That was me an hour ago. Except I was point blank and just under the engines.... 2btomes in 1 mission and another time it hit but didn't bring it down..... not my best show.
I don't have a name for it, but for bots I play "Stealth ballistic shield" -scout armor -Crossbow -Dagger -AMR/Laser cannon -Ballistic shield -Eagle 500 -Rocket Sentry Ballistic shield blocks shots completely, making up for the light armor weaknesses, and when running away from bots after blowing something up, switch to support weapon so shield is on your back, and while it's on your back it blocks most lasers, even lasers from shredder tanks, so you can easily escape unimpeded
Interesting idea, however I found that ballistic shield lacks when explosive are on menu... Get yeeted like a doll very often. It slaps with heavy armor tho.
I think this is one of your best videos yet! The script, the skits, the unique content of discussion, the editing, all comes together for one just plain fun video full of almost esoteric ideas you almost never hear anyone talk about. This is why I love engaging with this community, boss You just tell me what to kill, and it'll be done with gusto.
I love the narrative! "Games are meant to be cherished", "It gets boring playing the same meta builds", "Expect there to be hiccups and failures when experimenting". I play one game and dive in to see how deep the rabbit hole goes. I want to figure out *why* that one niche weapon (that seems bad and weird generally) could be good, and leverage it to the max. Got bored of my recoilless + laser primary. Did an HMG/ supply heavy. Now doing an xbow/jet pack/laser/thermite/scout. Next I want to figure out a sniper/supply scout build I saw someone run. Then maybe a stim/shield/flamer/eagle!
I’ve always tried to play Helldivers with a ‘class’ system, this video is a good reflection on that. It’s more fun when you force yourself to narrow your effective targets, and rely on teammates after many dives. My usual role depends on what my friends bring, and which friends I’m playing with. Nine times out of ten, I’m stuck on being Anti Tank duty, since my friends aren’t that experienced as me when it comes to weak points and aiming rockets to not miss (They often hit the chin of a Bile Titan) The few times I’m not running a rocket is very dependent on if we have someone dealing with the crowds of bugs or bots well enough, typically running grenade launcher or arc thrower to compensate the lack of crowd clear And occasionally, I play for objectives similar to a roamer using Spear or Quasar/GLauncher+Jump Pack, basically being an outpost destroyer. I’m quite glad you’re bringing light to the class concept. It’s more satisfying to play, since it gives you guideline on if you’re doing a ‘good job’, and everyone likes feeling useful and needed. (Additionally, it scratches my MMORPG itch fulfilling a specific task and job among my group well)
Ive definitely fallen into that category of being the anti tank guy. Playing with randoms i look at what everyone else is taking and plan accordingly, then when i get down, i realize i dont have anything to deal with the normal enemies and panic when everyone scatters leaving me pinned down super hard.
"I am Heavy Weapons Guy" Also, I'm new to the game and at first I didn't like heavy armor, since I played more solo, so even in coop I was using light or medium. But recently I started using heavy armor with explosion protection and it SLAPS. I was tanking hits that I would have died far earlier with the other ones
Always a heavy boy love it means I’m so very good at just holding down a spot and given my love of turrets I’m kinda like the designated safe space guy
for experimenting, I found a very effective strategy, call it the 3-1/2-2 rule. the idea is the first 2 or 3 stratagems in your loadout are yours, use them selfishly and run literally anything. The last stratagem slot(s) is for coordinating with what your squad is running. If you do a bunch of SoS helldives, you'll eventually get to a point where you're so experienced with everything that you can find strategies that only require your primary and 1 stratagem
Assault is a really good catch all; I've often been referring to my go to Bot build as a ranger, since I'm long range AMR/Railgun but close range primary, and generally supporting the team from afar, but I'm not being too sneaky either. There are sub classes for sure, but these classes are pretty well thought out.
At launch I was so bad at fighting bots, and I eventually stopped playing the game. With the new patch bringing in a new threat, my Helldiving spirit has been reignited. There's plenty of great advice on how to play this game well, and still have a lot of fun, and this video is a shining example of that. Thank you for your work! See you on the front lines, Helldivers!
Guess my go-to build is Assault. Punisher for ambients and stuns. GP-13 for closing spawns. Thermite for tanks. MG-43 for chaff clear and medium armor. Jet Pack for mobility. OBS for titans. Last is flexible but I usually go with 110mm rocket pods for more tank killing or Airstrike for general use. Also, I will always use the Hero of the Federation armor set cuz I love Democracy and GOOOOOOOOOLD.
Back when the Evacuate Assets mission launched, my Brother and I figured out that 2x OPS on one spot created a perfect foxhole to defend both front gates.
I personally like to play a variation of the AT trooper by taking the Recoilless Riffle and Orbital Railgun to hunt heavies, and use scout armor with the Diligence counter sniper for some long ranged marksmanship, the main idea is to be like the eyes of the team, finding objectives, marking patrols as they come in, and split for long enough to take out enemy bases as well as finding out caches and other PoI around the map, the -30% detection also lets my heavier teammates take the brunt of the damage.
JTAC attachment. Focus is on keeping chaff off one of your AT assets while still being able to keep a rolling barrage of CAS going. Match armor level or be slightly lighter than what you're pocketing. I take an energy weapon to keep theirs in the fight, especially if they're running an Autocannon or Recoilless. I like to use gas grenades and an engineering kit armor to keep flanks and choke points clear, or help cover a retreat. Strafing Run, 500, and clusters are my go to with the last one being variable based on nuance. With the eagle tree fully upgraded, getting 10 call-ins that refresh in 2 ish minutes means you can pack some serious constant firepower. But that last slot is synergy. You could grab a sentry if your squad is light, maybe a jump pack if you want to boost mobility, maybe a grenade launcher or MG to help with entrenchments or lean into chaff, or an ammo pack to keep your AT rolling. If you don't have a support weapon or backpack, see if you can bum an extra off the guy whose pocket you're in as a backup or to quickly buddy load.
I LOVE playing JTAC/Fleet Liaison while wearing Servo-Assisted armor, since the additional throwing range synergizes well with an Airstrike/Orbital focused loadout. The extra throwing range all but guarantees that you WILL throw your stratagems far enough to avoid killing yourself and your team, and you can even throw them in support of distant teammates. there's nothing quite like seeing a teammate retreating from a horde of enemies, throwing an Eagle Strafing run into the enemy's path, and watching the kill counter show 15 to 20 confirmed kills. Strafing Run is my best friend for this loadout, functioning as my all-purpose answer to groups of enemies and some heavy types. 5 Call-ins one after another will shred armies of chaff enemies, destroy several Fabricators and Bug Mushrooms, damage heavy units, and you can keep 1 Strafe in reserve to trigger the final Hangar upgrade so the re-arm time is shortened to 1 minute and 40 seconds. This gives so much flexibility in your other strats. I pair this with a Walking Barrage for Bots or a 380mm Barrage for Bugs. the Walking Barrage lets me soften up Bot bases significantly, and can even be thrown into a particularly nasty reinforcement drop if you need things dead ASAP and there's no other options. The 380mm Barrage is great for clearing heavy bug nests, or being thrown into a new Bug Breach to decimate everything from Hunters to Bile titans, leaving only scraps of survivors to clean up. The last two Stratagem slots are for the support weapon and another Red stratagem of choice. A 120mm Barrage for its fast cooldown and effectiveness against all target types is great for Bot Drops and bug Breaches if your Eagles and other Barrages are unavailable. Gas Strike for immediate crowd control to line up Eagles and Barrages is a nice too. Orbital Precision Strike or Orbital Railcannon for precise tanky target elimination can be a life-saver in tight spots. You can bring a 2nd Eagle like 500kg or Cluster bombs depending on your needs as long as you're fine with them sharing a cooldown with the strafing run. For support weapons, I like EATs and Commandos as disposable launchers I can spam around the battlefield for both myself and my team, to ensure there's always going to be Anti-Tank options somewhere on the field. Laser Cannon and Quasar Cannon are great options for Bugs if you either want more horde-clearing power, or anti-tank in reserve. And all these options keep my backpack slot free so I can carry ammunition packs and buddy-load my team's support weapons!
I usually play fire support. Long-range, either RR if we need AT, or Laser Pointer if AT is covered. Snipe out walkers and hulks at long distances, as well as suppress machine turrets and run anti-air. Dagger for mopping up chaff, and primary to fit the job; Plasma, DCS, or Xbow.
one loadout that i play a lot is what i call "i swear these weapons arent just for friendly fire" eruptor, grenade pistol and thermite (aka just stuff from democratic demolition) arc thrower, 380mm barrage, jump pack and gas strike its a very dangerous build for my fellow divers but it does great at dealing with crowds and the arc thrower also is great for larger enemies
Digging, you say? *KRIEG INTENSIFIES* Joking aside, I’ve been really enjoying the assault/shock trooper play style on both fronts, but I’m honestly super curious to try out the engineer class. It’s wild nobody else has thought about digging foxholes on the bot front, this changes everything
i play the "heavy" class a lot. i've found a decent primary rifle can be either the liberator penetrator or the diligence countersniper(green one), reason being, since you're slow, you need some type of weapon system that can reach out and "catch back up" with your team when you're in movement from one region to another. HMG+supply pack as always.
I love how we have just agreed that the final exam tutorial is all the training we get. Despite the fact that they actually have a standard few months of training. It's a final exam to earn your cap.
