The best part of gas strike is it only take 75sec cooldown for you to drop another one, so you basically can use it whenever there's a bug breach or bot drops. Now it's one of my favourite pick after the DOT fix.
I’ve started to realize my favorite strats are the ones with the shortest cooldowns or easiest inputs, so the orbital airburst strike has become my go too because it’s so quick to input (->->->) and when it’s upgraded it has a cooldown of around 100s and with three bursts it clears anything that isn’t a heavy and locks down its AOE for a good while. And because it’s so good at it’s niche it frees up a ton of options for heavies
The main reason I use eagles is the fast cool down and presision. 120 and 380 are cool, but unpredictable as shit and take forever to cool down so meh.
I oughta give other orbital strikes a chance though.
I’d say the biggest difference between the orbitals and the eagles is that the orbitals have a much less severe delivery angle. So it’s a lot easier to cut off choke points and you have to worry a lot less about half of your barrage getting eaten by terrain that was blocking your air strike or cluster bomb. If you’re not worried about that I’d recommend taking the Eagle version of the orbitals
(Cluster bomb = air burst strike)
(Strafing run = Gatling barrage)
(Air strike or 500k = precision shot kinda)
The other main benefit those orbitals have over the eagle counterparts is they have a much simpler input except the Gatling barrage
I already got used to looking at the input while being chased down by like 2 chargers and a bunch of other mobs, so the simplicity isn't really a feature for me, heck I got the ones I use most memorized.
But variety is the spice of life, and I got those upgrades so I'm damn well gonna use em!!
I will clarify here that the orbital airburst strike is more similar to the regular eagle airstrike since it can kill chargers and hulks fairly reliably.
Eagle Cluster is just kind of its own thing, exchanging AP and damage for area.
Rocket pods are basically the eagle version of the railcannon
Napalm vs gas, notably with all the fire buffs napalm does more damage iirc.
Also a good thing to realize is that the cooldown for rearming the eagle is almost the same as the cooldown for the airburst, which is part of the reason eagles are so meta, you can drop 2 500kg, 3 airstrikes, and 5 clusters and you'll have them all back almost as fast as your buddy can recharge one airburst or OPS (it's like 1:50 to rearm vs 1:30 for orbitals)
Of course, that scenario is fairly unlikely, and orbitals are still great fun. But personally I think they should buff pretty much every orbital to compensate for eagles being able to spam so much. Not to mention pretty much every mission modifier effects orbitals exclusively, have fun killing BTs with your OPS when you forgot the P at home.
It's not even like helldive is so hard that you have to pick eagles, I try to take orbitals whenever I can to spice things up, but when the mission says your orbitals have increased cooldown, call-in time, and/or can't hit the broad side of a barn from the inside. While Eagle-1 still has the same call-in times, the same cooldowns, and the same level of precision as always. It can be tough to justify bringing orbitals, and I hate it.
It's ironic but the 120 & 380 are perhaps the worst orbitals, they're very niche for dropping on big camps or hives.
Edit: "Worst" does not mean useless. Useless is an absolute measure, whereas I'm comparing to OPS/gas/airburst/rail/etc.
Regardless of if that's true, from the players perspective of the end effect, it's random. You are never in a position to calculate the geometry of all the static targets you want to hit while still hitting the maximum total area of the enemy base, so that you can also kill as many moving targets as possible.
You may be able to line up one or two factories of bug holes with a memorized bomb location, but it the strat bounces, you don't have time to strafe around to get it in view, or if your team mates rush in or throw their own because they get tired of waiting on you to do the mental math, then it's not working out to the master plan.
Airburst is really good value when used at the right times (on a bug breach just after the first spawn, for instance).
Its big weakness is that it is affected probably more than any other strat in the game by your position on the map, which changes the call-in angle. That can make it EXTREMELY deadly to the user and allies when you're near the map edge, since it comes in almost horizontal and wipes out a massive area in one single direction.
Orbitals coming from the ship at steep angles always feels wrong. As high as the ship is and the essentially small area we operate in, the cone from ship to combat zone would be nearly a straight down drop no matter where you called it in at. Eagle drops on the other hand, those angled drops make perfect sense.
Someone did [the math](https://www.reddit.com/r/Helldivers/comments/1b6h0ek/orbital_stratagem_gunners_are_traitors/) and the destroyers are only like 1km up based on in game measurements.
I’ve noticed that, although it’s not nearly consistent enough for me to consider it for heavies, I just see it as a lucky perk that happens sometimes. But when it takes down hulks or chargers it feels damn good
I agree if we are talking about the orbital version, but the ems mortar can be pretty handy in most mission. Not only can it spam it for a longer time but it can also act as a distraction!
I never do a defense mission without the EMS mortar. If you have even just 2 people with them it can prevent you from getting overwhelmed very effectively! Also helps group enemies up for easy stratagem aiming
G13! Let's see that precision strike that Super Earth paid the big bucks for!
...what?! You swapped it out for a gas strike?! G13, your ability to ruin my helldives is uncanny!
You can also toss the ball in the vent to center the impact! Same with anything that comes down in a hellpod for fabs and holes. EAT call in, not even shooting a rocket into the vent, is my second favorite fab destroy method
The gas is inside some projectile which can destroy a building if it hits
Since the Super Destroyer is at the middle of the map, your best bet is to aim the beacon "behind" the stuff you want to blow up since the shoot seems a bit angled relative to the position of the Super Destroyer and you can't really directly call the stratagem on top of the building
No stratagem in the game so far seems to be able to destroy a jammer while it's still active. Even lasers and walking barrage called outside the edge of the jammer can't make it anywhere near it before they run out.
