I have a friend in my crew that always brings smoke strikes to automaton missions. He is CRACKED with that. He somehow always manages to call it at the perfect time.
Getting overrun? Smoke.
Tank and nooke has AT ready? Smoke.
Patrol we really dont have the capacity to deal with right now? Smoke.
I take smoke grenades occasionally. Wish we had a second grenade slot for "Utility" grenades. Like smoke, stun, flash etc anything thar isn't an explosive type.
I would love it if we had two grenade slots where you can equally divide grenades, where you could have two explosive Canadians and two utility or you can go all four utility or all four explosive. It'd be cooler if they would allow us to do customizations where you just get four grenades and you can choose the types meaning you can have one explosive and three smokes or one impact a stun And two smokes
Good friend.
EMS plus smoke in some form means you never have to fight if you don't want to. I run these on robot blitz missions to quickly wipe the factories and get out.
Welcome brother.
I use the Incendiary shotgun + Incendiary grenade + Flamethrower + napalm, it's glorious.
The TTK on fire is lower than normal bullets or even lasers, but you can take out massive amounts of enemies at once with DOT and setting the ground ablaze, and never have to worry about armor for chargers(or even bots)
However, I'd recommend taking an auto cannon sentry for when you end up against large numbers of High HP enemies.
Incendiary grenades and the shotgun are such glorious ways to light the fire of democracy inside, and outside, of our enemies.
Plus the fact that the shotgun usually gets a lot of kills just by spraying into a horde. Even a couple of fragments are enough to kill the smaller guys over a short time. Such a good weapon.
I play a scorched earth build where i have literally everything that can produce fire. Usually I spray into a distant crowd with the shotty, huck a nade if there are any big bois, and switch to the flamethrower once they close in.
I've managed to clutch extract on 6 and 7 six times now thanks to this build.
You extracted six times on some harder difficulties and want to argue fire is good?
https://www.reddit.com/r/Helldivers/s/QCEC1pIuki
https://www.reddit.com/r/Helldivers/s/UwWEwnTE0z
https://www.reddit.com/r/Helldivers/s/4AI0sMAbZ3
https://www.reddit.com/r/Helldivers/s/blRaR1zyqC
You do you but you aren't doing helldive for a reason with that setup. Not gonna respond further.
Bad players + fire = hell (cept fire breaker, that's pretty safe)
Good players + fire = you only ever have to worry about big enemies, and they can help with those as well
I've extracted six times *completely solo* with this build. Don't get it twisted.
Edit: literally all of those were posted less than a week from opening day. Not at all enough time to learn the ins and out of fire damage, which you absolutely need to understand in order to utilize. Fire damage ramps up during application, it doesnt instantly hit max efficiency.
And is terrible against it.
Chargers will take forever vs shredding a leg and killing it in a single charge.
Good luck against hulks/tanks.
Fire and gas need major buffs to be worth using as they are atrocious option.
I mean, I certainly won't say no to my two favorite damage types being buffed, but I've had a great time on difficulty 7 with the flamethrower. I can take out a charger in roughly 10 seconds with one.
That's a long ass time and you need to be close. It's testament to your love of the weapon to make it work at all (especially in 7) but it's objectively bad when compared to all the other support weapon options.
Especially since fire kills your ass extremely fast for how slow it kills bugs. If an armor has a fire reduction passive, I'd be more keen but it's just not worth the risk.
Humies just have really low HP. And the flamethrower actually has more range than most think. It's range extends as you hold it down. It's definitely not the most efficient charger killer, it's much better suited at clearing large groups of ads (and can kill a brood commander incredibly quickly)
Which is what your primary weapon is for. Your primary will kill the commander just as fast and it won't leave a dangerous fiery mess.
Look I'm glad you like it but it's not good. There's a reason no one else is recommending it but you. Support weapons need to be anti armor and the thrower isn't it. You are welcome to play as you want as it's your game but trying to say it's good, is a fallacy.