Commander of the 73rd Dark Legion here, on the topic of using the flamethrower on the bots, my second in command often dives in and go balls to the walls with only his inflammable armor, Torcher primary, with no support weapon other than his hatred for the bots. . . . And somehow he makes it work really good. Definitely an assault specialist
Woo! Already seeing some fun ideas pop up just from the Engineer alone, Personally in the coming weeks ahead im hoping to make full use of what i like to call "Health and Dispersal" Loadouts. Medic Armour, Stim Pistol and either the Health-Increase or Stim-Boosting Booster, Paired with Dogbreath, Chem-Thrower, Chemical-Orbital and Chemical-Mines. Because whats better than killing the enemies of democracy while pumping your allies full of stims? Pumping your Allies full of Stims, while you pump the enemy full of chemicals that make them kill each other!~
Two loadouts of mine that I love: the Ranger, and the Assault Medic. The first one is a "stealth" playstyle on which I mostly use: - The scout armor (for speed and stealth if I have to approach near enemies) - Long range weapons (mostly my beloved Diligence Counter Sniper), with which I engage the enemy from far enough so it gives me time to either mow everyone down or run to cover while they're running towards me to get me in their range (also makes me able to take down tough mobs like Devastators with well placed shots) - I generally also use the Dagger for engaging silently lone troopers and making mines explode so they can't be a problem later - The Quasar cannon to take down any big problematic thing I could come across - And finally the Shield Generator backpack to prevent surprise hits from taking me out (it's been my main loadout since the month of May or something) and making me a bit tougher if I have to get closer to enemies for any reasons. Other stratagems are chosen depending on the mission I'm taking on. The second one is a brand new one I made against the Bots when they released the Stim Pistol: - I get the heavy Medic armor (from the Super Store) - The stim pistol - A one-handed primary weapon (generally the Knight) - And the Ballistic Shield (other weapons and stratagems also chosen depending on the mission, generally Dagger or Senator for my secondary weapon) I have a big armor, an incredible shield against anything I point it at (so it requires a bit more of situational awareness, but it's fine), and the medic armor perk also works on the stims from the stim pistol, so I'm the team's medic, my playstyle is always to stick with at least one other teammate to heal them whenever the situation gets tough, while I'm able myself to go onto the frontline with my armor and shield if needed (especially useful when said teammates are themselves frontliners, plus you even have the luxury to be a resourceful fire support when you're aren't taking care of their health bars).
Support Gunner Lib pen Verdict MMG Eagle air 120mm / precision (user preference) Supply pack Termite grenades or impacts I lay the hate into anything that isn't a hulk, charger, factory strider, or titan. Termite is for heavies and fab/bug holes in a pinch.
I love providing overwatch as a long range sniper scout for my team. This loadout usually involves: -AMR for sniping from a long distance (Or the Recoilless for more heavy swatting of enemies with the added bonus of being able to put the drop in dropship) -PLAS-1 Scorcher for being able to knock out small bots easily and rattle bigger Devastators with a flurry of shots (also good for leading enemies away as they head towards the explosion) -Senator for dealing with Reinforced striders (3ish hits to the groin plate) especially important if you have the RR equipped since you don't want to waste that on small fry -Thermite grenades for dealing with Hulks, tanks, and really anything you need blown up. Especially when carrying the AMR, it's nice to have an option for dealing with heavies from the front or sticking three under a Factory Strider's belly and watching it blow up. -Medium armor with the CE-81 Juggernaut gives you +2 grenades and 30% less recoil when crouching or prone, so it works well with the AMR or RR options. -If you go RR, then your backpack slot is filled, but if you stick with AMR your backpack slot is open. Either bringing the ballistic shield for protecting your front from Heavy Devastator fire or your back when stowed and retreating from a patrol. Otherwise, I like to weigh my loadout against what my teammates are bringing. If there are already 2 or 3 backpacks being brought down, I will likely just plan on picking up one discarded by a teammate. It may take 8 minutes until they have a spare, but usually there are plenty to pick up on the map by the end of the mission I'm not going to pretend this is anything ground breaking but it's my go to for most bot missions. For Stratagems: -Eagle Cluster bomb for clearing out large crowds of small units. Do stand back and be mindful of rocks and weird terrain that may cause bombs to go further than intended. -HMG Emplacement for setting up defensive points. You can call this down without calling too much attention to yourself, and unlike other call downs, bots largely only interact with it when you are in it. Safe to call this down ASAP every few minutes and leave the map littered with emplacements for future conflicts when you have to double back toward extract -Orbital Rail Cannon has been getting back on my list as it is very handy for pulling out a "delete one headache off the map" option. If my teammates have enough AOE damage or aren't as anti-heavy as I might like, I tend to bring this. Really useful against barrage tanks behind mountains Gameplay-wise, I tend to satellite my team if they are grouped up together. If they go in separate directions, I might try to stick with a buddy to make sure we can reinforce near our gear if we die. I usually try to take out side objectives along the way as well as clearing heavy obstacles (like cannon towers) from a safe distance. Some biomes make this work better than others, but it is very powerful when you have rolling hills and can fire at enemies so far away they don't even react to your hits. Also, great for destroying bunker cannons and stuff from a safe distance
The flamer build at the end really makes me wish there was some sort of thermal vision available, cause my first thought was to go heavy on smoke, a jet pack, and rocket pods for the heavier stuff. Call down the smoke, jump in the fry them while they're scrambling to find you, and then book it once you're done.
Nice to see someone else found out that the flamethrower is surprisingly capable against the bots. A loadout I’ve run with it is the heavy ‘inflammable’ set with shield generator pack, Eagle strafe run, and orbital smoke strike. Considering the use of the Energy shield backpack, one could use a medium fire resist set to maintain a good degree of speed to approach targets. I typically don’t like the Energy shield backpack, as I find it’s too much of an HP crutch but it’s useful for extreme frontlining. The smokes are there to help mask the approach or cover a retreat. The strafing run is going to be your best tool to lash out against any priority targets or bot fabs. It ain’t a 500kg but it’s a lot more available and versatile.
I like seeing interesting builds on helldivers 2 it makes, it worth going back to because how much fun it is to play because you can make as many different builds you want on it.
Before I got the commissar hat, I mostly run a "heavy assault/juggernaut" build: Devastator armour Bolter (jar-5), grenade pistol, thermite grenade Auto cannon 500kg bomb, and two other offensive strategies (eagle or orbital). I sometimes move slightly behind the team and go into "turret mode" by crouching down with the auto cannon, fire rapidly away reloading every 5 sounds. This works for me quite well on the defensive or against patrols, and I often got away spearheading the advance, too.
I've been trying to make the eruptor work for so long, and I finally realized how well it pairs with the stalwart and an AT stratagem or two. Feels good man.
Kai, One build I have been playing with lately, and is very fun. The Ark Trooper (assault) Jetpack and Arc thrower A mid range primary like the sickle, diligence or crossbow (if your team mates have good awareness) Big iron secondary Remaining strats are dealer's choice but I have been favoring the air strike/strafe run, orbital napalm, and/or tesla tower. Its great with a light armor, mobility is insane and you can hit and run like a champion. I was regularly getting 400+ kills with no deaths. and my team mates were working the big boys and bug holes while I was the vanguard that broke their lines.
Theres a video series (specifically the intro vid in this case) that i constantly find myself returning to. Its a class/role guide for making your loadouts for humans vs zombies. Captain Xavier made sure to say that his recommended blasters and gear were just examples and the point of the roles is to know what your loadout is capable of and make it easier for a leader to use you effectively. Not everything applies but the core of the video still applies here
My current go-to is what I call the Support-Sniper Liberator Penetrator Redeemer Stun Grenades Autocannon Gas Strike Machine Gun Sentry Orbital laser With this build, you’re the second line; covering your assault team with the AC as they go in guns blazing. Keep patrols away with the stuns and gas, while using the quick cooldown for the sentry to always have your back. The laser is for emergencies when you’re caught out alone and need to finish a big objective.
The playstyle I generally go for is a multiclass of engineer and assault, using my turrets to cover my flanking maneuvers and hold bots at choke points while I reposition, using Eagle 500s to take out enemy structures before even moving into the area, taking out enemy structures and heavies with thermites and rockets, and utilizing medium penetrating high-firerate weaponry to clear out the smaller guys. I dont have the firepower or staying power of other teammates I run with, but I am a core member due to my hit and run tactics increasing the survivability of both me and my team by forcing the clankers into dilemmas every 10 seconds.
I have a favorite Tank class build for bots in particular that while designed to be effective solo can easily be adjusted for team play. Primary: Pummeler smg Secondary: Senator Grenade: Thermite (optional, but highly recommended) The only necessary stratagem for this build is the Ballistic shield backpack, though I would highly recommend bringing the quasar cannon for some additional heavy armor destruction. Once on the field with shield in hand, you are effectively immortal while facing almost any ranged threat even explosives turn into consistently survivable incidents in my experience. As the mechanical menace fruitlessly attempts to break you guard, the pummeler smg proves to be surprisingly effective at taking out most infantry threats while stunning anything that survives your initial shots, opening them up for an easy swap to your trusty Senator to swiftly blast the head right off of their flimsy aluminum shoulders. Now while you’d expect this setup to be susceptible to heavily armored targets you would be sorely mistaken, anything that cannot be taken out with a few well placed shots of the Senator, (Brasch’s pro tips: a few shots into the “eye” of a hulk with the Senator will take them out rather quickly) will fall to the heavily recommended thermite grenades or if you have the benefit of some distance, a quick shot from the also recommended quasar cannon. Notably these strategies are before even considering the inclusion of your choice of orbital or Eagle strike stratagems which are entirely up to the users tastes. I hope this build offers a fun experience to some of my fellow divers and wish them luck on the field. Edit: recommended armor perks would be Fortified, Med kit, or the new Siege-Ready perk from the Urban Legends warbond. All of which should be taken with heavy armor ideally.