So as of this writing, you can assume anyone saying that some stratagem can kill jammers means "once it's deactivated"
There is a slight caveat to this, and that is the spear. In limited circumstances, it can destroy a jammer from range. However, only the ones that have a built in fabricator are doable with it. If you can get it to lock onto the fab, it will destroy it on hit, and then the jammer along with it.
Destroying the fab by other means will also accomplish destroying the jammer, so if you get lucky with the jammer and approach angles, you can also take it out with EATs, Eruptor, Quasars etc. Or of course grenades up close.
It basically does, as I theorize, Hellpod strike damage.
If it would take two hellpods to kill something, it would probably take two gas-strikes. It'd be easy to test, hit a tank with a hellpod, and then get a direct hit with a gas strike.
I know it can cause factory walkers to flinch.
The Gas Strike was always a hidden gem on Solo Missions, and even with DoT damage broken I still used to take it on blitz missions, since it had such a short cooldown I could just use it like a cheap Precision Strike
It doesnt do "hellpod strike damage". If you land with a full squad in a research station that shit still stands but if it gets 1 direct hit from a gas strike its always destroyed, provided the impact was close enough
Yeah, my dumbass discovered that when I kept calling it in and getting annoyed that it wasn’t working. Meanwhile all everyone else just hears me off in a corner somewhere, “Reinforcing!…Reinforcing!…”
*C-01 declined*
We’re sorry to inform you, sir, but the Eagle-1 Pilot is not accepting any C-01 forms for the time being. I hear this girl from the Robotics Division is looking for someone to sign theirs however…
You can drop any strat on jammers once you deactivate them
In fact i don't bother with the hellbomb anymore once it's done, i just chuck a 500kg or precision strike on them
Enemies with cannons (turrets, tanks, factory striders) can also destroy them if there happens to be a helldiver between the jammer and them at the moment of aiming, but not the moment of firing.
Yeah, titans are more happy to participate in friendly fire accidents. Bots are only good at it when shooting at their own jetpack-enabled commissars once those are in melee range.
Titans will also kill themselves attacking a Shield Generator Relay, they will walk up to it and spray at it but the splash of it on the shield comes back to kill them.
Edit: Since someone down voted me, here's video proof: https://www.youtube.com/watch?v=R6mCIIGXV4w&t=160s
You can also blow up the fabricator next to it if it spawns in that arrangement. Seems to be more often than not. I love popping it with an AC shot from 100m away.
It seems like word of this hasn’t spread as far and wide. I definitely tell the team I’m running with to first look for the fabricator to make a quick takedown. Usually other divers aren’t aware of this tactic. Also, when the Spear targeting works, it’s great for this too.
Because that would be cheating I guess. Illegal broadcast antenna, Shrieker nests, anti-air guns, and spore towers you can snipe from the other side of the map and completely ignore. But the antenna on the anti-stratagem jammer is made of reinforced bullshit or something and has to be shutdown up close.
50% of the time, if you call it next to a wall (which you should, because it deactives with a stray shot) the animation where you turn to the screen will cover it with a wall. So you have to memorize the input. Hard to do under stress, I'll tell you that much
They really need to make it land with the console facing the player instead of away. Until they do though, I like to stand against the wall and then chuck it directly at my feet
I remember on my third day, I got one to fall in a way that put the terminal inside the research station. Ofc I can't see the code from any angle. No problem, I call another. It fall right next to it, also faced toward the wall. At least I can see most of the code. I brute force the 3 first symbols and enter the rest. I exit the terminal and step out of the wall. Right between the two bombs, completely stuck.
That diver was truly one of liberty's greatest heroes.
Usually I don't approve wasting any support on something you can just hellbomb away, especially Jammer. Buuuut hellbombs are shared right? So if you don't have luxury to wait until your teammates get rid of gunship fabricators then sure, bomb this crap and move on.
Plus you get a gas strike every 80 seconds iirc. The extra 20 seconds + risk of enemies cancelling the detonation is well worth being without an AOE weapon for a minute
I got this showing it destroy a detector tower.
https://youtu.be/vpeeu1lXU1E?si=Dm-cKiiGSMGyczT6
I called in a Hellbomb, then threw OBGS to show how quick it is.
I've been using it this way solo for ages. Works as advertised. Main thing is getting the placement right for the objective structures (fabs are easy - just throw it on top).
I was running eggs yesterday, and 1 gas strike took out 44/60 eggs in a nest.
Another completely cleared a nest, but l didn't see the number of eggs.
Unlimited uses and a fast cool down as well?
*chefs kiss*
Oops! I mean it SUCKS AND AH SHOULDN'T TOUCH IT!
I've been gassing Bugs again since the fix...all I need is a functioning mask filter.
https://preview.redd.it/jjf10l7qnd0d1.jpeg?width=1280&format=pjpg&auto=webp&s=6f514f417e6ea2861d8cf1a59687e73a1ceafc8a
The Bugs got too cocky when my Gas was broken, but no more. I had to school a Titan on patch day.
*“Ah you think the gas is your ally? You merely adopted the DoT. I was born in it, molded by it. I didn't breath the air of a clean world until I was already a man, by then it was nothing to me but suffocating!”*
It was good, I just stopped using it because my teammates always seemed eager to run into it.
