Video and title aren’t mine. Just posting for discussion purposes.

  • @jballs@sh.itjust.worksOP
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    74 months ago

    I didn’t try all the new changes, but played for a couple hours yesterday and couldn’t find a good way to deal with Chargers. Anyone have better luck?

    • @GoodEye8@lemm.ee
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      124 months ago

      Flamer can now kill a charger as fast or faster than the previous railgun strategy. Just aim body, let it rip and make sure you don’t burn yourself. What you don’t have is the range of the railgun so you can’t help someone else fighting a charger in the distance.

    • @Jallu
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      114 months ago

      Expendable Anti-Tank one of the (front) legs and then shoot the exposed leg still seems to be viable solution. EAT also works with Bile Titans pretty well.

        • @Jallu
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          64 months ago

          EAT is a bit high risk high reward with Bile Titans. Wait just before (or dodge) the puke shower and aim at the mouth. Other option is to shoot at their underbelly, but it seems to need more damage on top of two EATs.

          We had two members with EATs basically littering them on our path whenever the cooldown was off. That way there usually is couple of EATs to be used when stuff hits the fan. You can also destroy the pod they land in, so the EATs show up in the map as well, which makes them easier to find when needed. Usually patrolling bugs will take care of the pod, though.

          • @jballs@sh.itjust.worksOP
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            34 months ago

            We had two members with EATs basically littering them on our path whenever the cooldown was off.

            That’s a good idea. The cool down is so short, might as well use them constantly.

            • @Jallu
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              34 months ago

              Another tip I have (not directly related to dealing with the Chargers): If you happen to cross the extract point while doing the main / secondary, it doesn’t hurt to drop supplies and other any support stratagems there beforehand. You can also drop all the samples gathered at that point, so they will be waiting for the extracting time. It never hurts to plan ahead, so we are usually planning the mission route that crossing the extraction point will happen.

              Doing this has in my expetience increased the chances of getting out with the all important samples, especially when the mission time is running out and the Super Destroyer leaves.

        • @jballs@sh.itjust.worksOP
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          24 months ago

          Just played tonight with using EAT for Chargers. Aiming for the leg strips the armor in one shot and then they’re easy to take down with your primary or another EAT after that.

        • @Jallu
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          44 months ago

          Yeah, basically I always try to aim at the mouth facing as directly as possible in front of them.

    • @dlpkl@lemmy.world
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      4 months ago

      Anywhere on body: 110mm rocket pods*, railcannon strike, orbital laser, orbital precision strike*, 2 x EAT, Arc Thrower (20+ to body), flamethrower, Spear, might be others

      Headshots: Arc Thrower seems to kill a charger in about 10-12 shots if you can land it on their face. The lightning is somewhat more accurate and reliable at medium ranges, so get some distance.

      Front leg and then shoot exposed flesh: EAT, Recoilless Rifle, Railgun on Unsafe mode (4 shots to break),

      When paused after a charge**: autocannon to backside of front leg, laser cannon to backside of front leg, impact grenade to backside of front leg, probably many others

      *These stratagems seem to be sticky for some reason and I’ve had good success attaching them to the chargers as they pass or after they’ve stopped.

      **Some people seem to think that this strategy takes advantage of a hitbox bug where the charger’s armor is temporarily reduced after their charge attack.

    • littleblue✨
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      74 months ago

      Nothing compared to what we had, but when it’s only one: dropping an AP/HE Strat between your positions will draw it into the concussive fire, and chuckin’ a couple grenades under it en route tends to result in a cinematically satisfying skid to a dead stop in a heap a few meters from you… 🤓🤘🏽

  • @entropicshart@sh.itjust.works
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    -104 months ago

    Instead of working on fixes and content, they nerf people’s ability to play the endgame.

    Typically this is a sign that they lack content and want to drop what little they have while people struggle with their shit weapons.

    Then in two weeks they will roll out the new weapons that I’m sure will be mistakenly overpowered, but it’s ok because those are sold for super credits; they will balance them once enough people grind missions to earn credits to earn them.

    They had such a great start and now they seem to be going the path of anthem.

    • @Jallu
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      144 months ago

      I don’t agree with your points. The nerfs and the buffs were really needed, because what’s the point of having any other weapons or stratagems if 99% of the time players won’t be using them. The Shield Generator is still good. The Railgun is still good, even though you can’t one shot Bile Titans and deal easily with the Chargers. The Breaker is still good. But now they are more on the same level with the others.

      Basing this in my experience with around 100 hrs in-mission time (I can’t check the exact time currently).

      This is a good read as well: https://www.arrowheadgamestudios.com/2024/03/balancing-the-firepower-in-helldivers-2/

      Happy Helldiving!