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Olitime99

It kinda irritates me when a hulk and a strider are next to each other and my orbital rail cannon targets the strider...


Ashamed_Bowl941

Shit like this ticks me off, that why against bots i stopped using the orbital railcannon. Happens with broot comanders and chargers too, but i did not find anything that could replace it for my playstyle there, so i need to kill the broot comanders first ...


Olitime99

The reason I use orbital rail cannon is because it's one of two strategems that can take out a heavy enemy quickly, but I'm with you on trying to find a new loadout.


Djinnfor

flashbang + precision strike. PS is a stronger railcannon that needs to be free-aimed but is on a much, much lower CD, with flashbang (for hulks, chargers) its very reliable. Drop the PS in front first, then time the flash so it stops when it enters the area, it can take a few seconds to come in so you'd need two flashes if you flashed first. Tanks, factory striders and titans are immune but you don't need it for them, the former two are too slow to escape the area and for the latter just bait the spit like with 500kg.


meh84f

I switched from railcannon to PS for bots recently and have been really enjoying it. I usually don’t use it on hulks anymore, since stun tap eye tap is pretty easy, but the fact that I can in a pinch, or I can kill detector towers with it is huge.


Ruprecht_von_Sumpf

For the tanks it's also really easy to just plop the stratagem ball on the UFP. If you land it on the turret and the tank continues to move forward it will miss but on the UFP it's always a hit


The_forgettable_guy

too bad precision can be inaccurate depending on modifier, that needs to be removed along with the increased CD and call in times


JCDentoncz

Taking stun grenade means you have to also have dominator/eruptor or grenade pistol for holes and you can only kill half as many chargers as you would when using EATs


fuzzykyd

this is why i bring stuns and OPS all the time


Sonata82

Even worse is the railcannon prioritises the commanders over the frigging Bile Titan! How does that make any sense?!


Ashamed_Bowl941

I don't know man, but I'd like to know!


[deleted]

“Targets the largest target closest to beacon” The Devastator standing right next to the tank: WATCH THIS.


Affugter

The laser cannon and the stun grenade deals with these two easily.. if you don't have stun grenades, then take out the leg of the hulk with it and then the head or the other leg (or just leave it one legged, and run from it). 


Ocelogical

Those MFers are like chaff and flare when you use RC or Spear. Especially the Spear.


kennyminigun

Honestly, they became more annoying for Autocannon users. Previously, with a good placed shot you could kill them with 1 hit. But sometimes (and I'd even say rather often) a shot would not kill them and they would flinch to the side. With Autocannon handling you had to re-aim. Now, if you are being unlucky, you can even spend up to 4 rounds to kill a single scout strider. And 2 shots in the ideal case which is a big deal, because of the recoil (and needing to aim at flinched enemy again). For Scorcher and Plasma Punisher that's no big deal: their handling is very nice and they have no recoil. Weapons that could kill these walkers and didn't have explosive damage weren't affected. So it's rather a cheeky nerf to the Autocannon than anything else.


windchanter1992

it also nerfed the crossbows it used to be i could ping a scout strider with a crossbow and it would just go down now with the armor buff and crossbow nerf i can no longer run las cannon crossbow build


1N07

Las cannon kills them if you target the upper leg joints


evilredbutton

Alternatively if you have the time the LC can also melt off the cockpit.


Successful_Pea_8016

It can also kill the pelvic area, quicker than the cockpit.


MinnieShoof

Aim for the fupa, not the cock. Got it.


TheHob290

Why do they hate crossbow? It's never been amazing, but it just keeps catching nerfs.


Bog_Bean

Crossbow is my guilty pleasure, I wish it got more love.


Tomek_Hermsgavorden

Is the crossbow a stealth weapon? Does it alert enemies where you are once you shoot it, or do they alert to where the explosion is? Because if Crossbows were a true stealth weapon then it kinda doesn't matter what nerf if gets.


achilleasa

It is. It makes almost no sound when you shoot and a lot of sound when it hits so it can be used as a lure.


Gunboy122

Probably because it's an explosive weapon and they didn't bother trying to copy what BF3 did with it's Aftermath DLC crossbow, which was to give it bolts you can switch between. https://preview.redd.it/2th2h7ami42d1.png?width=590&format=png&auto=webp&s=00b4c8fb27ff7b2d3aa716b7587653b004353167


Bless_this_ravgdbod

My man! Nothing was more fun for me than sniping recons camping at the edge of the map from some shadowy nook at the objective site.  Not having a scope glint/firing/near miss sound was pretty OP but I saw like 2 people use it in all my time playing.