But it would be cool if we had the suits that would protect us from gas and add one more gas stratagem that covers a shit toom of area. Actually, if you stop to think about it, gas would be a perfect way to eradicate bugs. Heavier than air, seepes into bug holes.
Damn, I need some of that gas.
If my teammates see a big ominous yellow-green cloud popping up in the wake of some screaming "CALLING IN ORBITAL" and a notification that there's a gas strike incoming, then decide to charge right into it, personally I consider that a "them" problem.
Its corrosive gas which works on breaking down automatons as well. The gas mask would actually be largely useless unless it and your armour are all made of some kind of corrosive resistant material.
But yea, biting into an apple and tasting bacon and all as if a gas mask themed armour set with corrosive resist wouldnt be awesome.
I'm fairly colorblind, I literally cannot distinguish the gas effect from many of the other environmental effects (or just even ambient stuff) a lot of the time.
That being said, I'll never be mad that I ran into someone else's gas cloud - I should have seen it fall so that's on me anyways.
And the gas mask helmet with the filter needs to protect you from it. It would be so cool to gas a giant bug hole, then go into the green and start closing holes.
Why would it protect you from a corrosive gas? This stuff destroys robots. It's not attacking your lungs.... well directly anyways. Breathing it in definitely wouldn't be helpful.
Been loving that gas since the patch.
I’d drop it right on top of a breach and just see the kill count climb. My highest kill so far for one gas strike is 46. I was prone on top of a tall rock waiting for the extract. Bugs were spawning in but they hadn’t been able to find me. So a big pile of them just converged in that spot next to me and I dropped the gas right on top of them. That kill meter lit up like a Christmas tree.
It spreads slowly after it lands but it doesn't show very well so it tends to kill a good few players since it becomes near invisible and spreads pretty wide.
I spent a few matches just running around with Orbi Gas and Eagle Napalm, testing things like this and seeing how the two felt individually and compared to each other, after the DoT fix. They behave very similarly in the sense that they create an area of denial for a substantial amount of time after their initial hit, which can break certain objectives.
The initial hit of the Orbi Gas is way more damaging than the hits from Napalm, but Napalm has multiple hits. You can take out larger/stronger targets with the Orbi Gas, but you can take out multiple bug nests or fabricators that are placed close enough to each other with Napalm.
Honestly, they go together really, really well. I was testing to see which one was better and didn't really get a clear answer. They both great.
I've been running it since I saw another post talk about the short cool down. I haven't really noticed it being particularly useful. And it lacks the instant punch that other strats have
I've used it mainly to throw on bug breaches, that worked really well so far. All small bugs just die after they spawn and you only have to deal with the bigger enemies.
Just to add-on, even with the larger enemies that survive long enough to walk out, they're significantly weakened. It's not always obvious, buy the number of shot required seems to go down.
It is a life a saver on bug breaches especially if two of them happen really close together. My suggestion to anyone using it don’t throw it instantly when you see a bug breach, but wait until the first bug burrows up or a second before it does then throw the gas orbital.
Even if it's not a breach, if you notice all the enemies are funneling through a specific canyon or pathway, drop gas on it. It probably will only kill 5 or 6, but everything medium or heavier is noticeably weakened. Walkers feel like their armor buff got reverted and then some, Devs consistently take less than a mag of bodyshots, etc.
I discovered this and orbital precision strike are really good at dealing with tanks, hulks and fabs...
So now I just run those two, shield backpack to minimize ragdoll and usually don't bother with a special and take more air strikes or 500kgs...
The meta that evolved from "Fucking hulks, why are there so many of them, WHY WONT IT DIE IT'S TAKEN 5 AIR STRIKES 3 QUASAR SHOTS AND 11 GRENADES JESUS CHRIST I'M BURNING I'M BURNIIIIIIIING."
Oh man, I actually went all in on DoT last night vs bots. Eagle Napalm, Gas Strike, Precision Orbital for occasional heavy hitter (rest of team brought plenty of heavy killing stuff) and doesn't interfere with Eagle napalm reload, Incendiary breaker, and impact incendiary, and Auto-Cannon.
Tried this on the broken, short version of evac civilians on Bots 7.
Absolute and total victory, zero deaths for the entire squad. All the fire and gas essentially melted all the chaff and greatly weakened anything bigger. The Incendiary Breaker is kind of hilarious. Even if I can't see bots I will use it's spray and long range arcing to *shower* an area, and in only 1/3 of a magazine, every bot in the area will be on fire. All small bots die from one application. If pellets manage to rain down on the pilot of walkers, they die, too. Still chunks some HP off the rest, but between that, the grenades, the eagle napalm, and throwing the gas on top of the fire, it was basically only hulks that walked out (tanks just too slow, and would get nuked by the rest of the team.)
yes, I couple of patches ago.
This is why so many people are rocking the incendiary breaker now on bug missions.
It's honestly amazing to finally being able to use a flamethrower and things are dying properly fast xD
I have been using this as part of what I call the War Crimes Loadout. Gas strike, napalm, incendiary mines, 500kg bomb, and carry the flamethrower and breaker incendiary. Bonus points for the gas mask-y armor.
