Helldivers 2 // Guerillas in the Mist - Automaton Coop Super Helldive Lvl 10 - All Clear, No Deaths

Описание к видео Helldivers 2 // Guerillas in the Mist - Automaton Coop Super Helldive Lvl 10 - All Clear, No Deaths

Coop Super Helldive, Max Difficulty Lvl 10, all objectives (Main + Optional) completed, all outposts cleared, no personal deaths
Modifiers: Thick Fog
Planet: Tarsh
Patch version: 1.001.004

Getting some more Bot ops in on the swamp planet while it's still available - the shorter engagement ranges and plentiful chokepoints on these maps let certain builds shine a little more, and here I'm getting the most out of the Grenade Launcher and Breaker combo. The GL's a finicky one, but there's nothing quite like decimating a bot drop while it's still in the air or taking out a Hulk from the front with shots between its legs.

Shout-out to my teammates ‪@originalSPECTER‬, ‪@EchoLoss-sw1ce‬ and ‪@No1_diabolical_frog‬ for this run! If you're looking to join us or other like-minded players, check out Warrior's discord:   / discord  

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Build:

The Grenade Launcher is a funny little sidegrade to the Autocannon, with a bigger AOE that lets it wreck crowds more easily especially on Bot drops, and a mobile reload for staying on the go, but low ammo reserves that makes the Supply Pack almost mandatory. Losing the extra strike isn't so bad on a swamp planet where Eagles aren't as useful though, and you can get good value out of the supply pack if you're feeding your teammates and spamming stuns as well.

The AOE on the GL deals with Heavy Devastators pretty easily, but the new armoured Striders can take a bit more punishment, so spam away. The GL can also take on AA guns, Mortar Emplacements, Bunker Turrets and the Strider's chin turrets and underside with some judicious spam.

Hulks take a little more finesse, either firing between their legs so that the explosion hits the rear vents, or if the Hulk is too close, run around the back to fire into the vents directly with your primary or GL. Either way, you'll be happy to have so many stuns with the Engineering Kit armour and supply backpack as well.

Gunships remain the GL's weakness, which you can make up for with either a Rocket/Autocannon Sentry or a medium pen primary (Scorcher and Purifier probably have the easiest time vs the Gunships as you can hit centre-mass), but with no Gunship patrols and my teammates carrying AA options, I've gone without on this mission.

Instead, I'm bringing the Breaker for tearing through Berserker rushes when they're too close for the GL. Like the Punisher, it has that sweet spot of just enough spread to make headshot hunting easier, while still tight enough to use at mid-range. Without the stagger of the Punisher though, you'll need raw DPS which the Breaker has in spades. With the Breaker's smaller mag, I keep the Redeemer ready for a quick magdump which should finish off anything else in your face.

OPS is our standard all-purpose AT, while the Walking Barrage proves ever useful against not only Fortresses, Bot drops and bases, but also for just clearing trees so your other strikes can hit.

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00:00 Intro
00:20 Insertion, Fortress
03:20 Outpost 1
05:10 Power Generator, Mortar Emplacement
11:00 Outpost 2
13:00 Fuel, Launch Codes
16:50 Gunship Facility
18:00 Outpost 3
23:10 Escape Pod
24:20 ICBM
27:45 Radar Station
29:10 SEAF Artillery
31:15 Extraction
36:15 Mission Stats

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