For assault, the newly buffed Tesla tower is fantastic. It has a stupid low cooldown, so if you ever need to peace out from a bad spot, you can have a high damage dealer and distraction all in one package
My go to class is Heavy. HMG with heavy armor and a supply pack with thermites is amazing at taking out just about anything on the field. Hulks, Chargers, Bile Titans, air ships, you name it. I mainly focus on crowd control and keeping my teammates well supplied and killing anything chasing them from a good firing position. If I need to solo a detector tower or similar structure, 380 does the trick, love my heavy class for sure
I guess this is a variant of the Assault class, but this is my go-to (slashes represent user's choice, based on how I'm feeling): Armor: Medium, Democracy Protects. Primary: Sickle/Knight/Defender. Secondary: Verdict. Grenade: Impact. Stratagems: Cluster Bomb; Auto-cannon/Rec-less/Railgun/something to deal with heavier armor; Air Strike/Rocket Pods/Napalm Air Strike (bugs)/500 kg; Orbital Railcannon/120 HE Barrage/Napalm Barrage. The idea is a run-and-gun, rush-down aggro loadout that is near the front of the action, but does not split off from the group. I will gladly wipe the chaff off the face of the planet, and I AM able to deal with heavier armor/bigger enemies, but that's not my main concern. I can deal with tanks and factory striders, and the bug equivalents, and I'll often pitch in some chip damage, but I let my team mates deal with them. I've got a primary that is mobile, fast shooting, and can shoot for a decent amount of time, and I've got 5 extra hand grenades in the form of cluster bombs. I'll take out the weak bois, you deal with the heavy stuff.
I honestly think the grenade launcher is one of the most underrated weapons for bot missions, especially at higher difficulties. The biggest benefit it gives is incredibly fast kills on medium level enemies. On rank 10 when they send devastators, meat saws, and armored striders at you in dozens your whole team will benefit when you can just delete entire patrols on the fly with just a few well placed shots. Pack thermites for dealing with more heavily armored enemies and bring a supply backpack and you're the designated demo man for the squad. It's especially effective if you have a partner running with you packing a recoiless rifle for instant kills on heavies and flyers. You keep that person stocked up on rockets and deal with larger groups for them, while they blast the things that you can't reach or can't immediately take down
That distraction class is exactly what i like to play vs automatons a mix of explosive resistant armor, supply pack, railgun, sickle and grenade pistol. You would be surprised its uber self reliant and you can take out damn near anything, you head in with orbital laser and a turret/eat and you are effective against anything true solo build. The supply pack means you can outheal damn near anything too
As always, great options and great new ways to manage our loadouts. With the 60 day patch giving us plenty of answers to issues we had, it's time to take it to our enemies with all these new styles and ideas!
i usually play bots with the Devastator armor set, crossbow, dagger, and stun grenades, using the Walking Barrage, 120mm, Ballistic Shield, and EAT...try your best to stay in front and hold the heat, you can face tank a Shredder tank pretty much indefinitely, leaving your team the room to pick off higher priority heavy targets
Man i LOVE playing a heavy and too often we are forgotten by our thinner, leaner brothers. But the amount of thank yous i get when i catch up to an ally and almost singlehandedly take down an entire large bot drop and supply them with a much needed stim has been steadily increasing.
More often than not, I use: - SA-25 Steel Trooper Armor set (being able to throw 380mm and 500kg payloads 30% further is helpful) - Liberator Penetrator - HE grenades - 380mm barrage - 500kg Eagle Strike - Recoilless Rifle + Backpack - Auto cannon I can effectively beat the most common bugs and bots with the Penetrator, with the recoilless reserved for fabricators and heavy armored baddies. I mostly stick to the Bot front, but this loadout has been versatile enough for either front.
My problem with entire classes thing is that it only works effectively in group where people communicate, which is, unfortunately, very rare in games with random people (though it does happen, a lot of people don't even know you can mark enemy or location), so when you play with randoms you petty much either bring jack of all trades loadout or, eventually, suffer from specific threat that you can't deal with. Note to any diver who plays with friends: always bring supply backpack, ability to almost instantly refill backpack of rockets (or shells for recoilless rifle) is incredibly useful on high difficulties.
Eagle 500KG, orbital napalm strikes, Arc thrower, Lift-850 Jump Pack, Breaker incendiary or Jar-5 dominator, P-4 Senator I call it the Blitz Class Edit: I usually play "solo" (I play with others but I branch out to destroy light outposts, scout and finish objectives, and mark patrols)
took this into super helldive today supply pack + Arc Thrower + thermite + cookout. Cookout deals with close range and shriekers, Arc thrower deals with medium size targets and below and thermites for heavies with the supply pack you have 11 thermites and plenty of cookout ammo. Grenade pistol for bug holes and 2 free slots to make your day easier i took orbital napalm to close bug breaches and arc tower to help. the horde and heavy clear potential of this build was more then enough to handle most situations without those 2 items.
My newest loadout which REALLY vibes with me to my surprise. Armor: Trailblazer Primary: Counter Sniper Secondary: PLAS-15 Loyalist Grenade: Thermite Support: Commando Backpack: Jump Pack Stratagem: Autocannon Sentry Stratagem: Rocket Sentry Long range support. Can still go close quarters if needed and do some quick demolition with my Jump Pack. Otherwise, I stay back but ready to swoop in, throw thermite on the tanks and run away. I use it vs bots.
I like to fill in whatever roll is missing from the team I'm joining. Usually I end up as a support gunner because they are all carrying missiles and stratagems. When joining randoms, always consider the stuff they have with them and try to compliment it.
I run a stealth diver loadout, using railgun and supply pack. This allows me to be self sufficient while away from my team, and give them supplies when I'm nearby.
Close-Quarters-Assault: Scythe Senator Jump pack Quasar/Stalwart/Grenade Launcher depending on diff level and enemy faction. Armor: Anything with Democracy Protects. Gotta gamble to win big. Jump in close, burn the chaff with most of the Scythes cell, rotate to Senator, dump its mag, go to Strat weapon and hit a HVT, then back to Scythe (which should be cooled down), and get back to work.
My favorite way to play was support medic basically stalwart, supply pack, energy sheild on bots/squids, machine turret when on bugs, and airstrike. Primary adjudicator, stim pistol, gas grenades or thermite for bots. Basically the stalwart is your primary like most combat medics supply pack and stimmy for the team butcher medic armor
Straight up Mobile CQC "Brawler" with Arc Blitzer/Guard Dog has been stupidly fun against the Bugs, while "Engineer" has been the most effective for me on Bots with RR/Spear/Shield Generator Relay/Autocannon Sentry. Always look forward to your content CommisarKai.
I actually have a fun build I like to run when with a fun squad of divers. I like to call the juggernaut. It's similar to your heavy, but instead of the more "holding a position" style yours is, The juggernaut is utilized more as a mix of holding the line and bringing the fight to the enemy. The gameplan is to wear a heavy armor of your choosing, bring the ballistic shield, the senator revolver, a primary able to be wielded with one hand, I personally prefer the pummeler but the crossbow or any other SMG is also serviceable, your choice of machine gun stratagem (I prefer the HMG but again, personal preference), and for the last 2 stratagem slots I usually go HMG emplacement and then either shield relay for bots, or autocanon sentry for bugs. The goal of this build is to be both the shield for your team when holding a location, preventing the advance of the enemy with bulk and determination, and the spearhead, breaking threw enemy lines with your thick hide and ballistic shield, taking out key targets while your allies deal with bigger threats and basically everything else. Your primary targets should be standard and heavy devastators, and hulks when fighting bots, or alpha commanders and impalers on bugs. You can also forgo the ballistic shield and one handed primary for the personal shield generator and any shotgun or still the crossbow when facing bugs, as they should serve the same purpose on this different battlefront. And the grenade should either be stun for a more supportive role, or thermite for more versatility and a way to deal with other big targets if you get separated from your squad
The saboteur "fart and depart" -any light armor with -30% agro -any chaff primary for the ocassion -senator sec for gunslinger style -Thermite or stun granade(your choice) *Stratagems* -jumpack -orbital gas strike -napalm eagle strike -expendable anty tank for emergencies Go and take agro from allies your sons of liber-tea
4:36 yes the grenade launcher is good. but the auto cannon is just better. they both can dig holes and the AC has more utility against fighting the bots themselves. however, with the new update, we can use the directional shield to give even more cover or run a supply pack if teammate is using HMG, as the HMG does have very limited ammo. in such cases the GL will be better because if the utility it offers the team that are already making music. also without the AC you’re forced to focus more on the chaff of the bots rather than the hulks or gunships for example
The Problem Solver Primary: Any Secondary: Stim Pistol (Tell your team ahead of time you’re carrying this to minimize misunderstandings) Grenade: Stun, Thermite or Smoke Support: Quasar Backpack: Supplies Armor: Any Medic, preferably light to catch up to team mates who run from resupply Build is centered around minimizing issues your team is having. No stims, grenades or ammo? Backpack. No one brought AT? Quasar won’t cost you a backpack slot and won’t require constant call downs. Good for complex targeting worlds. This does limit your crowd control options, so bring a primary you’re comfortable with to handle most of your problems, or stay close to your assault or heavy. Everyone knows Heavy Medic is an unstoppable team. You’ll have 2 Strategem slots left, I go with Strafing run to deal with problems fast and has a simple sequence to input so you’re not fumbling with it when under a lot of pressure. Orbital laser is my other go to since it can wipe out enemies and spawners without worrying about aiming, Can take the pressure off. Booster I say go for Vitality enhancement for more HP, Enhanced Limbs for less stims used on crippled parts, or the always beloved enhanced stims to help your team mellow out with a non addictive high.