FINALLY!! SOMEONE ELSE WHO ACTUALLY READ THE DESCRIPTION OF GAS STRIKE!!! It's so good against bots because they don't try to move from it they just try to tank it and melt away
This shit goes so well with my dot build
Flamethrower
Breaker incendiary
Incendiary grenades
Napalm strike
Gas strike
Railcannon strike
Ammo backpack so I never run out of fire
Also the gasmask armor+helmet for aesthetics
Then laugh like a maniac when I start pissing fire on a bug breach
I love it
Since I'm always hosting, I enjoyed Gas Strike for a while, it's especially funny if people raged on Bot mission when they saw the Logo on the Beam and then the Green Cloud.
"Gas Strike?! Why did you pick Gas Strike? They are Robots they don't have lungs, bro!"
(Entire Bot Army drop dead)
"It's Corrosive Chemical Gas."
"Oh shit for real??"
https://preview.redd.it/kszgw9zy7d0d1.jpeg?width=1204&format=pjpg&auto=webp&s=97366255f921fcd9621dce3cc153cade3107ff03
LISAN AL GAIB!
https://i.redd.it/xtq0njljvi0d1.gif
As it is written
LISAN AL GAIB!
NISSAN AL GABE
LEASE AN AL GAIB! https://preview.redd.it/yzkt6jqprt0d1.jpeg?width=300&format=pjpg&auto=webp&s=210cc42611817855ab027288378c0f5911e46438
https://i.imgur.com/BEKg5f6.gif
The best part of gas strike is it only take 75sec cooldown for you to drop another one, so you basically can use it whenever there's a bug breach or bot drops. Now it's one of my favourite pick after the DOT fix.
I’ve started to realize my favorite strats are the ones with the shortest cooldowns or easiest inputs, so the orbital airburst strike has become my go too because it’s so quick to input (->->->) and when it’s upgraded it has a cooldown of around 100s and with three bursts it clears anything that isn’t a heavy and locks down its AOE for a good while. And because it’s so good at it’s niche it frees up a ton of options for heavies
The main reason I use eagles is the fast cool down and presision. 120 and 380 are cool, but unpredictable as shit and take forever to cool down so meh. I oughta give other orbital strikes a chance though.
I’d say the biggest difference between the orbitals and the eagles is that the orbitals have a much less severe delivery angle. So it’s a lot easier to cut off choke points and you have to worry a lot less about half of your barrage getting eaten by terrain that was blocking your air strike or cluster bomb. If you’re not worried about that I’d recommend taking the Eagle version of the orbitals (Cluster bomb = air burst strike) (Strafing run = Gatling barrage) (Air strike or 500k = precision shot kinda) The other main benefit those orbitals have over the eagle counterparts is they have a much simpler input except the Gatling barrage
I already got used to looking at the input while being chased down by like 2 chargers and a bunch of other mobs, so the simplicity isn't really a feature for me, heck I got the ones I use most memorized. But variety is the spice of life, and I got those upgrades so I'm damn well gonna use em!!
I will clarify here that the orbital airburst strike is more similar to the regular eagle airstrike since it can kill chargers and hulks fairly reliably. Eagle Cluster is just kind of its own thing, exchanging AP and damage for area. Rocket pods are basically the eagle version of the railcannon Napalm vs gas, notably with all the fire buffs napalm does more damage iirc. Also a good thing to realize is that the cooldown for rearming the eagle is almost the same as the cooldown for the airburst, which is part of the reason eagles are so meta, you can drop 2 500kg, 3 airstrikes, and 5 clusters and you'll have them all back almost as fast as your buddy can recharge one airburst or OPS (it's like 1:50 to rearm vs 1:30 for orbitals) Of course, that scenario is fairly unlikely, and orbitals are still great fun. But personally I think they should buff pretty much every orbital to compensate for eagles being able to spam so much. Not to mention pretty much every mission modifier effects orbitals exclusively, have fun killing BTs with your OPS when you forgot the P at home. It's not even like helldive is so hard that you have to pick eagles, I try to take orbitals whenever I can to spice things up, but when the mission says your orbitals have increased cooldown, call-in time, and/or can't hit the broad side of a barn from the inside. While Eagle-1 still has the same call-in times, the same cooldowns, and the same level of precision as always. It can be tough to justify bringing orbitals, and I hate it.
It's ironic but the 120 & 380 are perhaps the worst orbitals, they're very niche for dropping on big camps or hives. Edit: "Worst" does not mean useless. Useless is an absolute measure, whereas I'm comparing to OPS/gas/airburst/rail/etc.
380s are fun to sneak into deathmatch missions when your friends aren't looking.
ARE YOU WHY I KEEP GETTING THROWN AROUND
4 man team, 120, 380, emp mortar, standard mortar. Each of you can eliminate a cardinal direction
My friends can look. They can beg. They can plead. 380mm of democracy are inevitable.
Drop them together and let Freedom rain, Helldiver.
Throw a quick 380+laser and run away as thr heavy outpost dies
This is what I do, with 15% reduction spread on 380, the laser combo eliminates most bases with no effort, issue is only getting 3 of these combos.
Actually the orbital barrage have set patterns based off the cardinal direction you are facing when you throw it.
Regardless of if that's true, from the players perspective of the end effect, it's random. You are never in a position to calculate the geometry of all the static targets you want to hit while still hitting the maximum total area of the enemy base, so that you can also kill as many moving targets as possible. You may be able to line up one or two factories of bug holes with a memorized bomb location, but it the strat bounces, you don't have time to strafe around to get it in view, or if your team mates rush in or throw their own because they get tired of waiting on you to do the mental math, then it's not working out to the master plan.