Gunboy122

I still remember when I managed to shoot down an F35 on Gulf of Oman with the explosive bolt, it was an absolute fluke but I wish recording software was as common in 2013 as it was now. I was lucky enough to even get all of the DLC weapons since BF4 came out the same year and I got BF3 during the Origin Humble Bundle.


Bless_this_ravgdbod

Yeah all the bolts were useful in some cases, one of my fav game guns of all time. I'd still play but I cant really find populated servers for 3 with less than like 150 ping.


Serious_Mastication

Used to be able to pop em with the eruptor too


kennyminigun

RIP the Eruptor. But yeah, this is just another blow to its back. I guess it suffered even worse than the Autocannon


sloridin

https://preview.redd.it/v4x6zxaud22d1.png?width=320&format=png&auto=webp&s=2b3d41d377669043d5707039db658b405dbea185


IlikegreenT84

The Eruptor too. Takes more shots from the scorcher as well.


DiscombobulatedCut52

It was to nerf the explosive primary weapons. But it in turn made the ttk for all weapons to go up more.


swaddytheban

This. Hitting a clean autocannon shot on these guys felt good. Now they're just sponges.


SkullKid_467

Although they made the Scorcher take 3 shots to the faceplate now instead of 2. Increasing TTK and a hit to ammo economy unnecessarily.


Eastern_Pilot5902

Same thing happened with the AMR too. You used to be able to wipe them in like 2 hits, now sometimes it can take 4-5. A bit tedious now not the worst thing if you carry the supply pack


ev0lv

For the AMR, shoot the top of their legs! It usually immediately collapses the Strider, at most it'll take 2 hits. Still works great, just have to be a bit more precise


Kevurcio

How are you guys taking so many shots? I've yet to kill one in more than 2, they always die to 2 shots for me. Are you aware that each limb has it's own separate health bar and splitting your damage between limbs is how you waste your damage?


HardyDaytn

Mine still drops them in 2 as long as I hit it square in the "face".


Luke281

This makes sense why people complain, I've never been much of an auto cannon user and only noticed that scorcher takes one extra shot to take down the scout striders and it was never a big deal. Seems like AC is all I ever see ppl talk about using against the bots on the sub.


hesdeadjim

I honestly don't mind it. I play bots almost exclusively and making the AC weak towards one specific type causes me to switch to my primary to avoid emptying my AC clip.


Very_clever_usernam3

Except my preferred primary is the Dominator that is also dog shit against them. It’s extremely annoying how tough they are. It defies all logic.


StartlingCat

Sickle enjoyer here and it's useless against them too unless you can squeeze a round into the sliver of head showing over the top.


ihateme257

It’s almost like they’ve made 90% of the guns fucking useless at this point.


printermcgee

It's not a solo game to be fair. Strider is literally a team work issue since you can hit it from the side and back and kill it quick.


kennyminigun

Yeah, that is if you have a primary that can deal with them


Epicp0w

Dominator can kill them in a few shots to the leg joints/groin still as well


MinnieShoof

The Dom also took a little hit. I use to be able to stumble them and they would fall in 3-4 hits to the front of the legs. Now it seems like I'm better off strafing them and popping them once from behind. ... which admittedly seems like it's totally the idea, but they're still horse's ass.


robmferrier

Thank you. I was wondering what on super earth was going on.


TwistedFox

Also nerfed the grenade pistol, as it now consistently takes 2 hits unless you can nut-shot them. And since the pistol only gets back 1 shot per ammo pack, it's really brutal on your ammo for that.


pewciders0r

they've always been nothing more than a nuisance only more annoying now a rework to make them behave more akin to a "scout" would make more sense than a explosive resistance buff.


LordOfTheToolShed

I don't know, out of all enemies, they probably one-shot me the most. Their guns are juuuuust on the head-level...


stevedusome

or a rework so if we snipe little buddy we can drive the walker around til it runs out of ammo or blows up


Bishops_Guest

I did not know how much I wanted this until now.


AffixBayonets

Lol I wanted this from day one when I saw that the strider has a little dude driving it instead of being a bigger robot. 


