Helldivers 2 – W.A.S.P Launcher Tested vs Every Faction



Don’t be a GrinchDiver and be grateful for such a PEAK weapon

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31 thoughts on “Helldivers 2 – W.A.S.P Launcher Tested vs Every Faction”

  1. What i feel like is that the wasp should double down on medium elite enemy clear.
    Maybe fewer shots per mag, but each shot better tracking with better damage, with a mutli lock on system.
    For example, point at a horde of alpha commanders and bile spewers, lock onto a bunch and watch them die.
    Maybe do a quicker reload while stationary crouch, long reload while moving would be a nice change for many weapons too. Risk vs reward, stopping to reload quicker or being safe and moving at the cost of long ttk.

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  2. Biggest issue with the wasp is the reliability. Its lock ons often miss at various ranges. And hit alot of differing parts. Sometimes it can 1 shot medium units like overseers and devastators and be moderately effective. Sometimes it will just miss… a lot. Along with that on bigger enemies, like hulks, it often just hits the body which has way more health. It’s ok when it works… when it works. But just like ok/decent

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  3. Moving reload would he sick. The big problem with this weapon is that if things get close it’s like the spear where it’ll shoot past its target. But this thing is for mediums and with the amount of medium enemies in this game, you get overwhelmed pretty fast during that reload AND now you’re not in the ideal range of the weapon

    Edit: I take it back. The biggest problem is that it misses half its shots

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  4. I like the gun, but holy shit it needs some help. That artillery mode should either have multiple shots or do way more damage than it does currently. The individual rockets need better tracking and some ability to lock onto weakpoints specifically (something similar for the spear would be nice too).

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  5. Funny how with Spear it was the problem of damage being insufficient for the amount of ammo you are given and how much effort it takes to lock onto enemy units compared to just dumb-firing at them with the Recoilless. Now we have the opposite problem, being WASP's homing being way too underwhelming and often missing shots. What's the point of locking onto enemy when you are not guaranteed you hit them? Here is my hot take for both of these weapons:

    I would like to see Spear able to one-shot basically everything in the game, except for factory striders (those would take 2). Also include the Illuminate Warp ships, both the flying and stationary ones (with their shield off). If you think this would make Spear too good compared to other options, increasing it's reload time further would even it out, I mean those are some huge fuckin' rocket… whatever they're called, properly inserting them in the chamber with that shape they have looks like it takes a bit of effort. Plus, that downside would make Team Reload on Spear feel like it has a purpose.

    For WASP, I would make them hit their targets as consistently as possible, so that it becomes a sidegrade to Autocannon people often compare that weapon to. And if you are worried about THAT being OP, reduce the amount of rockets from 7 to 5 per chamber so you have 25 rockets vs 60 autocannon rounds, done and dusted, fun anti-crowd/anti-medium weapon achieved.

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  6. Would be cool if they made this like a turret backpack that could rise on your shoulder or back. Almost like a predator plasma shoulder gun. So you can deploy it while running or doing what ever you want and then you can keep running while it retracts and reloads.

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  7. I like it, but i wouldn't take it on 9/10 unless its an illuminate game. It uses a backpack slot, it takes too long to reload & it can't kill heavies quickly & reliably. It is pretty fun on 7 & 8 though where you have a little more breathing room.

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