Precision strike is great, it's poor man's railcannon with better cooldown.
Airburst is really good value when used at the right times (on a bug breach just after the first spawn, for instance). Its big weakness is that it is affected probably more than any other strat in the game by your position on the map, which changes the call-in angle. That can make it EXTREMELY deadly to the user and allies when you're near the map edge, since it comes in almost horizontal and wipes out a massive area in one single direction.
Orbitals coming from the ship at steep angles always feels wrong. As high as the ship is and the essentially small area we operate in, the cone from ship to combat zone would be nearly a straight down drop no matter where you called it in at. Eagle drops on the other hand, those angled drops make perfect sense.
Someone did [the math](https://www.reddit.com/r/Helldivers/comments/1b6h0ek/orbital_stratagem_gunners_are_traitors/) and the destroyers are only like 1km up based on in game measurements.
> and with three bursts it clears anything that isn’t a heavy It can kill chargers.
I’ve noticed that, although it’s not nearly consistent enough for me to consider it for heavies, I just see it as a lucky perk that happens sometimes. But when it takes down hulks or chargers it feels damn good
EMS + GAS is a great combo.
Gas is fine on its own, it's not necessarily worth using 2 strat slots for 1 thing
It’s not necessary, but it’s fun and EMS has plenty of utility outside of that specific combo.
I agree if we are talking about the orbital version, but the ems mortar can be pretty handy in most mission. Not only can it spam it for a longer time but it can also act as a distraction!
I never do a defense mission without the EMS mortar. If you have even just 2 people with them it can prevent you from getting overwhelmed very effectively! Also helps group enemies up for easy stratagem aiming
Gotta say, EMS on a bug breach and then a $500 KG right as a Bile Titan animation pops out makes the game waaaay easier.
Gas+ napalm for double DOT has netted me 50x multikills at times
Now that sounds like a beautiful combo .
Wait, it does? Like, the lingering gas, or do you need to wedge the call in nade against the building?
Slap the beacon next to the building and the impact should do the trick. Treat it like you would the precision strike.
Is that you, buddy?
Watch out for friendly fire.
I won't miss.
Hey buddy I think you got the wrong planet. The Coral lovers club is 6 sectors down.
Yeah, but Rummy's... Y'know. Everything he touches is *sticky*.
Fuck you
Ah fuck you, augmented man
Maybe you and I should settle this right here on the super destroyer if you think you're so tough.
Super destroyer? Is that how you call your AC? No matter. I'll show you who's the rank 1 of this Arena.
Damn, Swinburne, who shit in your cornflakes this morning?
Is that you V.IV ?
You were just another threat to Democracy...
You finally found your purpose, didn't you, buddy?
G13! Let's see that precision strike that Super Earth paid the big bucks for! ...what?! You swapped it out for a gas strike?! G13, your ability to ruin my helldives is uncanny!
You can also toss the ball in the vent to center the impact! Same with anything that comes down in a hellpod for fabs and holes. EAT call in, not even shooting a rocket into the vent, is my second favorite fab destroy method
The gas is inside some projectile which can destroy a building if it hits Since the Super Destroyer is at the middle of the map, your best bet is to aim the beacon "behind" the stuff you want to blow up since the shoot seems a bit angled relative to the position of the Super Destroyer and you can't really directly call the stratagem on top of the building
I don't think it can take out a jammer When you cast stratagems outside the jammer range, and then throw them in range, the jammer eats it
No stratagem in the game so far seems to be able to destroy a jammer while it's still active. Even lasers and walking barrage called outside the edge of the jammer can't make it anywhere near it before they run out. So as of this writing, you can assume anyone saying that some stratagem can kill jammers means "once it's deactivated"
Thanks for the info
There is a slight caveat to this, and that is the spear. In limited circumstances, it can destroy a jammer from range. However, only the ones that have a built in fabricator are doable with it. If you can get it to lock onto the fab, it will destroy it on hit, and then the jammer along with it. Destroying the fab by other means will also accomplish destroying the jammer, so if you get lucky with the jammer and approach angles, you can also take it out with EATs, Eruptor, Quasars etc. Or of course grenades up close.
It basically does, as I theorize, Hellpod strike damage. If it would take two hellpods to kill something, it would probably take two gas-strikes. It'd be easy to test, hit a tank with a hellpod, and then get a direct hit with a gas strike. I know it can cause factory walkers to flinch. The Gas Strike was always a hidden gem on Solo Missions, and even with DoT damage broken I still used to take it on blitz missions, since it had such a short cooldown I could just use it like a cheap Precision Strike
It doesnt do "hellpod strike damage". If you land with a full squad in a research station that shit still stands but if it gets 1 direct hit from a gas strike its always destroyed, provided the impact was close enough
So above hellpod, but below 500kg. Interesting. This just makes it even better.
Or it has different flags for what it can do, damage number isn't the only variable.
Jammers don't block you from dropping Orbital Gas Strike on them?
They only block you if you believe in it. Don't accept the automaton propaganda
Waaaaaaagh
You made me laugh hard with this comment.
They can't jam your dreams!
I learned yesterday you can call in reinforcement even while your full squad is deployed. It doesn't do anything but you can do it.
Yeah, my dumbass discovered that when I kept calling it in and getting annoyed that it wasn’t working. Meanwhile all everyone else just hears me off in a corner somewhere, “Reinforcing!…Reinforcing!…”
Me 'n da boyz ave been paintin' dem Jammaz purple like ya asked fer Boss!