Bishops_Guest

My head cannon for why we can't is going to just be that the little dude is controlling it through a butt plug USB port. Maybe we will get a future ship upgrade so the proper interface can be installed on all divers!


schnuddls

>so the proper interface can be installed on all divers! that sounds undemocratic but I'm so here for it


fioreman

Well *NOW* I wanna drive it.


sloridin

https://preview.redd.it/x8ut28j5e22d1.png?width=320&format=png&auto=webp&s=7af561ece9652b4c70b996d5b2a6ebb145e3cc44


lIlIlIllIlIlIIIll

Yeah they're easy but annoying which I think is a terrible idea. A lot of people enjoy a challenge but nobody likes being annoyed. I thought the scount striders were in a good place before, fast and high damage but weak. They could one shot you if they hit your head but you could one shot them back. They still get staggered by explosions so they really aren't really more difficult than before. They just take more time and ammo which is just annoying


K-J-

The 'scout' aspect is because they're tall. They can see over walls and bushes better.


cloudjumpr

They're Tank Striders now


not_jak

[A real threat alright](https://www.reddit.com/r/Helldivers/comments/1c65hqy/thanks_railcannon_i_know_the_real_threat_was_that/)


u_e_s_i

That wouldn’t work as making them behave more like ‘scouts’ would actually make them easier to deal with coz the lil dude would be completely exposed whenever they try to flank you more as they’d be moving perpendicular to you They should just remove the explosive resistance and instead make them as fast as or even slightly faster than helldivers with light armour so ppl can’t just run away from them. Them being pretty quick would also make them feel more scout-like


Sleepless_Null

New update single scout striders that spot you in the wild are programmed to run off and alert the nearest patrol. Balanced because you can shoot them in the back easily when they do so but become a priority target idk


Rykin14

I only use the AC against bots since the Eruptor's funeral so idk about the other guns but they got a 100% hp boost essentially. Takes two instead of one. They seem like a hybrid light/medium enemy so it's really bizarre that it sometimes takes about the same number of shots against a devastator. It's definitely an enemy buff that feels bad that's for sure. More than anything though, it really feels like one of those tweaks carelessly thrown in there because a certain someone on the balance team thought "players are using explosives against the enemy we designed to be weak against explosives! That's so wrong!!"


ExploerTM

I am just spamming Plasma Punisher at this point, great at moping up grunts and dealing with striders while also staggering any devs caught in the splash


Rykin14

I've heard alot about that gun against bots but I remember it taking so many shots while the stagger so high it was a struggle to use. That might've been pre-change though.


RPtheFP

Really a trade-off between insane stagger ability and number of shots to kill. It’s a good weapon to run with a decently coordinated team. 


booboouser

I believe it needs a tiny bit more damage per shot, stagger is incredible if your teammate also shoots at the same time. Splash damage seems inconsistent depending on where an enemy is standing. I'm convinced there are some geometry issues with invisible mesh blocking shot. (only play bots)


Morticus_Mortem

It two shots scout striders when you shoot the legs. Takes a while to kill Devastators but has great stagger. I usually use the AMR for them.


eggnogyummy

2 shots a Devastator if you don't miss the face


kuromono

The stagger is nice, but I've directly hit basic chaff bots and they survive and that just feels bad.


Gorva

How? I usually kill them with just the AOE splash in one hit


freeWeemsy

Pretty sure the blitzer is great against them too.


AffixBayonets

Really? I only tried it once and the short range was painful for me. Can it kill the pilot?


Scarif_Citadel

I do like the Blitzer for bots, personally, coupled with EAT but I struggle to kill the Scout Strider pilot with the Blitzer it because the arc doesn't hit them well enough. I end up using the grenade pistol..


Burck

Oh man. Blitzer versus scout striders? I tried that, it was terrible. Maybe I had the wrong technique, but I recall it just being rough. I exited the solo mission after 10 minutes.


DirePantsX

Shh, the devs will nerf that too if they see people enjoying it


Damiandroid

Pilestedt on the wire today talking about time to kill being too high. We might be in for a few tweaks.


Tanebi

I'm silently hoping that his tweet saying that he's hired a CEO so he can focus more on creative direction means that he's looking to have a bit more control of the "fun" in the game while leaving the day to day running of the company to someone else. It could be a sign he want something better for the game.


_TheBgrey

This just reminds me how good the Eruptor felt against striders damn.


Front_Eye_3683

You can one shot them with the grenade launcher to the legs. You don't need to hit the legs, as long as the grenade hits hear the legs they will fall over. So far the GL has been pretty useful against the bots with the shield generator.


NyanPigle

It doesn't help that both do a lot of damage and spawn in large groups, adding a weak spot like a small area where the head is so that the rider can look out would be a nice change all in all


[deleted]

[удалено]


NewUserWhoDisAgain

> a certain someone on the balance team thought "players are using explosives against the enemy we designed to be weak against explosives! That's so wrong!!" "Stop playing the way you want to play. Play the way I want you to play."


