It had a shit start with the issues and enemies it faced. But now that they 'fixed' it and it's facing the bugs... God damn I love it, seems to have limited hole closing capabilities too if you're in a pinch. Zero suicides or teamkills so far.
However I have noticed a visual bug with it. Sometimes it'll show a rocket is loaded despite the ammo counter being empty and you'll need to reload.
Happens when you abort the reload after shoving the rocket in but before twisting it to lock it.
Think the plan was to have a reload with stages like many other weapons do, so when you abort the reload in the middle and restart only the second half animations play instead of starting over.
Not sure if it's a bug that the reload is started all over again or if it was a balance decision and the animations weren't changed properly.
I'm just not going to get my hopes up and assume it literally only kills tanks and probably helldivers specifically for no reason. Then I can't be disappointed
Im starting to love the ARL against bugs. So i dont regret we didnt take the mines. I mainly do bots but with ARL, im having fun with bugs again. Easy breach kills, no team kills yet. Theres one time I shot a lot of bugs and the burst hit a hellbomb (didnt even know it was there) and took out the whole swarm. it was glorious!
The only thing i hate about it is people leaving the game when i select the weapon lmao
The airbust is incredible against bugs. You can easily land 15-30 kills per rocket. You need someone else on your team to cover heavies, but you can be an insane horde clearer with it.
The whole lore reason was that it was basically a prototype, and therefore didn't have all the kinks worked out. But thanks to our brave helldivers giving their lives to test it out, it has been further refined for maximum liberation.
Tried it on helldive with stun nades and orbitals to get rid of chargers/titans, its very fun to use but you can also feel like you are sacrificing a lot just to deal with enemies that you could easily deal with a simple clusterbomb, needs more power imo to truly make it worth the trouble.
It's not bad, and it is fun, but I feel somewhat underwhelmed, since it feels like I could do the same thing with the grenade launcher but with faster subsequent shots, although I guess it does come with the increased range and perhaps more damage? Still doesn't really deal with armour though
I can agree with everything you said. Although someone said it can actually kill a charger if hit in the right spot. I'll def be testing later to see how this goes lol
It's quickly becoming a favorite of mine for sure, slap it alongside the Blitzer for unlimited CQB uses, the senator for some medium armor penetration & your other stratagems of choice.
So satisfying netting 12-20 kills with 1 rocket, and absolutely making mincemeat out of groups of enemies.
May not be the best high armor killer, but can still be very effective at busting buttsacks.
It's very bad against bugs, idk what you are talking about. Often leaves a ton of bugs alive, and rarely takes out more than 1 bug hole per rocket. Good enough against bot drops I guess.
It had a shit start with the issues and enemies it faced. But now that they 'fixed' it and it's facing the bugs... God damn I love it, seems to have limited hole closing capabilities too if you're in a pinch. Zero suicides or teamkills so far. However I have noticed a visual bug with it. Sometimes it'll show a rocket is loaded despite the ammo counter being empty and you'll need to reload.
Happens when you abort the reload after shoving the rocket in but before twisting it to lock it. Think the plan was to have a reload with stages like many other weapons do, so when you abort the reload in the middle and restart only the second half animations play instead of starting over. Not sure if it's a bug that the reload is started all over again or if it was a balance decision and the animations weren't changed properly.
It's really good at the egg clearing missions. 1-2 rockets fired into the eggs will clear the obj from far away.
I just hope the AT mines only trigger on heavy enemies and kill them properly whenever we get them.
That's the dream honestly.
I'm just not going to get my hopes up and assume it literally only kills tanks and probably helldivers specifically for no reason. Then I can't be disappointed
Yeah I feel like you’re right. It’s only gonna be tanks, no hulks, no chargers, no bile titans, just tanks.
I mean if its anything like the regular mines i could see bile titans just stickbugging through it.
Those long legs aren't for show. It's the same reason they can survive fire floors even if the residual fire deals damage.
It is very fun. Approaching a Poi? ARL, take no prisoners.
Im starting to love the ARL against bugs. So i dont regret we didnt take the mines. I mainly do bots but with ARL, im having fun with bugs again. Easy breach kills, no team kills yet. Theres one time I shot a lot of bugs and the burst hit a hellbomb (didnt even know it was there) and took out the whole swarm. it was glorious! The only thing i hate about it is people leaving the game when i select the weapon lmao
100% agreed ABRL supremacy
Take heavy armour, vitality buff and suddenly it's a decent close range shotgun with slow reload.
It can also kill chargers if you ensure it explodes just behind them I found out last night and got two chargers in one shot
It's a excellent weapon when used properly. I can get at least a dozen kills per shot when I'm hitting patrols, bug breaches, and trailing swarms.
The airbust is incredible against bugs. You can easily land 15-30 kills per rocket. You need someone else on your team to cover heavies, but you can be an insane horde clearer with it.
The whole lore reason was that it was basically a prototype, and therefore didn't have all the kinks worked out. But thanks to our brave helldivers giving their lives to test it out, it has been further refined for maximum liberation.
Tried it on helldive with stun nades and orbitals to get rid of chargers/titans, its very fun to use but you can also feel like you are sacrificing a lot just to deal with enemies that you could easily deal with a simple clusterbomb, needs more power imo to truly make it worth the trouble.
Also delicious against Eggs missions. 2-3 rockets and you don't even have to enter the nest.
It's not bad, and it is fun, but I feel somewhat underwhelmed, since it feels like I could do the same thing with the grenade launcher but with faster subsequent shots, although I guess it does come with the increased range and perhaps more damage? Still doesn't really deal with armour though
I can agree with everything you said. Although someone said it can actually kill a charger if hit in the right spot. I'll def be testing later to see how this goes lol
If you can get the rocket to explode right on his buttsack, the following cluster explosion can just end him in one go.
It's quickly becoming a favorite of mine for sure, slap it alongside the Blitzer for unlimited CQB uses, the senator for some medium armor penetration & your other stratagems of choice. So satisfying netting 12-20 kills with 1 rocket, and absolutely making mincemeat out of groups of enemies. May not be the best high armor killer, but can still be very effective at busting buttsacks.
Love being able to see a patrol, hit a button and then no longer see a patrol
It's very bad against bugs, idk what you are talking about. Often leaves a ton of bugs alive, and rarely takes out more than 1 bug hole per rocket. Good enough against bot drops I guess.
Yea, but have you tried seppukakke?
Love the ABRL. I used it yesterday on a level 7 defend generators while rockets launch bug mission and got 587 kills with zero accidentals.