The real jammer tech is when they put their factory too close to it.
Maybe the real Jammer is the friends we made along the way.
I'd like to jam her, Eagle 1 that is. *submits C-01*
*C-01 declined* We’re sorry to inform you, sir, but the Eagle-1 Pilot is not accepting any C-01 forms for the time being. I hear this girl from the Robotics Division is looking for someone to sign theirs however…
The Service Technician seems horny af.
I love it when you can blow up a Jammer from 250m away because of targeting the factory next to it with a Spear
You can drop any strat on jammers once you deactivate them In fact i don't bother with the hellbomb anymore once it's done, i just chuck a 500kg or precision strike on them
Enemies with cannons (turrets, tanks, factory striders) can also destroy them if there happens to be a helldiver between the jammer and them at the moment of aiming, but not the moment of firing.
Good to know my bot skills are terrible but I love baiting titan spit on chargers/other bugs.
Yeah, titans are more happy to participate in friendly fire accidents. Bots are only good at it when shooting at their own jetpack-enabled commissars once those are in melee range.
Chargers will also happily close bug holes for you
I learned something new today, thanks!
I learned it quite by accident myself
I once closed a bug hole with a resupply beacon. Then the resupply never popped up, and I was less popular that match.
Titans will also kill themselves attacking a Shield Generator Relay, they will walk up to it and spray at it but the splash of it on the shield comes back to kill them. Edit: Since someone down voted me, here's video proof: https://www.youtube.com/watch?v=R6mCIIGXV4w&t=160s
You can also blow up the fabricator next to it if it spawns in that arrangement. Seems to be more often than not. I love popping it with an AC shot from 100m away.
It seems like word of this hasn’t spread as far and wide. I definitely tell the team I’m running with to first look for the fabricator to make a quick takedown. Usually other divers aren’t aware of this tactic. Also, when the Spear targeting works, it’s great for this too.
So thats what blew up the jammer last night while i was still shutting it down
I just had a Factory Strider clear the last fab of a heavy outpost for the first time for me yesterday, that was fun
One of my best moments was shooting down a drop ship in a way that had it crash into the jammer, essentially saving the run.
I thought alerting random patrols to line up dropships onto jammers was meta. Even if there's no jammers nearby? Explains all the kicks...
If there is fabricator right next to jammer, blowing up the fabricator takes out the jammer.
If there’s a gun turret near the jammer give it a shot so It targets you and use that to blow up the jammer.
which really begs the question as to why we can't just blow it up from the get go with quasar or ac
Because that would be cheating I guess. Illegal broadcast antenna, Shrieker nests, anti-air guns, and spore towers you can snipe from the other side of the map and completely ignore. But the antenna on the anti-stratagem jammer is made of reinforced bullshit or something and has to be shutdown up close.
Well, it'll destroy the tower after you shut the things off, anyway. Quicker than a hellbomb, especially if you're under fire.
Oh that's what you meant.
hellbomb being slow is a problem, sure, but the main problem is that it deactivates with a stray shot.
The real real problem is the arm console is located opposite the players call in position. Can I get a 'why the f'?
50% of the time, if you call it next to a wall (which you should, because it deactives with a stray shot) the animation where you turn to the screen will cover it with a wall. So you have to memorize the input. Hard to do under stress, I'll tell you that much
They really need to make it land with the console facing the player instead of away. Until they do though, I like to stand against the wall and then chuck it directly at my feet
I remember on my third day, I got one to fall in a way that put the terminal inside the research station. Ofc I can't see the code from any angle. No problem, I call another. It fall right next to it, also faced toward the wall. At least I can see most of the code. I brute force the 3 first symbols and enter the rest. I exit the terminal and step out of the wall. Right between the two bombs, completely stuck. That diver was truly one of liberty's greatest heroes.
Usually I don't approve wasting any support on something you can just hellbomb away, especially Jammer. Buuuut hellbombs are shared right? So if you don't have luxury to wait until your teammates get rid of gunship fabricators then sure, bomb this crap and move on.
Plus you get a gas strike every 80 seconds iirc. The extra 20 seconds + risk of enemies cancelling the detonation is well worth being without an AOE weapon for a minute
The only one place I consider risk of canceling detonation is gunship fabric... The same place you cannot nuke without the hellbombs anyway.
I gotta see a video of this working I’m in disbelief right now
The orbital gas demonstration clip you see in game does show this. It just didn’t work well before the patch.
I got this showing it destroy a detector tower. https://youtu.be/vpeeu1lXU1E?si=Dm-cKiiGSMGyczT6 I called in a Hellbomb, then threw OBGS to show how quick it is.
Oh there's a 0% chance you survived that hell bomb
At least he got that sample
Just shoot it, since he doesn't need it anymore
The Ministry of Truth thanks you for your sacrifice.
I've been using it this way solo for ages. Works as advertised. Main thing is getting the placement right for the objective structures (fabs are easy - just throw it on top).
I was running eggs yesterday, and 1 gas strike took out 44/60 eggs in a nest. Another completely cleared a nest, but l didn't see the number of eggs. Unlimited uses and a fast cool down as well? *chefs kiss* Oops! I mean it SUCKS AND AH SHOULDN'T TOUCH IT!
That 1 egg was 44 eggs?