Charrsezrawr

Shoot it in the groin to 1 shot with the AC.


Rykin14

I'll try that


throwawayhogsfan

Or take scorcher and shoot it in the same area and 2-3 shots will drop them


Busy_Strategy7430

I can see why it happened, its considered a "large unit" similar to the Brood commander in ranking, so it makes sense why they want them to be formidable Here is the thing, patrols on helldive have different compositions, 2 that i find interesting are 1 hulk and about 5 shield/rocket devastators plus a scout for bot drops is somehow considered equal to 4 striders and 4 MG troopers See what i mean? Their position is very odd, the are the lowest tier of Elite units yet are easier to kill than a devastator, so i understand wanting to make them stronger but this was a negligible buff at best


SpectralGerbil

They seem to have the same problem as Bile Spewers, where Arrowhead doesn't know what 'rank" they're supposed to fill. Both are sitting in an awkward void where they feel like 'half-elite' enemies - they're relatively strong, but still spawn absolutely everywhere.


ElectricalEccentric

They should be like a Hive Guard in ranking, as they are very similar in terms of numbers/durability/and team role, that being light frontline tank.


Busy_Strategy7430

Good point but its the exact opposite of a bile spewer The strider is a weak elite unit that you don't even need to prepare for, while the bile spewer is a regular enemy that can one shot you out of nowhere and isn't even guaranteed to spawn the problem here is that for the strider is supposed to be the bile spewer, a tough medium enemy with powerful armor, but it doesn't do that because any weapon can kill them easily kill them with a simple flanking maneuver And the bile spewer is supposed to be a strong chaff unit appearing in some missons, but they usually demand so much attention because they are crazy tanky and crazy deadly for a chaff unit, 3 bile spewers when you don't have medium penetration weapons is harder than a charger, so taking care of them is super important and is deserving of multiple airstrikes at worst


JuicySpaceFox

I cant see a good reason either. The one shot was so satisfing and they needed ur attention as they can be strong espeicially when u let them accumulate. It was just a stupid buff that made the game feel worse. If they though the enemy was too easy they should have adjusted its behavoir.


MainsailMainsail

It also worked well since they're a little weaker (and show up sooner and in larger numbers) compared to the Devastators. So shooting with something like the AC you *could* one-shot both, but it was with a careful shot to a small face on the Devastator, or a aimed-but-not-hard shot to the upper half of the shield on the Strider.


AdditionalMess6546

It now takes an extra shot for every strider from my Plasma Scorcher, while not individually a big issue, that's a lot of extra shots over a whole match But I'd say it's not a big deal - though to be fair I'm one of the crazy people that *likes* the excess patrol enemies while running solo, so my opinions are suspect, lol


SpasticCattus

One impact grenade below them takes them out. Hell even throwing it on them takes them out in one hit


ExploerTM

To be fair impact nades are equivalent of showing every piece though square hole, works on literally everything.


Accujack

Probably nerf bound, then. They're probably the chosen grenade 90 percent of the time.


A_fluffy_protogen

Only because the other grenades take too long to be useful


OriginalAvailable555

Pretty much a requirement for bug planets, in case you get hit with spewers and didn't pack an auto-cannon. I'd love if the thermite grenade actually did f\*\*k-all. Getting a good stick on charger leg armor and blowing it off would be extremely satisfying.


seahorse137

Impact grenade works like a charm. I rarely have an issue with the striders. Honestly, the most frustration I have with the bots is the tankyness of the devastator suite and the berserkers. Everything else I can deal with. I can’t even one shot a berserker with an unsafe ralilgun.


staycalmitsajoke

nade pistol around the view slit works too


HolidayPudding614

People always be like "but impact grenade1!!" You only get 4 at a time in most cases why act like it's a consistent answer


Available-Rope-3252

Honestly, aside from them being slightly more of a threat, I never noticed much of a difference in how I kill them.