My favorite loadout has always been: 1. Stalwart 2. Jumpack 3. Orbital Railgun 4. Either 500kg or Strafing Run With light armor of course Main weapon for bugs is Incen Breaker, and bots is Diligence. Secondary is always the Senator, and grenades are often thermite or high explosive.
I call it, "The Bot Breaker": Ground breaker armor Explosive crossbow / Senator Thermite grenades Ballistic shield Eagle 500kg Quaesar cannon Autocannon sentry It lets me survive bot onslaughts with relative ease. On bugs, swap out the bow and senator for the blitzer and dagger, swap the shield for a guard dog, the 500kg for the airstrike, and the autocannon for the gatling sentry to make it the "bug breaker"
Maybe this is just basic meta slop for Bot front, but: - Liberator Penetrator - Dagger / Loyalist - Thermite / Impact - Light armor - Extra Padding - Recoiless Rifle - Rocket Sentry - Eagle Straffing Run - Gatling Barrage The idea is being all-rounder in Bot front, clearing all kinds of enemies from light to tanks with mobility of Light armor. And when you run out of ammo, you have basically infinite secondary that can melt any bots until medium armored one when you hit the right spot (their glowing bright socialist head). Lastly, Strafing, Rocket sentry, and Gatling barrage are exquisitely valuable to disperse incoming bot assault without waiting for ages for other stratagems. Some weaknesses are obviously how squishy light armor can be, even with extra padding passive. And this tends to be one-man army kit so maybe no synergy other than help killing big targets.
My class would be infiltrator, an lmg, jetpack and crossbow gets me into any nest, outpost or base and shred every hole, facility and ship in sight, having light armor, and a one handed weapon makes for a good package carrier as well. For anyone wondering I usually run rocket pods and a rail strike for any heavier enemies I have an issue with. Can solo level 10 or be the most valuable asset to any team you play with so long as you have the skills and awareness to stay alive.
I love playing a strategist overwatch/support with Scout armor(largely for radar), the Stim Pistol, Jump Pack, Quasar/SPEAR, and my beloved Emancipator. I often bring sentries or shield generator as well to help fortify positions in a pinch, so I guess I felt pretty well into Engineer. I gotta try that GL trench digging strat soon though
Scout sniper/JTAC. Call down a jump pack and anti materiel rifle, then break off from the main group and head off to start sweeping small and medium outposts until it’s time to swing back and provide overwatch and anti-air to the team
Still working on a good illuminate build, but I have a couple good builds for bots and bugs. Heavy tank for bots Fortified heavy armor Explosive crossbow Loyalist pistol Gas grenade Ballistic shield Commando rocket/railgun/laser cannon (for heavies) Autocannon sentry (machine gun sentry if facing the jet brigade) Free space for red stratagem. I like the 120 mm barrage Basic idea is to tank enemy fire and slowly advance through the hail to destroy or distract the enemy. For bugs, I have my exterminator support build. Heavy or medium gas armor Torcher Grenade pistol Thermite grenade Sterilizer Orbital gas strike Guard dog Free space. I prefer the 500kg Idea is to use the sterilizer to confuse bugs while your teammates and guard dog finish them off. Swap between the torcher and sterilizer to put gas and fire DoTs on them. Thermites and 500kgs are for heavies. Call gas strikes on yourself and/or bug breaches and let the torcher do the rest.
I hate not having an answer for any situation, so: Counter sniper, senator revolver, gas nades. These kill anything smaller than vehicle class. Swap counter sniper for cookout fire shotgun on bugs Recoilless rifle to kill anything within a 300 meter radius. on explosive mode this one shots a lot of patrols. can one shot factory striders in the eye or tummy. Machine gun sentry (I never leave home without her, she holds corners and hills, low cooldown and high uptime. my favorite sentry in the game.) 120mm artillery to clean nests and bases Flex slot, I use strafing run for bots and gas strike for bugs. Strafing run kills fabricators and patrols and can clear heavies in a pinch. Gas strike gives 40+ kills on every breach.
I take the grenade launcher mainly to make destroying bug holes easier, never thought to use it to make foxholes. Here's my equipment load out: Sickle, Senator, Fragmentation grenades, eagle 500kg bomb, eagle airstrike, laser version of the guard dog, with my last stratagem choice varying from mission to mission though recently I've been using the mech more often. As for armor, I go for medium armor with the engineering kit for the extra grenades and weapon accuracy.
As a helldiver who queues with Randos I don't generally have a class. I just bring whatever guns I want and go nuts. I am the kind of guy who will bring a scorcher and gas orbital to a lvl 10 Automaton mission and succede. Not knocking on the people who want loadouts, but when you queue with randos you MUST be flexible or get absolutely cracked at the game
My usual go-to loadout for all factions is something I would call "Creek Commando" Peak Physique medium armor (PH-56 Jaguar) + Viper Commando helmet. Peak Physique gives such a pleasent aim and makes you able to sucker punch! Primary: Adjudicator (sometimes Liberator Penetrator) Secondary: Bushwacker Grenades: Impact Incendiary (It feels like a Molotov Cocktail) or Thermite for Bots (for taking out factories easier) Support Weapons: Commando and Guard Dog Strategems: Machine Gun Sentry or Gatling Sentry to clear off hordes or save someone being swarmed. Finally good ol 500KG Eagle If the missions is a Blitz and Destroy mission: Emancipator Exosuit instead of 500KG eagle. Call in the suit and go for a stroll Commando is my saviour and has saved me (and others) countless times. Works fantastic on chargers, making sure Bile Titans cannot spew acid with a quick shot (even kill solo if you nail the shots). It 2 taps Hulks so just fire off 2 shots in quick succession and they are gone. Bot Tanks are 2 tapped as well by firing on their top part. With such a low CD, it becomes easy to take on most things if you find yourself alone. Only times it can falter is on Factory Striders, but teamwork usually brings em down smoothly Adjudicator is a beast if you can manage the recoil, best approach is to crouch down and start shooting to counter the recoil. Liberator Penetrator is a fantastic option as well if you do not like the recoil Bushwacker is like a glove slap across the face on anything trying to get close to me. Switching to firing all three barrels at once can be a savior as well as it wrecks most things. It is like a Stalker Pepper Spray Guard Dog is the "I got you homie" friend. I like the company and they do say that "dogs are mans best friend" Most strategems are low CD, which makes it easy to move around the map swiftly, clear out objectives and come to someones aid if needed
I’m definitely an assault class, i like to use the jump pack for better mobility, stalwart and orbital gatling barrage for crowd control, and precision strike or 500kg for heavy targets in bug mission
I guess I’m an assault player but against bugs I actually really like running a Gatling sentry. When running off solo it’s nice to have that extra firepower available and it can be used as a distraction to pull agro from the bugs so that you can get away after a daring bug nest clear
Bulwark: Laser Doggo as a backpack Some sort of crouch clear weapon like the Flame Breaker, Concussive Lib, Punisher either normal or Plaz. Expendable Anti-Tank 17 or Eat Its for taking out Chargers, Hulks, Tanks, Fabricators and the like. Secondary can be anything you feel like you need. Something to compliment the build. Stun, Thermite or usually Gas Grenades to pop on bot drops and bug breaches to stop the enemy advance. Mostly Turrets like the Gattling and Auto-Cannon to both sweep the field of everything and to take out big targets. You job is to hold the line. You set up shop and kill everything in front of you. You'll have trouble against Bile Titans, tho everything else you'll mop up to allow your Anti-Tank team-mates to hammer bigger targets. Enjoy
I have a pulse trooper build: sickle + senator + quasar cannon + personal shield cuz I like the futuristic feel of it. It functions as a backline support role that will almost never run out of ammo
That thumbnail goes HARD
Thanks to Goldie from the discord!
TF2 and helldivers 2 would be an interesting mixture.
@@BlankChannelOfBlankessmann vs machine 🗣️🔥
@@CommissarKaiand thus you can avoid learning canva - Breeze
Agreed
"Nobody saw that Lyme, it's okay"
*Puts it in the first minute of the video*
That was me an hour ago. Except I was point blank and just under the engines.... 2btomes in 1 mission and another time it hit but didn't bring it down..... not my best show.
new grenade idea: "foxpaw", digs a fox hole.
Found out today that grenade launcher is perfect for that! Either that or the 500kg eagle
Know what else would dkg a hole? MEIN SHOVEL! HANS GET THE SHOVELS!
they're supposed to have a 'barricade' strategem in the works, but I haven't seen much after a few leaks a while back.
the soviets made those
They could just add the satchel charge from HD1. Would probably be perfect to plant on the ground and make a hole
I don't have a name for it, but for bots I play "Stealth ballistic shield"
-scout armor
-Crossbow
-Dagger
-AMR/Laser cannon
-Ballistic shield
-Eagle 500
-Rocket Sentry
Ballistic shield blocks shots completely, making up for the light armor weaknesses, and when running away from bots after blowing something up, switch to support weapon so shield is on your back, and while it's on your back it blocks most lasers, even lasers from shredder tanks, so you can easily escape unimpeded
Interesting idea, however I found that ballistic shield lacks when explosive are on menu... Get yeeted like a doll very often.
It slaps with heavy armor tho.
I would try something similar, but I don't trust the shield not to break
Dude the Crossbow, Dagger, Thermite combo fuqs so hard.
Crossbow= Anti-bug hole/area control.
Dagger= Unlimited ammo laser flamethrower.
Thermite: Anti-tank
Strategems:
Jump Pack
Quasar Cannon.
Smart.
Reminds me of that one armadillo enemy from Mega Man X
I think this is one of your best videos yet! The script, the skits, the unique content of discussion, the editing, all comes together for one just plain fun video full of almost esoteric ideas you almost never hear anyone talk about. This is why I love engaging with this community, boss
You just tell me what to kill, and it'll be done with gusto.
