Helldivers 2 // Shocking Performance - Automaton Coop Super Helldive - All Clear

Описание к видео Helldivers 2 // Shocking Performance - Automaton Coop Super Helldive - All Clear

Coop Super Helldive, Max Difficulty Lvl 10, all objectives (Main + Optional) completed, all outposts cleared
Modifiers: Thick Fog
Planet: Tarsh
Patch version: 1.001.004

Bit of a scrappy run overall, but actually a little surprised by how well the Arc Thrower performs vs the Bots. Picking Tarsh helped, as the swamp terrain gives you plenty of cover and keeps engagements to the short-medium range, which is where the Arc weapons excel. In terms of pure single target DPS, the Arc weapons are nothing special, but where they do well is when you have multiple enemies together, the chain lightning letting you staggerlock and kill a line of enemies faster and safer than many of the other support weapons.

The Arc Thrower's ability to ignore armour also makes it decent vs Hulks especially if you can hit their eyes, and even Bunker Turrets. The buff to the Hulk's stagger resistance means you'll have to stun the Hulks for a safe kill these days, though there are weird instances where it feels like the staggerlock still works - placebo perhaps.

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  

__________

Build:

The Arc Thrower will be our main tool here, having respectable range and good damage and stunlock properties that mean as long as you get that first shock in, you're typically pretty safe. Its top-tier AP means it's great vs the new Armoured Striders and Hulks too. I like bringing the Energy Shield with it just because it lets you stay out in the open zapping your targets and moving to the right angle to line up more enemies.

The Blitzer is a controversial pick here, but necessary for the theme :P. The instant fire does help cover you for situations where the chargeup for the Arc Thrower is too dangerous, and it's pretty decent for Troopers, Berserkers and Rocket Devastators - against Shield Devastators though, stick with the Arc Thrower. Just remember that both weapons will miss targets at point blank, so you want to leap backwards to get the shot, and also beware of friendly fire - use the Blitzer when the Arc Thrower would chain to hit a friendly in the distance.

Gunships are the major weakness of this build, as they like to hover just outside of an Arc Thrower's range, so definitely don't bring this on a Gunship Patrol mission - bringing a Scorcher or Purifier would cover you in these situations though.

With just two free strat slots left, some AT is a must, so I've picked the ever-reliable OPS which performs well even with the tree cover of Tarsh. Walking Barrage was my other pick for base clearing, but honestly even with the tree cover a second directed strike would be a better choice, something like a 500kg, Railcannon Strike or Eagle Rocket Pods that you can alternate with your OPS for heavy targets. Alternatively, bringing some Commandos would give you some AT whilst giving you an option for Gunships too.

________________

00:00 Intro
00:20 Insertion, Fortress
03:00 Gunship Facility
04:40 Outpost 2
05:15 Radar Station
07:30 Rogue Research Station
08:25 Flag 1
11:45 AA Emplacement
12:40 Mortar Emplacement
13:20 Outpost 3
16:50 Outpost 4
17:40 Outpost 5
22:00 Flag 2
24:55 Flag 3
28:15 Extraction
33:00 Mission Stats

Комментарии

Информация по комментариям в разработке