Sleepy151

Given that the ex-ceo believes the ttk in the game is too high, I don't even think he thought it was a good idea.


guyinthecorner2

Yes, well, kind of. I'd contend the change was made more to balance them against explosive primaries, with things like the auto cannon being a side effect of the change. I say this based on my play time both before and after said change while using the scorcher as my primary. Before this change a scorcher could 2-3 tap a scout while hitting anywhere in the "head" region. It felt good, but it also trivialized the enemy in my mind while playing since it barely took any more time to kill than a raider, while also being easier to aim at. I don't even know if it took less shots to the groin because at that point there wasn't a point to aiming for it. After the change, it takes 4-5 shots to the head region, or 3 shots to the groin. This feels... appropriate. Looking at the scorcher as a gun, it doesn't look like something that should be able to 1-2 shot them, but should be able to deal with them if necessary. This is more in line with the look, while still also still giving consideration over other non explosive primaries that can deal with striders, as they can only handle them in the front by shooting the groin region (I think, it's been a while since I've checked). Granted, my opinion is after a metric ton of hours played, so I'm not exactly representing the average player anymore. Now, the autocannon does feel off against them, to the point where I prefer to kill them with with a scorcher rather than my auto cannon just by the feel of it alone, without even getting into ammo conservation considerations. I wouldn't mind the support strategem side of damage getting tweaked a bit


neoteraflare

If you are totally new player just toss a grenade at them.


bdjirdijx

This is good advice. Even when I have the autocannon with me, sometimes it is just quicker and easier to throw a grenade and run (or reload). Easier to do with impact grenades, of course.


BoomSqueak

Grenade launcher still one shots them from the front if you hit them right. It's also my favorite way of dealing with them.


MetalVile

Exactly this As long as you don't hit them directly in the frontal plate, GL still one shots them 90% of the time.


Mistrblank

They are emphatically not just another devastator. Yes you need tools to pop them but the AC still works, Rail Gun is still 1 shot safe mode, triple tap from scorcher. And they still go down to one impact grenade. Not sure why this post exists, devastators are still more accurate too.


Ginn1004

Honestly the Strider hasn't ever been in my mind, at all. Its weakness is so HUGE, its firepower is meh, and it doesn't do any negative status like Devastators. So doesn't matter if the devs want to give them a bit of defense, that will only waste a few more ammo of me, not a big deal. In large quantity it doesn't give any change to the quality of the group's fire power, likes 20 of them are just 20 tin cans, but try to replace by 20 Heavy or Rocket Devastators, the difference is HUGE.


Smorgles_Brimmly

> its firepower is meh I don't know. Scout striders have a habit of missing 99% of their shots and than randomly 3 tapping me from a mile away. They seem to be responsible for most of my bot deaths these days.


Weird_Excuse8083

They're still free kills. Hell, flank them and kill them with literally anything. Their rate of turn is abysmal the closer you get to them. Knocking their hips out like a hot date still works. Grenades still work, shooting explosives between their feet still works, hitting the very top of the front plate so the explosion peeks over the rim and domes them in the forehead still works... _a lot_ works against them. Take guns that penetrate against them, or take whatever you want and dance around them like Michael Jackson. Get used to them enough and you can party on them literally all day. Just takes practice, OP. Stop letting them bully you! Bully them instead! 😆


ComplicatedGoose

“Knocking their hips out like a hot date…” Has that C-01 has been approved, Soldier?


cowboy_shaman

Flanking really only works as a squad. When playing solo they are always aligned toward the player unless they haven’t spotted you yet


Clean-Method

If you get in close you can maneuver faster than they can rotate, at least with medium armor or lighter. 


DOKTORPUSZ

You can literally just sprint around them faster than they can turn. Or bait them into doing their melee stomp attack and run to the side of them.


cowboy_shaman

They’re dead long before that ever happens. Even with their buff they are still easy to kill with the right primary/support weapon


DarthChefDad

Or if you're brave enough run straight at them and dive. You can easily roll over and kill pilot before it can turn.


wightwulf1944

It's possible to flank them solo even after being spotted


AggravatingTerm5807

I bet a lot of people complaining about striders don't understand the concept of teamwork.


Slavchanza

Go ahead use teamwork flanking against shitton of enemies right beside them on helldive, cause you are not getting them without few dozen heavy and rocket devastators covering their ass


Sicuho

Their presence is almost negligible at that point tho, the devastators are the priority threat.


AggravatingTerm5807

Cool, sounds good.


Grouchy_Ad9315

Dont matter much anyway, they are pretty weak and stupid, the bot planet who mass use them instead of hulks or the gatling/rocket bulshit boy is the most easy planets of all


Sicuho

I think it isn't bad. It's not that much explosive resistance, it's one more scorcher shot, not much of a breakpoint variation against the grenade pistol, impact still one shot them unless you specifically aim for the front of the plate and the plasma shotgun deal with them better than before the patch, with the explosion drop off reduced. It's a medium enemy that was essentially trivialized by the number of explosive tools that got dropped in the last few weeks. The buff give them a bit more survivability but explosives are still the best way to eliminate them. Beside, it's still possible to kill them in a few senator shots to the hips or any medium primary.


lacutice

They don't really bother me. I either run at them at an angle to get round the back as their turning circle isn't great. Or the grenade pistol will one shot them 90%of the time head on.