I love the narrative! "Games are meant to be cherished", "It gets boring playing the same meta builds", "Expect there to be hiccups and failures when experimenting".
I play one game and dive in to see how deep the rabbit hole goes. I want to figure out *why* that one niche weapon (that seems bad and weird generally) could be good, and leverage it to the max.
Got bored of my recoilless + laser primary. Did an HMG/ supply heavy. Now doing an xbow/jet pack/laser/thermite/scout. Next I want to figure out a sniper/supply scout build I saw someone run. Then maybe a stim/shield/flamer/eagle!
I’ve always tried to play Helldivers with a ‘class’ system, this video is a good reflection on that.
It’s more fun when you force yourself to narrow your effective targets, and rely on teammates after many dives.
My usual role depends on what my friends bring, and which friends I’m playing with.
Nine times out of ten, I’m stuck on being Anti Tank duty, since my friends aren’t that experienced as me when it comes to weak points and aiming rockets to not miss (They often hit the chin of a Bile Titan)
The few times I’m not running a rocket is very dependent on if we have someone dealing with the crowds of bugs or bots well enough, typically running grenade launcher or arc thrower to compensate the lack of crowd clear
And occasionally, I play for objectives similar to a roamer using Spear or Quasar/GLauncher+Jump Pack, basically being an outpost destroyer.
I’m quite glad you’re bringing light to the class concept. It’s more satisfying to play, since it gives you guideline on if you’re doing a ‘good job’, and everyone likes feeling useful and needed.
(Additionally, it scratches my MMORPG itch fulfilling a specific task and job among my group well)
Ive definitely fallen into that category of being the anti tank guy. Playing with randoms i look at what everyone else is taking and plan accordingly, then when i get down, i realize i dont have anything to deal with the normal enemies and panic when everyone scatters leaving me pinned down super hard.
0:42 “just stay between me and the bullets” 😭😂😂😂
ROCK AND STONE fellow Helldivers!
Did I hear a rock and stone?
ROCK AND STONE FOREVER!!!
FOR KARL!
I wonder what this set of comments are in reference to.
ROCK AND STONE
"I am Heavy Weapons Guy"
Also, I'm new to the game and at first I didn't like heavy armor, since I played more solo, so even in coop I was using light or medium. But recently I started using heavy armor with explosion protection and it SLAPS. I was tanking hits that I would have died far earlier with the other ones
Always a heavy boy love it means I’m so very good at just holding down a spot and given my love of turrets I’m kinda like the designated safe space guy
for experimenting, I found a very effective strategy, call it the 3-1/2-2 rule. the idea is the first 2 or 3 stratagems in your loadout are yours, use them selfishly and run literally anything. The last stratagem slot(s) is for coordinating with what your squad is running.
If you do a bunch of SoS helldives, you'll eventually get to a point where you're so experienced with everything that you can find strategies that only require your primary and 1 stratagem
Assault is a really good catch all; I've often been referring to my go to Bot build as a ranger, since I'm long range AMR/Railgun but close range primary, and generally supporting the team from afar, but I'm not being too sneaky either. There are sub classes for sure, but these classes are pretty well thought out.
Heavy armor, shield pack, and a laser cannon make you very annoying for the bots to deal with. High durability and essentially unlimited ammo.
At launch I was so bad at fighting bots, and I eventually stopped playing the game. With the new patch bringing in a new threat, my Helldiving spirit has been reignited. There's plenty of great advice on how to play this game well, and still have a lot of fun, and this video is a shining example of that. Thank you for your work! See you on the front lines, Helldivers!
Guess my go-to build is Assault.
Punisher for ambients and stuns.
GP-13 for closing spawns.
Thermite for tanks.
MG-43 for chaff clear and medium armor.
Jet Pack for mobility.
OBS for titans.
Last is flexible but I usually go with 110mm rocket pods for more tank killing or Airstrike for general use.
Also, I will always use the Hero of the Federation armor set cuz I love Democracy and GOOOOOOOOOLD.
Chunky likes the holes.
More serious note, wonderful job! The ability to look at it as classes should help many divers!
Back when the Evacuate Assets mission launched, my Brother and I figured out that 2x OPS on one spot created a perfect foxhole to defend both front gates.
I personally like to play a variation of the AT trooper by taking the Recoilless Riffle and Orbital Railgun to hunt heavies, and use scout armor with the Diligence counter sniper for some long ranged marksmanship, the main idea is to be like the eyes of the team, finding objectives, marking patrols as they come in, and split for long enough to take out enemy bases as well as finding out caches and other PoI around the map, the -30% detection also lets my heavier teammates take the brunt of the damage.
JTAC attachment.
Focus is on keeping chaff off one of your AT assets while still being able to keep a rolling barrage of CAS going.
Match armor level or be slightly lighter than what you're pocketing. I take an energy weapon to keep theirs in the fight, especially if they're running an Autocannon or Recoilless. I like to use gas grenades and an engineering kit armor to keep flanks and choke points clear, or help cover a retreat.
Strafing Run, 500, and clusters are my go to with the last one being variable based on nuance. With the eagle tree fully upgraded, getting 10 call-ins that refresh in 2 ish minutes means you can pack some serious constant firepower.
But that last slot is synergy. You could grab a sentry if your squad is light, maybe a jump pack if you want to boost mobility, maybe a grenade launcher or MG to help with entrenchments or lean into chaff, or an ammo pack to keep your AT rolling.
If you don't have a support weapon or backpack, see if you can bum an extra off the guy whose pocket you're in as a backup or to quickly buddy load.
I LOVE playing JTAC/Fleet Liaison while wearing Servo-Assisted armor, since the additional throwing range synergizes well with an Airstrike/Orbital focused loadout.
The extra throwing range all but guarantees that you WILL throw your stratagems far enough to avoid killing yourself and your team, and you can even throw them in support of distant teammates. there's nothing quite like seeing a teammate retreating from a horde of enemies, throwing an Eagle Strafing run into the enemy's path, and watching the kill counter show 15 to 20 confirmed kills.
Strafing Run is my best friend for this loadout, functioning as my all-purpose answer to groups of enemies and some heavy types. 5 Call-ins one after another will shred armies of chaff enemies, destroy several Fabricators and Bug Mushrooms, damage heavy units, and you can keep 1 Strafe in reserve to trigger the final Hangar upgrade so the re-arm time is shortened to 1 minute and 40 seconds. This gives so much flexibility in your other strats.
I pair this with a Walking Barrage for Bots or a 380mm Barrage for Bugs. the Walking Barrage lets me soften up Bot bases significantly, and can even be thrown into a particularly nasty reinforcement drop if you need things dead ASAP and there's no other options. The 380mm Barrage is great for clearing heavy bug nests, or being thrown into a new Bug Breach to decimate everything from Hunters to Bile titans, leaving only scraps of survivors to clean up.
The last two Stratagem slots are for the support weapon and another Red stratagem of choice. A 120mm Barrage for its fast cooldown and effectiveness against all target types is great for Bot Drops and bug Breaches if your Eagles and other Barrages are unavailable. Gas Strike for immediate crowd control to line up Eagles and Barrages is a nice too. Orbital Precision Strike or Orbital Railcannon for precise tanky target elimination can be a life-saver in tight spots. You can bring a 2nd Eagle like 500kg or Cluster bombs depending on your needs as long as you're fine with them sharing a cooldown with the strafing run.
For support weapons, I like EATs and Commandos as disposable launchers I can spam around the battlefield for both myself and my team, to ensure there's always going to be Anti-Tank options somewhere on the field. Laser Cannon and Quasar Cannon are great options for Bugs if you either want more horde-clearing power, or anti-tank in reserve. And all these options keep my backpack slot free so I can carry ammunition packs and buddy-load my team's support weapons!
I usually play fire support. Long-range, either RR if we need AT, or Laser Pointer if AT is covered. Snipe out walkers and hulks at long distances, as well as suppress machine turrets and run anti-air. Dagger for mopping up chaff, and primary to fit the job; Plasma, DCS, or Xbow.
I absolutely love the editing in this video, it's quite a laugh, nice job!
helldivers 2 is tf2 confirmed
Makes me wonder if Super Earth has mercenaries
I have done nothing but teleport bread for three days in anticipation of this absolute banger of a video!!!
one loadout that i play a lot is what i call "i swear these weapons arent just for friendly fire"
eruptor, grenade pistol and thermite (aka just stuff from democratic demolition)
arc thrower, 380mm barrage, jump pack and gas strike
its a very dangerous build for my fellow divers but it does great at dealing with crowds and the arc thrower also is great for larger enemies
Digging, you say?
*KRIEG INTENSIFIES*
Joking aside, I’ve been really enjoying the assault/shock trooper play style on both fronts, but I’m honestly super curious to try out the engineer class. It’s wild nobody else has thought about digging foxholes on the bot front, this changes everything
i play the "heavy" class a lot. i've found a decent primary rifle can be either the liberator penetrator or the diligence countersniper(green one), reason being, since you're slow, you need some type of weapon system that can reach out and "catch back up" with your team when you're in movement from one region to another. HMG+supply pack as always.
I love how we have just agreed that the final exam tutorial is all the training we get. Despite the fact that they actually have a standard few months of training. It's a final exam to earn your cap.
9:05 video's bitrate sacrifices itself to protect commissar kai from 500kg
Commander of the 73rd Dark Legion here, on the topic of using the flamethrower on the bots, my second in command often dives in and go balls to the walls with only his inflammable armor, Torcher primary, with no support weapon other than his hatred for the bots. . . . And somehow he makes it work really good. Definitely an assault specialist
Woo! Already seeing some fun ideas pop up just from the Engineer alone, Personally in the coming weeks ahead im hoping to make full use of what i like to call "Health and Dispersal" Loadouts.