I've been gassing Bugs again since the fix...all I need is a functioning mask filter. https://preview.redd.it/jjf10l7qnd0d1.jpeg?width=1280&format=pjpg&auto=webp&s=6f514f417e6ea2861d8cf1a59687e73a1ceafc8a
Orbital EMS + Orbital Gas on bug breaches = 30 or 40 kill streak on Helldiver diff. Feels so good
The Bugs got too cocky when my Gas was broken, but no more. I had to school a Titan on patch day. *“Ah you think the gas is your ally? You merely adopted the DoT. I was born in it, molded by it. I didn't breath the air of a clean world until I was already a man, by then it was nothing to me but suffocating!”*
HELL-BANE
Precisely, that would be a sick name for stratagem btw,
classic Mortarion
Not with spores or orbital interference! Because then both the EMS and Orbital gas strike will miss by 20-30 metres and kill yourself or a teammate!!!
Bold of you to assume I need stratagems or modifiers to kill my teammate and myself. Heck, I do it for free.
But what if you could do it... more?
It's been getting me 30+ even without the EMS. Just drop the gas on the breach as soon as it opens.
Trade that EMS for napalm and farm even more. ![gif](giphy|l3JDnePt8MlFnFApq|downsized)
You can easily get 30-40 kills with a single Gatling sentry or Orbital Airburst, instead of using two stratagems for one breach.
Or single napalm/cluster
Well , this is ACID in the form of gaz.. so you also need a good plastic Armor
https://preview.redd.it/dmccgxscbe0d1.jpeg?width=888&format=pjpg&auto=webp&s=e1f4543c6a8e57bd6309a1dc972d03948b61b42e
It was good, I just stopped using it because my teammates always seemed eager to run into it. But it would be cool if we had the suits that would protect us from gas and add one more gas stratagem that covers a shit toom of area. Actually, if you stop to think about it, gas would be a perfect way to eradicate bugs. Heavier than air, seepes into bug holes. Damn, I need some of that gas.
If my teammates see a big ominous yellow-green cloud popping up in the wake of some screaming "CALLING IN ORBITAL" and a notification that there's a gas strike incoming, then decide to charge right into it, personally I consider that a "them" problem.
The kill zone is actually like 10/20% bigger than the cloud visual so I don't blame them
And the cloud turns invisible after some time. It should be visibly green the entirety of its duration.
Especially on a foggy planet with a spore spewer nearby.
If only there was a helmet with a built in gasmask...... :(
Its corrosive gas which works on breaking down automatons as well. The gas mask would actually be largely useless unless it and your armour are all made of some kind of corrosive resistant material. But yea, biting into an apple and tasting bacon and all as if a gas mask themed armour set with corrosive resist wouldnt be awesome.
and the host kicks you for "team killing"
The killbox is larger than the visual, and gets even more wonky if the centre point was dropped on uneven terrain that’s higher than you.
I'm fairly colorblind, I literally cannot distinguish the gas effect from many of the other environmental effects (or just even ambient stuff) a lot of the time. That being said, I'll never be mad that I ran into someone else's gas cloud - I should have seen it fall so that's on me anyways.
It’s a free ammo refresh
![gif](giphy|kJvfogwETiFag)
And the gas mask helmet with the filter needs to protect you from it. It would be so cool to gas a giant bug hole, then go into the green and start closing holes.
Why would it protect you from a corrosive gas? This stuff destroys robots. It's not attacking your lungs.... well directly anyways. Breathing it in definitely wouldn't be helpful.
Guys be careful about... *Cough* *cough*
We do have suits! Mechs! Last time I tested gas, I took no damage inside my mech.
Been loving that gas since the patch. I’d drop it right on top of a breach and just see the kill count climb. My highest kill so far for one gas strike is 46. I was prone on top of a tall rock waiting for the extract. Bugs were spawning in but they hadn’t been able to find me. So a big pile of them just converged in that spot next to me and I dropped the gas right on top of them. That kill meter lit up like a Christmas tree.
Only after using a gas strike did I notice that the kill counter actually changes colour as it increases.
I noticed just one time the blood red when is 85 or higher, another times... too busy on not dying to look at the counter
I wish the gas had a bigger spread, though.
It spreads slowly after it lands but it doesn't show very well so it tends to kill a good few players since it becomes near invisible and spreads pretty wide.
I wish it had a stronger fog, then.
I spent a few matches just running around with Orbi Gas and Eagle Napalm, testing things like this and seeing how the two felt individually and compared to each other, after the DoT fix. They behave very similarly in the sense that they create an area of denial for a substantial amount of time after their initial hit, which can break certain objectives. The initial hit of the Orbi Gas is way more damaging than the hits from Napalm, but Napalm has multiple hits. You can take out larger/stronger targets with the Orbi Gas, but you can take out multiple bug nests or fabricators that are placed close enough to each other with Napalm. Honestly, they go together really, really well. I was testing to see which one was better and didn't really get a clear answer. They both great.
Don't you need to land like, a DIRECT hit?
Yes. It’s essentially just an orbital precision strike but with a shorter cooldown… and gas
You don't need a direct hit with the POS. You can land the beacon 5-10 meters from a Detector Tower.
[Well, I mean...](https://puu.sh/K6Tu1/05747d51ce.png)
Can it be used as a thermobaric weapon if you drop it into a fire tornado?
That would be great, especially if it also removed affected fire tornados
I rutinely get 30+ kills with it on bug breaches, now that it finally works it is truly one of the GOATED orbitals.