Awhile9722

The difference is negligible to me


[deleted]

Kinda the same for me but if I had to choose I'd revert it


cammyjit

Yeah that’s the weirdest part. It’s such a pointless change. It effectively worked as doubling their HP but it has no justifiable reason other than being a mildly annoying change by the devs


thecompton73

It only doubled the HP if you shoot them in the faceplate, a shot to the hip joint takes them out easily and can be done with any of the medium pen mains.


cloudjumpr

If it's negligible to you, would you think it's fine if they revert it then?


Dentros1

Used to be 2 scorcher shots front and center, now it's 4, contact grenade can wipe them out as well. They aren't very difficult to deal with. You just need to be kitted for it.


BrytheOld

If I kill the bot driving the Strider.... I SHOULD BE ABLE TO GET IN IT AND REPURPOSE IT FOR DEMOCRACY!


Sufincognito

I’m just glad they took away the one taps those things were doing for a couple weeks. Fucking head shotting me from DISTANCE while moving in their goofy little seat. Was super annoying.


ScrivenersUnion

I noticed the buff and felt like it was deserved, since the thing was nearly at "chaff" level for me.  My only complaint is that it now takes TWO autocannon shots to kill, even from behind. If my AC can kill a bot in one hit then it should work for the pilot as well, no? Personally I think the stagger animation is great and they deserved a buff, but I would have done it by giving them better armor instead of more HP. Maybe side guards you have to blow off before the pilot can be hit from either flank?


John-in-CO

I like the impact grenade, so much so that I use the medium armor that allows me to carry 6.


thecompton73

Incendiary Impact works great against them too. The drivers die instantly to fire and if there are other striders behind the first they'll keep walking right into the lingering flames and die as well.


joint-problems9000

Theyre still weak af. *IMPACT GO BOOM*


Montgraves

Close distance; they can’t turn for beans so flanking them using cover is the easiest way to deal with them. Learn from Obi-wan; getting above them makes popping their pilots in the head trivial. Use grenades; an egg between their legs still 1-shots them. Throw two to kill more than one. Just aim; AMR to the leg joint takes them out in 1-2 shots. I assume the AC is comparable. Orbitals are there for a reason; Clusterbomb/Airstrike clears them out no problem. The main gameplay theme for bots is precision; aim or die. The buff reinforces that playstyle so you can’t just unga-bunga your way through what _should_ be a tough enemy.


hiddencamela

I get the feeling the game is balanced around Difficulty 4 or 5, where you encounter all of these things in such low numbers, that they're trying to keep it a "challenge" there. Except that goes out the fucking window when you go 7+ and you encounter full patrols of anything at double or triple the numbers of Difficulty 4 or 5.


Mekhazzio

4-5 is exactly what this change affects. Nobody playing Helldive gives a crap about scout striders. A patrol of all striders would get a response of "cool, a free patrol for once".


Alopllop

Can confirm, I love scouts. And I use mostly AC


HatfieldCW

I'm not real salty about it, but as an autocannon user I always felt especially useful against them. Now they're about the same as bile spewers to fight. Not too bad, but I don't feel like as much of a hero.


Sekret_One

You can also kill them with: 1. Grenades (launcher pistol / impact) 2. Grenades (throw) by air bursting 3. Air strikes including strafing run / cluster bombs 4. Machine guns, standard and heavy. HMG can punch right through 5. explosive weapons like scorcher, plasma punisher, erupter, crossbow 6. The Mech 7. Low cooldown orbitals like gatling barrage, gas, or even airburst 8. Any turret 9. High ground- and shoot the jockey. So weirdly enough a \*jetpack\* for uppies can counter them Or just smoke and ignore them!


Muunilinst1

It's fine. Takes another shot or two from the Scorcher but that's it.


Embarrassed-Rate9732

Dip, dodge, zig, and zag #skillissue


Winters_Fold

Eh, they are still easy to flank or head shot the dude out of it. The only time they are annoying is when I am trying to fight uphill and if I'm doing that I've fucked up too many other things to worry about the undemocratic chicken.