Medic Armour, Stim Pistol and either the Health-Increase or Stim-Boosting Booster, Paired with Dogbreath, Chem-Thrower, Chemical-Orbital and Chemical-Mines.
Because whats better than killing the enemies of democracy while pumping your allies full of stims? Pumping your Allies full of Stims, while you pump the enemy full of chemicals that make them kill each other!~
4:10 Maxim 44: If it will blow a hole in the ground, it will double as an entrenched tool.
Two loadouts of mine that I love: the Ranger, and the Assault Medic.
The first one is a "stealth" playstyle on which I mostly use:
- The scout armor (for speed and stealth if I have to approach near enemies)
- Long range weapons (mostly my beloved Diligence Counter Sniper), with which I engage the enemy from far enough so it gives me time to either mow everyone down or run to cover while they're running towards me to get me in their range (also makes me able to take down tough mobs like Devastators with well placed shots)
- I generally also use the Dagger for engaging silently lone troopers and making mines explode so they can't be a problem later
- The Quasar cannon to take down any big problematic thing I could come across
- And finally the Shield Generator backpack to prevent surprise hits from taking me out (it's been my main loadout since the month of May or something) and making me a bit tougher if I have to get closer to enemies for any reasons.
Other stratagems are chosen depending on the mission I'm taking on.
The second one is a brand new one I made against the Bots when they released the Stim Pistol:
- I get the heavy Medic armor (from the Super Store)
- The stim pistol
- A one-handed primary weapon (generally the Knight)
- And the Ballistic Shield (other weapons and stratagems also chosen depending on the mission, generally Dagger or Senator for my secondary weapon)
I have a big armor, an incredible shield against anything I point it at (so it requires a bit more of situational awareness, but it's fine), and the medic armor perk also works on the stims from the stim pistol, so I'm the team's medic, my playstyle is always to stick with at least one other teammate to heal them whenever the situation gets tough, while I'm able myself to go onto the frontline with my armor and shield if needed (especially useful when said teammates are themselves frontliners, plus you even have the luxury to be a resourceful fire support when you're aren't taking care of their health bars).
the delivery on LIberty Day sale sir fuckin sends me
Support Gunner
Lib pen
Verdict
MMG
Eagle air
120mm / precision (user preference)
Supply pack
Termite grenades or impacts
I lay the hate into anything that isn't a hulk, charger, factory strider, or titan.
Termite is for heavies and fab/bug holes in a pinch.
I love providing overwatch as a long range sniper scout for my team.
This loadout usually involves:
-AMR for sniping from a long distance (Or the Recoilless for more heavy swatting of enemies with the added bonus of being able to put the drop in dropship)
-PLAS-1 Scorcher for being able to knock out small bots easily and rattle bigger Devastators with a flurry of shots (also good for leading enemies away as they head towards the explosion)
-Senator for dealing with Reinforced striders (3ish hits to the groin plate) especially important if you have the RR equipped since you don't want to waste that on small fry
-Thermite grenades for dealing with Hulks, tanks, and really anything you need blown up. Especially when carrying the AMR, it's nice to have an option for dealing with heavies from the front or sticking three under a Factory Strider's belly and watching it blow up.
-Medium armor with the CE-81 Juggernaut gives you +2 grenades and 30% less recoil when crouching or prone, so it works well with the AMR or RR options.
-If you go RR, then your backpack slot is filled, but if you stick with AMR your backpack slot is open. Either bringing the ballistic shield for protecting your front from Heavy Devastator fire or your back when stowed and retreating from a patrol. Otherwise, I like to weigh my loadout against what my teammates are bringing. If there are already 2 or 3 backpacks being brought down, I will likely just plan on picking up one discarded by a teammate. It may take 8 minutes until they have a spare, but usually there are plenty to pick up on the map by the end of the mission
I'm not going to pretend this is anything ground breaking but it's my go to for most bot missions.
For Stratagems:
-Eagle Cluster bomb for clearing out large crowds of small units. Do stand back and be mindful of rocks and weird terrain that may cause bombs to go further than intended.
-HMG Emplacement for setting up defensive points. You can call this down without calling too much attention to yourself, and unlike other call downs, bots largely only interact with it when you are in it. Safe to call this down ASAP every few minutes and leave the map littered with emplacements for future conflicts when you have to double back toward extract
-Orbital Rail Cannon has been getting back on my list as it is very handy for pulling out a "delete one headache off the map" option. If my teammates have enough AOE damage or aren't as anti-heavy as I might like, I tend to bring this. Really useful against barrage tanks behind mountains
Gameplay-wise, I tend to satellite my team if they are grouped up together. If they go in separate directions, I might try to stick with a buddy to make sure we can reinforce near our gear if we die. I usually try to take out side objectives along the way as well as clearing heavy obstacles (like cannon towers) from a safe distance. Some biomes make this work better than others, but it is very powerful when you have rolling hills and can fire at enemies so far away they don't even react to your hits. Also, great for destroying bunker cannons and stuff from a safe distance
Subscribed to this based the production quality of first by 1:30 alone.
Fantastic work can’t wait to go back and check out your work.
Kudos
The flamer build at the end really makes me wish there was some sort of thermal vision available, cause my first thought was to go heavy on smoke, a jet pack, and rocket pods for the heavier stuff. Call down the smoke, jump in the fry them while they're scrambling to find you, and then book it once you're done.
Nice to see someone else found out that the flamethrower is surprisingly capable against the bots. A loadout I’ve run with it is the heavy ‘inflammable’ set with shield generator pack, Eagle strafe run, and orbital smoke strike.
Considering the use of the Energy shield backpack, one could use a medium fire resist set to maintain a good degree of speed to approach targets. I typically don’t like the Energy shield backpack, as I find it’s too much of an HP crutch but it’s useful for extreme frontlining.
The smokes are there to help mask the approach or cover a retreat. The strafing run is going to be your best tool to lash out against any priority targets or bot fabs. It ain’t a 500kg but it’s a lot more available and versatile.
I like seeing interesting builds on helldivers 2 it makes, it worth going back to because how much fun it is to play because you can make as many different builds you want on it.
Before I got the commissar hat, I mostly run a "heavy assault/juggernaut" build:
Devastator armour
Bolter (jar-5), grenade pistol, thermite grenade
Auto cannon
500kg bomb, and two other offensive strategies (eagle or orbital).
I sometimes move slightly behind the team and go into "turret mode" by crouching down with the auto cannon, fire rapidly away reloading every 5 sounds. This works for me quite well on the defensive or against patrols, and I often got away spearheading the advance, too.
I've been trying to make the eruptor work for so long, and I finally realized how well it pairs with the stalwart and an AT stratagem or two. Feels good man.
Kai, One build I have been playing with lately, and is very fun. The Ark Trooper (assault)
Jetpack and Arc thrower
A mid range primary like the sickle, diligence or crossbow (if your team mates have good awareness)
Big iron secondary
Remaining strats are dealer's choice but I have been favoring the air strike/strafe run, orbital napalm, and/or tesla tower.
Its great with a light armor, mobility is insane and you can hit and run like a champion. I was regularly getting 400+ kills with no deaths. and my team mates were working the big boys and bug holes while I was the vanguard that broke their lines.
Theres a video series (specifically the intro vid in this case) that i constantly find myself returning to. Its a class/role guide for making your loadouts for humans vs zombies. Captain Xavier made sure to say that his recommended blasters and gear were just examples and the point of the roles is to know what your loadout is capable of and make it easier for a leader to use you effectively. Not everything applies but the core of the video still applies here
Some of your best work, Commissar!
My current go-to is what I call the Support-Sniper
Liberator Penetrator
Redeemer
Stun Grenades
Autocannon
Gas Strike
Machine Gun Sentry
Orbital laser
With this build, you’re the second line; covering your assault team with the AC as they go in guns blazing. Keep patrols away with the stuns and gas, while using the quick cooldown for the sentry to always have your back. The laser is for emergencies when you’re caught out alone and need to finish a big objective.
The new Directional Shield really makes a team tank role even more powerful.
The playstyle I generally go for is a multiclass of engineer and assault, using my turrets to cover my flanking maneuvers and hold bots at choke points while I reposition, using Eagle 500s to take out enemy structures before even moving into the area, taking out enemy structures and heavies with thermites and rockets, and utilizing medium penetrating high-firerate weaponry to clear out the smaller guys. I dont have the firepower or staying power of other teammates I run with, but I am a core member due to my hit and run tactics increasing the survivability of both me and my team by forcing the clankers into dilemmas every 10 seconds.
I have a favorite Tank class build for bots in particular that while designed to be effective solo can easily be adjusted for team play.
Primary: Pummeler smg
Secondary: Senator
Grenade: Thermite (optional, but highly recommended)
The only necessary stratagem for this build is the Ballistic shield backpack, though I would highly recommend bringing the quasar cannon for some additional heavy armor destruction. Once on the field with shield in hand, you are effectively immortal while facing almost any ranged threat even explosives turn into consistently survivable incidents in my experience. As the mechanical menace fruitlessly attempts to break you guard, the pummeler smg proves to be surprisingly effective at taking out most infantry threats while stunning anything that survives your initial shots, opening them up for an easy swap to your trusty Senator to swiftly blast the head right off of their flimsy aluminum shoulders. Now while you’d expect this setup to be susceptible to heavily armored targets you would be sorely mistaken, anything that cannot be taken out with a few well placed shots of the Senator, (Brasch’s pro tips: a few shots into the “eye” of a hulk with the Senator will take them out rather quickly) will fall to the heavily recommended thermite grenades or if you have the benefit of some distance, a quick shot from the also recommended quasar cannon. Notably these strategies are before even considering the inclusion of your choice of orbital or Eagle strike stratagems which are entirely up to the users tastes.