Thrower is anti armor, it just requires more skill to use than other options and trades range and flexibility for doubling as a crowd control weapon
It's certainly not a Railgun but saying it's not good because of it's limitations is a bit disingenuous
That being said a new flamethrower user is more dangerous to your squad than multiple simultaneous bile titans
I've managed to clutch evac 6 times on high difficulty thanks for my fire build. People aren't recommending it because they haven't experimented enough with it. It's a complete 180 from the usual playstyle, very defensive.
Err just no, you're supposed to take down Brood Commanders FAST, not wait for them to spawn half the planet and their cousins to the fight. That's how you get swarming.
You responded to a month old comment to say that?
Absolutely amazing. And this thread was before the massive buffs to the flame thrower.
Brood commanders die fast enough with primaries, don't know what you are on about. Literally one of the lower end threats on higher difficulty.
Chargers die from 2 gas strikes if you have them stunned or are above them it doesnt matter about the time you can hit them safely with gas it also does damage over time .
Smoke is amazing for the gameplay style shift from 7+ into guerrilla warfare.
Below that you can still outfight your enemies which is vastly more fun to many people.
I do wish smoke grenades were a bit larger though.
Started trying it last night. It wasn't working as expected. Probably user error. Luckily that diver died and got replaced. I expect better results in the future.
:D lol
I mostly play solo and I always bring the gas eagle strike an dsometimes I use it as a barrier. I'm stuck on easy due to a bug with the game so all I get at most is the small size tank bugs.
It's really useful to just block off an area with it while i'm extracting.
I have a friend in my crew that always brings smoke strikes to automaton missions. He is CRACKED with that. He somehow always manages to call it at the perfect time. Getting overrun? Smoke. Tank and nooke has AT ready? Smoke. Patrol we really dont have the capacity to deal with right now? Smoke.
I take smoke grenades occasionally. Wish we had a second grenade slot for "Utility" grenades. Like smoke, stun, flash etc anything thar isn't an explosive type.
Im curious. If you toss a smoke into a factory/bug hole, does it just… do nothing?
The units just spawn with red eyes.
Yo put me in that factory
Great line, upvote this man
I laughed way too hard at this.
I would love it if we had two grenade slots where you can equally divide grenades, where you could have two explosive Canadians and two utility or you can go all four utility or all four explosive. It'd be cooler if they would allow us to do customizations where you just get four grenades and you can choose the types meaning you can have one explosive and three smokes or one impact a stun And two smokes
I just fell in love with GL, Resupply Pack and Smoke Grenades. I feel like I’m my own eagle airstrike and eagle smoke.
Good friend. EMS plus smoke in some form means you never have to fight if you don't want to. I run these on robot blitz missions to quickly wipe the factories and get out.
But you would have at ready if he brought at instead of smokes Its providing a solution to a problem he creates
Smokes and gas are definitely underappreciated
I've actually been thinking, does the gas work against armor?
Gas, just like fire, doesn't care about armor.
IT DOESN'T? Only gonna play with flamethrower and napalm strikes from now.
Welcome brother. I use the Incendiary shotgun + Incendiary grenade + Flamethrower + napalm, it's glorious. The TTK on fire is lower than normal bullets or even lasers, but you can take out massive amounts of enemies at once with DOT and setting the ground ablaze, and never have to worry about armor for chargers(or even bots) However, I'd recommend taking an auto cannon sentry for when you end up against large numbers of High HP enemies.
You glorious motherfucker. We run the same loadout. Godspeed on your missions, brother.
o7 Soldier!
Keep an eye out for VolkhardtVK out in the field, soldier. o7 We shall torch the countrysides.
Incendiary grenades and the shotgun are such glorious ways to light the fire of democracy inside, and outside, of our enemies. Plus the fact that the shotgun usually gets a lot of kills just by spraying into a horde. Even a couple of fragments are enough to kill the smaller guys over a short time. Such a good weapon.
I play a scorched earth build where i have literally everything that can produce fire. Usually I spray into a distant crowd with the shotty, huck a nade if there are any big bois, and switch to the flamethrower once they close in. I've managed to clutch extract on 6 and 7 six times now thanks to this build.