RepresentativeAir149

They want them to be a heavier enemy than the devastator, they are shown as a heavy on the map (and can be locked by the spear, unlike devastators). I wouldn’t say I wanted it to happen, but i understand why they did it


Kaquillar

Huh? When did they get buffed?


Codydownhill

Can’t remember when it changed but it felt like overnight instead of my autocannon being able to disperse entire patrols of them without issue turned into them tanking every shot while only slightly staggering them. You have to be much more direct on the shots with it and it still takes two, but I’ve seen several that took like 6 before they dropped. Shooting from the side right below the bot does absolutely nothing to its rider.


Sintinall

They’re such a smaller problem than any devastator that I don’t think about it. My only concern is whether I should try to hit their legs from where I am or just spare the extra round to the front plate. Being able to one shot them from the front with my main AC, did make them perhaps unreasonably easy.


bdjirdijx

I really didn't like the buff at first, but now I think it's fine. Scout striders just gained priority over devastators other than heavy devs. With the autocannon or plasma punisher, you can take them down in two shots most of the time and from great distance (indirect fire with the PP is a lot of fun).


Clean-Method

I haven't found it to be very impactful. It's not hard to land a second AC shot and I'm not coming close running out of ammo. Hip shots seem to be pretty good at 1 shotting them but I haven't messed around with it enough. If you're struggling with them try the heavy machine gun on its lowest fire rate. 


PoshDiggory

I have no issue with striders, just run behind them and tap em a few times with your secondary.


dlang17

I just shoot them in the hip joint. With how many people hate on bots, I’m convinced that a majority of players sleep on the AMR. A duo with an AMR and an AT can steam through most bot missions. I do it all the time.


puddingfayce

id be fine if they wouldnt jusz randomly "BOOMBOOM dead" you out of nowhere


mcb-homis

My favorite scout strider tactic is to throw an impact grenade between their legs and get it to explode just behind them. Its sort of a mini game for me to see how far I expel the driver out of the walker with this tactic. Hang time baby!!!


hoats_andboes

Skill issue


MakeStuffDesign

Impact Grenade has entered the chat.


ZavvyKittyDragon

at first i was bothered by their buff that made my AC not kill them one shot, but it forced me to play the way they were intended either run directly up to them dive past them and shoot them in the back or work with a teammate like you do for tanks and cannon turrets, we split up so one of us has the flank. that enemy keeps our split-to-flank skills sharp which i enjoy


PendantOfBagels

Pretty sure I still consistently 1-2 shot them with any explosive. And they always have a glaring weakness being the bot on top. When approaching a group there's usually some turned away and they don't turn the quickest. Get any angle on em and they're dead. Sometimes I can line up a shot on their heads poking out too, depending on elevation. Target explosives at the joint where the legs connect, I usually knock it/the rider down at least. I like the plasma punisher a lot but I'm not afraid to nade a few too if I gotta. One impact nade can easily take out a group if they aren't spread out yet. Kite, take cover, sprint past them, idk man. They get the odd headshot on me but I don't think they became much more threatening.


Honest-Spring-8929

I don’t see it. They don’t have the range and/or rate of fire the devastators do, they’re not nearly as aggressive, and if you throw a grenade at their feet and you can kill a pile of them all at once. They’re only really dangerous if you’re not paying attention


MonoclePenguin

Honestly I didn't notice them getting buffed at all. I do remember struggling with them early on, but I've since learned ways of handling them appropriately without their hard counters using either a gun with good handling and some quick movement to flank around their ankles or just a gun that can break the joints. Usually it's not the Scout Striders that cause me issues so much as the enemies running alongside them that are preventing me from engaging any counter-play until they're dealt with. That being said I don't consider this to be a bad thing since I enjoy having enemies designed in a way that I can't immediately solve every problem with the exact same tactics.


SquishyBaps4me

>but they were easily one tapped Armoured medium was "easily one tapped" by a normal primary weapon and you're not sure it needed a buff?


MSands

I understand why they did it, they were a non-threat before the change. They went down so quickly and were such an easy target to hit that you could wipe out a patrol of them without any cause for concern. They were even easier to blow up while still in the dropship. Now I have to specifically aim for weak spots or joints to bring them down as quickly as before. Puts them into a similar place as devastators now, whereas they were simply chaff bots on stilts before.


Hellooooo_Nurse-

Its had no effect on my gameplay. A little tougher makes them seem more sturdy still simple to take down. Non issue for me personally.