I hope this build offers a fun experience to some of my fellow divers and wish them luck on the field.
Edit: recommended armor perks would be Fortified, Med kit, or the new Siege-Ready perk from the Urban Legends warbond. All of which should be taken with heavy armor ideally.
For assault, the newly buffed Tesla tower is fantastic. It has a stupid low cooldown, so if you ever need to peace out from a bad spot, you can have a high damage dealer and distraction all in one package
oh using the grenade launcher as a foxhole digger is GENIUS i never even thought about that
My go to class is Heavy. HMG with heavy armor and a supply pack with thermites is amazing at taking out just about anything on the field. Hulks, Chargers, Bile Titans, air ships, you name it. I mainly focus on crowd control and keeping my teammates well supplied and killing anything chasing them from a good firing position. If I need to solo a detector tower or similar structure, 380 does the trick, love my heavy class for sure
I guess this is a variant of the Assault class, but this is my go-to (slashes represent user's choice, based on how I'm feeling):
Armor: Medium, Democracy Protects.
Primary: Sickle/Knight/Defender.
Secondary: Verdict.
Grenade: Impact.
Stratagems: Cluster Bomb; Auto-cannon/Rec-less/Railgun/something to deal with heavier armor; Air Strike/Rocket Pods/Napalm Air Strike (bugs)/500 kg; Orbital Railcannon/120 HE Barrage/Napalm Barrage.
The idea is a run-and-gun, rush-down aggro loadout that is near the front of the action, but does not split off from the group. I will gladly wipe the chaff off the face of the planet, and I AM able to deal with heavier armor/bigger enemies, but that's not my main concern. I can deal with tanks and factory striders, and the bug equivalents, and I'll often pitch in some chip damage, but I let my team mates deal with them. I've got a primary that is mobile, fast shooting, and can shoot for a decent amount of time, and I've got 5 extra hand grenades in the form of cluster bombs. I'll take out the weak bois, you deal with the heavy stuff.
FYI, you can dig fox holes with grenade pistols as well!
I honestly think the grenade launcher is one of the most underrated weapons for bot missions, especially at higher difficulties. The biggest benefit it gives is incredibly fast kills on medium level enemies. On rank 10 when they send devastators, meat saws, and armored striders at you in dozens your whole team will benefit when you can just delete entire patrols on the fly with just a few well placed shots. Pack thermites for dealing with more heavily armored enemies and bring a supply backpack and you're the designated demo man for the squad. It's especially effective if you have a partner running with you packing a recoiless rifle for instant kills on heavies and flyers. You keep that person stocked up on rockets and deal with larger groups for them, while they blast the things that you can't reach or can't immediately take down
getting yourself uncomfortable is a great approach on how to live your life in general
That distraction class is exactly what i like to play vs automatons a mix of explosive resistant armor, supply pack, railgun, sickle and grenade pistol. You would be surprised its uber self reliant and you can take out damn near anything, you head in with orbital laser and a turret/eat and you are effective against anything true solo build. The supply pack means you can outheal damn near anything too
Ahhh yeah my class from this description is an assault 100%
As always, great options and great new ways to manage our loadouts. With the 60 day patch giving us plenty of answers to issues we had, it's time to take it to our enemies with all these new styles and ideas!
i usually play bots with the Devastator armor set, crossbow, dagger, and stun grenades, using the Walking Barrage, 120mm, Ballistic Shield, and EAT...try your best to stay in front and hold the heat, you can face tank a Shredder tank pretty much indefinitely, leaving your team the room to pick off higher priority heavy targets
Man i LOVE playing a heavy and too often we are forgotten by our thinner, leaner brothers. But the amount of thank yous i get when i catch up to an ally and almost singlehandedly take down an entire large bot drop and supply them with a much needed stim has been steadily increasing.
More often than not, I use:
- SA-25 Steel Trooper Armor set (being able to throw 380mm and 500kg payloads 30% further is helpful)
- Liberator Penetrator
- HE grenades
- 380mm barrage
- 500kg Eagle Strike
- Recoilless Rifle + Backpack
- Auto cannon
I can effectively beat the most common bugs and bots with the Penetrator, with the recoilless reserved for fabricators and heavy armored baddies. I mostly stick to the Bot front, but this loadout has been versatile enough for either front.
Hi Eravin!!!! 👋 that had me rolling after I just watched his video for today right before this. Good stuff as always Kai!
Happy to explore ballistic shield builds with you Komissar! All things assault class
My problem with entire classes thing is that it only works effectively in group where people communicate, which is, unfortunately, very rare in games with random people (though it does happen, a lot of people don't even know you can mark enemy or location), so when you play with randoms you petty much either bring jack of all trades loadout or, eventually, suffer from specific threat that you can't deal with.
Note to any diver who plays with friends: always bring supply backpack, ability to almost instantly refill backpack of rockets (or shells for recoilless rifle) is incredibly useful on high difficulties.
What program are you using to make the loadouts like the one at 12:44 ?
It's a cool little website that lets you make loadouts. Here you go!
helldivers-hub.com/
If the link doesn't work, it's called helldivers hub
Eagle 500KG, orbital napalm strikes, Arc thrower, Lift-850 Jump Pack, Breaker incendiary or Jar-5 dominator, P-4 Senator
I call it the Blitz Class
Edit: I usually play "solo" (I play with others but I branch out to destroy light outposts, scout and finish objectives, and mark patrols)
took this into super helldive today supply pack + Arc Thrower + thermite + cookout. Cookout deals with close range and shriekers, Arc thrower deals with medium size targets and below and thermites for heavies with the supply pack you have 11 thermites and plenty of cookout ammo. Grenade pistol for bug holes and 2 free slots to make your day easier i took orbital napalm to close bug breaches and arc tower to help. the horde and heavy clear potential of this build was more then enough to handle most situations without those 2 items.
My newest loadout which REALLY vibes with me to my surprise.
Armor: Trailblazer
Primary: Counter Sniper
Secondary: PLAS-15 Loyalist
Grenade: Thermite
Support: Commando
Backpack: Jump Pack
Stratagem: Autocannon Sentry
Stratagem: Rocket Sentry
Long range support. Can still go close quarters if needed and do some quick demolition with my Jump Pack. Otherwise, I stay back but ready to swoop in, throw thermite on the tanks and run away. I use it vs bots.
6:54 That would've been funnier if it was a 500kg. A true Helldiver moment.
Cookout shotgun. Stun button. Fire grenades. Light melee boost armor. Jump pack. The Pyro bezerker class
As a 143 vet, this give me so much joy trying it tonight !
I like to fill in whatever roll is missing from the team I'm joining. Usually I end up as a support gunner because they are all carrying missiles and stratagems.
When joining randoms, always consider the stuff they have with them and try to compliment it.
I run a stealth diver loadout, using railgun and supply pack.
This allows me to be self sufficient while away from my team, and give them supplies when I'm nearby.
Close-Quarters-Assault:
Scythe
Senator
Jump pack
Quasar/Stalwart/Grenade Launcher depending on diff level and enemy faction.
Armor: Anything with Democracy Protects. Gotta gamble to win big.
Jump in close, burn the chaff with most of the Scythes cell, rotate to Senator, dump its mag, go to Strat weapon and hit a HVT, then back to Scythe (which should be cooled down), and get back to work.
My favorite way to play was support medic basically stalwart, supply pack, energy sheild on bots/squids, machine turret when on bugs, and airstrike. Primary adjudicator, stim pistol, gas grenades or thermite for bots. Basically the stalwart is your primary like most combat medics supply pack and stimmy for the team butcher medic armor
Me drinking whiskey while firing grenade launcher like a black Scottish cyclops:
Straight up Mobile CQC "Brawler" with Arc Blitzer/Guard Dog has been stupidly fun against the Bugs, while "Engineer" has been the most effective for me on Bots with RR/Spear/Shield Generator Relay/Autocannon Sentry.
Always look forward to your content CommisarKai.
I actually have a fun build I like to run when with a fun squad of divers. I like to call the juggernaut. It's similar to your heavy, but instead of the more "holding a position" style yours is, The juggernaut is utilized more as a mix of holding the line and bringing the fight to the enemy. The gameplan is to wear a heavy armor of your choosing, bring the ballistic shield, the senator revolver, a primary able to be wielded with one hand, I personally prefer the pummeler but the crossbow or any other SMG is also serviceable, your choice of machine gun stratagem (I prefer the HMG but again, personal preference), and for the last 2 stratagem slots I usually go HMG emplacement and then either shield relay for bots, or autocanon sentry for bugs. The goal of this build is to be both the shield for your team when holding a location, preventing the advance of the enemy with bulk and determination, and the spearhead, breaking threw enemy lines with your thick hide and ballistic shield, taking out key targets while your allies deal with bigger threats and basically everything else. Your primary targets should be standard and heavy devastators, and hulks when fighting bots, or alpha commanders and impalers on bugs. You can also forgo the ballistic shield and one handed primary for the personal shield generator and any shotgun or still the crossbow when facing bugs, as they should serve the same purpose on this different battlefront. And the grenade should either be stun for a more supportive role, or thermite for more versatility and a way to deal with other big targets if you get separated from your squad
The saboteur "fart and depart"
-any light armor with -30% agro
-any chaff primary for the ocassion
-senator sec for gunslinger style
-Thermite or stun granade(your choice)
*Stratagems*
-jumpack
-orbital gas strike
-napalm eagle strike
-expendable anty tank for emergencies
Go and take agro from allies your sons of liber-tea
4:36 yes the grenade launcher is good. but the auto cannon is just better. they both can dig holes and the AC has more utility against fighting the bots themselves. however, with the new update, we can use the directional shield to give even more cover or run a supply pack if teammate is using HMG, as the HMG does have very limited ammo. in such cases the GL will be better because if the utility it offers the team that are already making music. also without the AC you’re forced to focus more on the chaff of the bots rather than the hulks or gunships for example
The Problem Solver
Primary: Any
Secondary: Stim Pistol (Tell your team ahead of time you’re carrying this to minimize misunderstandings)
Grenade: Stun, Thermite or Smoke
Support: Quasar
Backpack: Supplies
Armor: Any Medic, preferably light to catch up to team mates who run from resupply
Build is centered around minimizing issues your team is having. No stims, grenades or ammo? Backpack. No one brought AT? Quasar won’t cost you a backpack slot and won’t require constant call downs. Good for complex targeting worlds. This does limit your crowd control options, so bring a primary you’re comfortable with to handle most of your problems, or stay close to your assault or heavy. Everyone knows Heavy Medic is an unstoppable team.