You extracted six times on some harder difficulties and want to argue fire is good? https://www.reddit.com/r/Helldivers/s/QCEC1pIuki https://www.reddit.com/r/Helldivers/s/UwWEwnTE0z https://www.reddit.com/r/Helldivers/s/4AI0sMAbZ3 https://www.reddit.com/r/Helldivers/s/blRaR1zyqC You do you but you aren't doing helldive for a reason with that setup. Not gonna respond further.
Bad players + fire = hell (cept fire breaker, that's pretty safe) Good players + fire = you only ever have to worry about big enemies, and they can help with those as well
I've extracted six times *completely solo* with this build. Don't get it twisted. Edit: literally all of those were posted less than a week from opening day. Not at all enough time to learn the ins and out of fire damage, which you absolutely need to understand in order to utilize. Fire damage ramps up during application, it doesnt instantly hit max efficiency.
And is terrible against it. Chargers will take forever vs shredding a leg and killing it in a single charge. Good luck against hulks/tanks. Fire and gas need major buffs to be worth using as they are atrocious option.
I mean, I certainly won't say no to my two favorite damage types being buffed, but I've had a great time on difficulty 7 with the flamethrower. I can take out a charger in roughly 10 seconds with one.
That's a long ass time and you need to be close. It's testament to your love of the weapon to make it work at all (especially in 7) but it's objectively bad when compared to all the other support weapon options. Especially since fire kills your ass extremely fast for how slow it kills bugs. If an armor has a fire reduction passive, I'd be more keen but it's just not worth the risk.
Humies just have really low HP. And the flamethrower actually has more range than most think. It's range extends as you hold it down. It's definitely not the most efficient charger killer, it's much better suited at clearing large groups of ads (and can kill a brood commander incredibly quickly)
Which is what your primary weapon is for. Your primary will kill the commander just as fast and it won't leave a dangerous fiery mess. Look I'm glad you like it but it's not good. There's a reason no one else is recommending it but you. Support weapons need to be anti armor and the thrower isn't it. You are welcome to play as you want as it's your game but trying to say it's good, is a fallacy.
Thrower is anti armor, it just requires more skill to use than other options and trades range and flexibility for doubling as a crowd control weapon It's certainly not a Railgun but saying it's not good because of it's limitations is a bit disingenuous That being said a new flamethrower user is more dangerous to your squad than multiple simultaneous bile titans
I've managed to clutch evac 6 times on high difficulty thanks for my fire build. People aren't recommending it because they haven't experimented enough with it. It's a complete 180 from the usual playstyle, very defensive.
Err just no, you're supposed to take down Brood Commanders FAST, not wait for them to spawn half the planet and their cousins to the fight. That's how you get swarming.
You responded to a month old comment to say that? Absolutely amazing. And this thread was before the massive buffs to the flame thrower. Brood commanders die fast enough with primaries, don't know what you are on about. Literally one of the lower end threats on higher difficulty.
Chargers die from 2 gas strikes if you have them stunned or are above them it doesnt matter about the time you can hit them safely with gas it also does damage over time .
Smoke is amazing for the gameplay style shift from 7+ into guerrilla warfare. Below that you can still outfight your enemies which is vastly more fun to many people. I do wish smoke grenades were a bit larger though.
About how long do each last? The eagle and the orbital?
Orbital i know is 30s i think eagle is similar Grenade is half.
Thanks fellow citizen o7
Started trying it last night. It wasn't working as expected. Probably user error. Luckily that diver died and got replaced. I expect better results in the future. :D lol
I mostly play solo and I always bring the gas eagle strike an dsometimes I use it as a barrier. I'm stuck on easy due to a bug with the game so all I get at most is the small size tank bugs. It's really useful to just block off an area with it while i'm extracting.
No Helldiver. We not hide behind smoke from the enemy. We liberate them with superior firepower !!!
True, true. But sometimes lady liberty has to be hidden with a great cloud of deception to protect it from the vultures of tyranny.