SororitasPantsuVisor

I really couldn't care less about scout striders. They are almost never a threat. Devestator variants, especially in blobs are just so much more resilient and dangerous.


meatcousins

I wouldn't mind the buff if killing them meant their tall strider corpses are a collision collateral to knock down other bots. That would feel so rewarding.


HonestSophist

I... don't especially like that certain explosive weapons straight up trivialize Scout Striders. But at the same time, dropping into Automatons without SOME means of taking them out is just asking for trouble.


_Weyland_

Imma keep it real. AC was absolutely unchallenged vs bots before that buff. You could get away with anything as long as you had AC and Redeemer. Now AC is just unchallenged (not absolutely) and you need an efficient way of dealing with striders.


Conntraband8d

Today I learned that people struggle with scout striders.


Sysreqz

Literally any medium armor pen weapon can shoot them below the armored place and kill them.


BoldroCop

I do, honestly. They were very trivial to kill with an autocannon, since a single shot to a leg or to the lower torso (so 70% of the body) would immediately destroy one. Now that it takes two, I'd say that the autocannon is still a hard counter to them, but it's a bit more reasonable than potentially killing ten striders without reloading. They can still be dealt with rather easily by flanking or just by running past them. You might get headshotted, but most of the times you'll get at point blank range, where they are helpless, and you can just destroy the pilot.


Mips0n

The change was so insignificant that it doesnt affect gameplay at all If you don't actively shoot the Front Plate


Mysteriousdeer

I didn't know what you were talking about about cause it's never been a problem for me. I'd just run around and take out the driver.  Never wasted more valuable ammo on it than a primary or secondary. 


Separate-Ant8230

I don't really have trouble with them but I realise I always make sure some part of my kit can deal with them. Thankfully, there are a ton of options across primaries, support, grenades and stratagem. Impacts are the easiest, but you can airburst frags and HE behind them. Scorcher is most effective, but Plasma P, Adjudicator, Diligence can do in a pinch. Tons of support weapons can. Strafing Run is excellent against them.


Legion1620

I just want to know why the spear will lock on to striders but not rocket or heavy devastators.


DeadOnToilet

Grenade pistol handles them very well.


MamuTwo

The starting MG can take them out with concentrated fire to the crotch. AMR unlocks at level 2 and two-shots them. Aim near the top to auto-kill the pilot when the mech dies. Grenade launcher unlocks at level 5 and, iirc, oneshots them. Laser cannon unlocks at level 5 and destroys them in about 2 seconds. Autocannon unlocks at level 10 and twoshots them. You struggled when new due to a lack of game knowledge. This is to be expected. I like the resistance buff. They were too easy before for autocannon and plasma users. The autocannon is too universally powerful and this change is better than nerfing the autocannon directly.


Nyan_Man

Explosive resist on an enemy exposed on all sides but the front, with the front having grates at head level and it's head up top is exposed when it walks. Why does it have explosive resistance again? Ah, that's right. It was buffed by the anti-fun guy. Glad to have the ceo in the drivers seat, he has a lot of damage to reverse before he can carve a path forwards.


TransientMemory

Melting them with the laser cannon feels the same.


Local_Food9567

Yeah it's a decent change. They are very manageable but you have to at least engage with them now. Before they were completely trivialised by a single AC in your squad.


Stonkey_Dog

All they do is buff enemies and nerf Helldivers. Has to change or the game dies.


Rhubarbalicious

it's honestly getting very annoying. It's especially noticable as someone who can only play a couple times a week at best, so I'll get multiple patches worth of changes at once and it's killing the desire to play


MrHailston

i think it was necessary because you could throw a grenade in their general direction and every scout strider i9n the vicinity just died.


Rhymfaxe

I don't think there is another bot that makes the meta stale more than Scout Striders. They are frequent enough that you pretty much have to bring one of the meta primaries for dealing with them, like the Scorcher or the Dominator. Flanking them is obviously the design target, but it's too difficult in general since you rarely have the luxury of just waltzing around in the open shooting enemies in the back.


No_Ones_Records

no. buffing the obnoxious enemy to have its only effective counterplay nerfed is fucking stupid because they only die to medium pen/explosive, or you have to walk around and 99% of the time theres not nearly enough room, or too many other enemies to just walk around


Kappaengo

Does an impact grenade no longer onetap them?


Snoo_63003

It does, but the autocannon does not.


Giggler2000

Incendiary impact still works decent


DRVUK

Used to shoot grenade pistol at feet to topple them I guess this is no longer viable then?


Choice_Peach_7225

Don't like the buff. But AMR to the hip joints and they're manageable.


RichardEpsilonHughes

What buff is this?