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I ranked EVERYTHING in Ironclad Democracy (yes, even the Super Store...) | Helldivers 2

Twc

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I ranked EVERYTHING in Ironclad Democracy (yes, even the Super Store...) | Helldivers 2

6 229 просмотров · 20 часов назад
Twc
2,17 тыс. подписчиков
6 229 просмотров · 20 часов назад
"It was C-01 season! How could I have known she was your sister?" 💛Support me on Patreon:   / twctlcc   ♪ Ratchet & Clank 2 OST - Todano - Megacorp Armory Composed by David Bergeaud ♪ Ratchet & Clank 2 OST - Boldan - Silver City Composed by David Bergeaud Thanks for reading the description! This vid is mostly my first impressions of every weapon, armor, booster, and stratagem added in Ironclad Democracy/the new 7.1.0 update: The AR-11 Arbitrator lacks the good stats of a Light Pen AR, the stagger force of a Medium Pen shotgun, and the customisability of both. Adding more stagger force to the shotgun would make swapping more tactical, but right now it just swaps between two 'nerfed' versions of already existing weapons. The P-34 Breacher is really cool. Thermites are already really good, so having Thermites-but-more-range is really good. It's held back from being 'broken' by only getting 1 shot back per resupply, which is strange because Thermites get 2 back. I thought the G-60 Anti-Tank Seeker was mid when I tried using it just for killing heavies. "Why use these when I could just use a Thermite AND be able to destroy spawners/objectives?", but then I realised the blast radius makes it more like Giga Grenades than Thermites and it was amazing at deleting patrols. It can also destroy some spawners/objectives if you ping them (they lock-on around 50m from what I've experienced). The G-8 Immolation excited me at first because I think molotovs in games are cool, but then I used them and realised they're just Incendiary Impacts but with no demo force. Longer lasting fire isn't enough of a selling point since ground-based fire is inconsistent at setting enemies on fire, and it sacrifices the utility of destroying enemy spawners. The GL-15 Evictor is exactly what I expected it to be. It's not as OP as the crossbow, but it's still a lot of fun to have a grenade launcher primary. The only change I'd make is giving it more types of ammo (like EMS, Gas, Fire, or Arc grenades) to make it a bit more interesting. The LAS-12 Sai is very goofy but in a fun way. You really have to play around its comical lack of accuracy, but it's pretty effective when you're up close and personal. Blunt-Force Mitigation is my new go-to armour passive for the Bots. Impact damage sucks because even if you dodge a missile, it can just ragdoll you into a wall at mach-10 and insta-kill you anyway. Having an armour that negates this AND gives bonus protection in general is very nice (although I don't consider it a proper "fix" for the ragdolling issue as a whole). Integrated Extinguishers exists. Out of every booster, it is one of them. At least it doesn't grief you like the Stun/Fire hellpod boosters. Surplus EAT Allocation is fun on paper but tone-deaf in practice. The strength of EATs is the ability to spam them non-stop. The ideal scenario for the booster is killing 4 heavies or 4 Bot Fabricators; this is not worth an entire booster slot for a 40 minute mission especially in comparison to the meta boosters (Vitality Enhancement, Stamina Enhancement, Hellpod Space Optimisation, and Muscle Enhancement/Experimental Infusion) which continue to be obligatory. Most boosters need major buffs or a complete rework. The TD-110 Maelstrom should've had a rotating turret. It makes no sense to have laser-guided missiles when you can't actually aim them anywhere. I'd wager that the majority of players were craving a rotatable turret tank, but at the end of the day it's still a tank and it has dual miniguns so I think it's cool (despite being disappointing). My initial opinions will probably change with time and future updates, and I'm planning on making separate videos that go more in-depth on the new weapons that interest me. #helldivers2 #gaming #gameplay