You’ll have 2 Strategem slots left, I go with Strafing run to deal with problems fast and has a simple sequence to input so you’re not fumbling with it when under a lot of pressure. Orbital laser is my other go to since it can wipe out enemies and spawners without worrying about aiming, Can take the pressure off.
Booster I say go for Vitality enhancement for more HP, Enhanced Limbs for less stims used on crippled parts, or the always beloved enhanced stims to help your team mellow out with a non addictive high.
My favorite loadout has always been:
1. Stalwart
2. Jumpack
3. Orbital Railgun
4. Either 500kg or Strafing Run
With light armor of course
Main weapon for bugs is Incen Breaker, and bots is Diligence.
Secondary is always the Senator, and grenades are often thermite or high explosive.
I call it, "The Bot Breaker":
Ground breaker armor
Explosive crossbow / Senator
Thermite grenades
Ballistic shield
Eagle 500kg
Quaesar cannon
Autocannon sentry
It lets me survive bot onslaughts with relative ease. On bugs, swap out the bow and senator for the blitzer and dagger, swap the shield for a guard dog, the 500kg for the airstrike, and the autocannon for the gatling sentry to make it the "bug breaker"
Maybe this is just basic meta slop for Bot front, but:
- Liberator Penetrator
- Dagger / Loyalist
- Thermite / Impact
- Light armor - Extra Padding
- Recoiless Rifle
- Rocket Sentry
- Eagle Straffing Run
- Gatling Barrage
The idea is being all-rounder in Bot front, clearing all kinds of enemies from light to tanks with mobility of Light armor. And when you run out of ammo, you have basically infinite secondary that can melt any bots until medium armored one when you hit the right spot (their glowing bright socialist head). Lastly, Strafing, Rocket sentry, and Gatling barrage are exquisitely valuable to disperse incoming bot assault without waiting for ages for other stratagems.
Some weaknesses are obviously how squishy light armor can be, even with extra padding passive. And this tends to be one-man army kit so maybe no synergy other than help killing big targets.
subbed bc that hole idea is absolute genius
My class would be infiltrator, an lmg, jetpack and crossbow gets me into any nest, outpost or base and shred every hole, facility and ship in sight, having light armor, and a one handed weapon makes for a good package carrier as well. For anyone wondering I usually run rocket pods and a rail strike for any heavier enemies I have an issue with. Can solo level 10 or be the most valuable asset to any team you play with so long as you have the skills and awareness to stay alive.
I love playing a strategist overwatch/support with Scout armor(largely for radar), the Stim Pistol, Jump Pack, Quasar/SPEAR, and my beloved Emancipator. I often bring sentries or shield generator as well to help fortify positions in a pinch, so I guess I felt pretty well into Engineer. I gotta try that GL trench digging strat soon though
Scout sniper/JTAC. Call down a jump pack and anti materiel rifle, then break off from the main group and head off to start sweeping small and medium outposts until it’s time to swing back and provide overwatch and anti-air to the team
Still working on a good illuminate build, but I have a couple good builds for bots and bugs.
Heavy tank for bots
Fortified heavy armor
Explosive crossbow
Loyalist pistol
Gas grenade
Ballistic shield
Commando rocket/railgun/laser cannon (for heavies)
Autocannon sentry (machine gun sentry if facing the jet brigade)
Free space for red stratagem. I like the 120 mm barrage
Basic idea is to tank enemy fire and slowly advance through the hail to destroy or distract the enemy.
For bugs, I have my exterminator support build.
Heavy or medium gas armor
Torcher
Grenade pistol
Thermite grenade
Sterilizer
Orbital gas strike
Guard dog
Free space. I prefer the 500kg
Idea is to use the sterilizer to confuse bugs while your teammates and guard dog finish them off. Swap between the torcher and sterilizer to put gas and fire DoTs on them. Thermites and 500kgs are for heavies. Call gas strikes on yourself and/or bug breaches and let the torcher do the rest.
I hate not having an answer for any situation, so:
Counter sniper, senator revolver, gas nades. These kill anything smaller than vehicle class. Swap counter sniper for cookout fire shotgun on bugs
Recoilless rifle to kill anything within a 300 meter radius. on explosive mode this one shots a lot of patrols. can one shot factory striders in the eye or tummy.
Machine gun sentry (I never leave home without her, she holds corners and hills, low cooldown and high uptime. my favorite sentry in the game.)
120mm artillery to clean nests and bases
Flex slot, I use strafing run for bots and gas strike for bugs. Strafing run kills fabricators and patrols and can clear heavies in a pinch. Gas strike gives 40+ kills on every breach.
I take the grenade launcher mainly to make destroying bug holes easier, never thought to use it to make foxholes.
Here's my equipment load out: Sickle, Senator, Fragmentation grenades, eagle 500kg bomb, eagle airstrike, laser version of the guard dog, with my last stratagem choice varying from mission to mission though recently I've been using the mech more often.
As for armor, I go for medium armor with the engineering kit for the extra grenades and weapon accuracy.
For only the versatility of a pocket knife will assure life in hell.
Great vid as always
A video about Loadouts that is actually explaining not just single choices but going deeper a bit and not just Meta this meta That? WHERE DO I SIGN
As a helldiver who queues with Randos I don't generally have a class. I just bring whatever guns I want and go nuts. I am the kind of guy who will bring a scorcher and gas orbital to a lvl 10 Automaton mission and succede.
Not knocking on the people who want loadouts, but when you queue with randos you MUST be flexible or get absolutely cracked at the game
My usual go-to loadout for all factions is something I would call "Creek Commando"
Peak Physique medium armor (PH-56 Jaguar) + Viper Commando helmet. Peak Physique gives such a pleasent aim and makes you able to sucker punch!
Primary: Adjudicator (sometimes Liberator Penetrator)
Secondary: Bushwacker
Grenades: Impact Incendiary (It feels like a Molotov Cocktail) or Thermite for Bots (for taking out factories easier)
Support Weapons: Commando and Guard Dog
Strategems: Machine Gun Sentry or Gatling Sentry to clear off hordes or save someone being swarmed. Finally good ol 500KG Eagle
If the missions is a Blitz and Destroy mission: Emancipator Exosuit instead of 500KG eagle. Call in the suit and go for a stroll
Commando is my saviour and has saved me (and others) countless times. Works fantastic on chargers, making sure Bile Titans cannot spew acid with a quick shot (even kill solo if you nail the shots). It 2 taps Hulks so just fire off 2 shots in quick succession and they are gone. Bot Tanks are 2 tapped as well by firing on their top part. With such a low CD, it becomes easy to take on most things if you find yourself alone. Only times it can falter is on Factory Striders, but teamwork usually brings em down smoothly
Adjudicator is a beast if you can manage the recoil, best approach is to crouch down and start shooting to counter the recoil. Liberator Penetrator is a fantastic option as well if you do not like the recoil
Bushwacker is like a glove slap across the face on anything trying to get close to me. Switching to firing all three barrels at once can be a savior as well as it wrecks most things. It is like a Stalker Pepper Spray
Guard Dog is the "I got you homie" friend. I like the company and they do say that "dogs are mans best friend"
Most strategems are low CD, which makes it easy to move around the map swiftly, clear out objectives and come to someones aid if needed
Ah yes who could forget the most incredible class, the a posing heavy.
I’m definitely an assault class, i like to use the jump pack for better mobility, stalwart and orbital gatling barrage for crowd control, and precision strike or 500kg for heavy targets in bug mission
I guess I’m an assault player but against bugs I actually really like running a Gatling sentry. When running off solo it’s nice to have that extra firepower available and it can be used as a distraction to pull agro from the bugs so that you can get away after a daring bug nest clear
Bulwark: Laser Doggo as a backpack
Some sort of crouch clear weapon like the Flame Breaker, Concussive Lib, Punisher either normal or Plaz.
Expendable Anti-Tank 17 or Eat Its for taking out Chargers, Hulks, Tanks, Fabricators and the like.
Secondary can be anything you feel like you need. Something to compliment the build.
Stun, Thermite or usually Gas Grenades to pop on bot drops and bug breaches to stop the enemy advance.
Mostly Turrets like the Gattling and Auto-Cannon to both sweep the field of everything and to take out big targets.
You job is to hold the line. You set up shop and kill everything in front of you. You'll have trouble against Bile Titans, tho everything else you'll mop up to allow your Anti-Tank team-mates to hammer bigger targets. Enjoy
Kai with his classic self, flawless strategys and disfunctional stratagems
No game can escape the trinity: tank, assault and utility.
I have a pulse trooper build: sickle + senator + quasar cannon + personal shield cuz I like the futuristic feel of it. It functions as a backline support role that will almost never run out of ammo