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Channel: Gaming Existence
Views: 279,651
Rating: undefined out of 5
Keywords: HD2, HD 2, EAT, Expendable, Anti tank, Anti-tank, Arc, Arcthrower, Flamer, Flamethrower, recoil, recoil less, Rocket launcher, spear, auto cannon, autocanon, chargers, titans, bile titans, armoured enemies, armour penetration, helldivers 2, hell divers, hell divers 2
Id: a2pGCIpgMRw
Channel Id: undefined
Length: 15min 6sec (906 seconds)
Published: Thu Mar 21 2024
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