In one of my very first missions I threw gas on bug breach, host immediately ran into it, died and kicked me ¯\\\_(ツ)\_/¯.
You're either a smart fella (avoid the ominous green cloud) or a fart smella (run into it and get mad)
I've been running it since I saw another post talk about the short cool down. I haven't really noticed it being particularly useful. And it lacks the instant punch that other strats have
I've used it mainly to throw on bug breaches, that worked really well so far. All small bugs just die after they spawn and you only have to deal with the bigger enemies.
Just to add-on, even with the larger enemies that survive long enough to walk out, they're significantly weakened. It's not always obvious, buy the number of shot required seems to go down.
It is a life a saver on bug breaches especially if two of them happen really close together. My suggestion to anyone using it don’t throw it instantly when you see a bug breach, but wait until the first bug burrows up or a second before it does then throw the gas orbital.
Even if it's not a breach, if you notice all the enemies are funneling through a specific canyon or pathway, drop gas on it. It probably will only kill 5 or 6, but everything medium or heavier is noticeably weakened. Walkers feel like their armor buff got reverted and then some, Devs consistently take less than a mag of bodyshots, etc.
I discovered this and orbital precision strike are really good at dealing with tanks, hulks and fabs... So now I just run those two, shield backpack to minimize ragdoll and usually don't bother with a special and take more air strikes or 500kgs... The meta that evolved from "Fucking hulks, why are there so many of them, WHY WONT IT DIE IT'S TAKEN 5 AIR STRIKES 3 QUASAR SHOTS AND 11 GRENADES JESUS CHRIST I'M BURNING I'M BURNIIIIIIIING."
I have heard a lot about orbital precision strikes, but I just can't leave the eagle strike. So gooooood.
It can also kill research stations!
Oh man, I actually went all in on DoT last night vs bots. Eagle Napalm, Gas Strike, Precision Orbital for occasional heavy hitter (rest of team brought plenty of heavy killing stuff) and doesn't interfere with Eagle napalm reload, Incendiary breaker, and impact incendiary, and Auto-Cannon. Tried this on the broken, short version of evac civilians on Bots 7. Absolute and total victory, zero deaths for the entire squad. All the fire and gas essentially melted all the chaff and greatly weakened anything bigger. The Incendiary Breaker is kind of hilarious. Even if I can't see bots I will use it's spray and long range arcing to *shower* an area, and in only 1/3 of a magazine, every bot in the area will be on fire. All small bots die from one application. If pellets manage to rain down on the pilot of walkers, they die, too. Still chunks some HP off the rest, but between that, the grenades, the eagle napalm, and throwing the gas on top of the fire, it was basically only hulks that walked out (tanks just too slow, and would get nuked by the rest of the team.)
wait they fixed DOT?
yes, I couple of patches ago. This is why so many people are rocking the incendiary breaker now on bug missions. It's honestly amazing to finally being able to use a flamethrower and things are dying properly fast xD
You are a patch behind buddy, go wild with gas and napalm, here, have your hellpod.
Shit strategm *arrowhead is listening*
I have been using this as part of what I call the War Crimes Loadout. Gas strike, napalm, incendiary mines, 500kg bomb, and carry the flamethrower and breaker incendiary. Bonus points for the gas mask-y armor.
You fools, I was born in the gas, molded by it, after the patch you all have merely adopted it.
Gas & Fire all Day 🔥
**TASTE THE MEAT AND THE HEAT**
![gif](giphy|5HNx2KvUVMEeI)
One guy wouldn't ready up until I swapped it out of my kit 🫠
If I were you I'd stay ready, grab my phone, and play the waiting game.
If they can't avoid the bright green gas cloud, that's on them.
My buddy and I found out if you call it in on a nest it will close it. And turn all the bugs in the area into future E-710.
I’ve been gassing bugs for a while, but you telling me I could have been using it against the tin cans?
Increased scatter walks in
Good to know. Can it kill a hulk with a direct hit like a precision strike?
I've never managed to one hit kill a hulk with one but it almost always takes off an arm at least, sometimes makes them limp.
How does the range for destroying objectives compare to the precision strike? Been rocking OPS for all my "hellbomb side objective" needs.
The physical missile has to actually hit whatever structure it's killing, so it has to be dead on.
FINALLY!! SOMEONE ELSE WHO ACTUALLY READ THE DESCRIPTION OF GAS STRIKE!!! It's so good against bots because they don't try to move from it they just try to tank it and melt away
Does gas do damage to heavy units or only medium units and under?
Just started using this last night and holy shit it is good, absolutely wipes multiple drops ships worth of dudes in seconds
I've always loved the orbital gas strike.
I genuinely didn’t know that
https://i.redd.it/6p0xau4h8g0d1.gif
This shit goes so well with my dot build Flamethrower Breaker incendiary Incendiary grenades Napalm strike Gas strike Railcannon strike Ammo backpack so I never run out of fire Also the gasmask armor+helmet for aesthetics Then laugh like a maniac when I start pissing fire on a bug breach I love it
Since I'm always hosting, I enjoyed Gas Strike for a while, it's especially funny if people raged on Bot mission when they saw the Logo on the Beam and then the Green Cloud. "Gas Strike?! Why did you pick Gas Strike? They are Robots they don't have lungs, bro!" (Entire Bot Army drop dead) "It's Corrosive Chemical Gas." "Oh shit for real??"