HELLDIVERS™

HELLDIVERS™

View Stats:
noob Nov 1, 2018 @ 12:48pm
Guide to Surviving Cyborg levels 13, 14, 15
Cyborg lvls 13 to 15 feature a different gameplay from the high difficulties of lvls 10 to 12.

Some situations I’ve noticed include:
1) fewer spawning of Hounds and Grotesque

2) multiple spawning of Butchers, Hulks and Warlords
Butchers spawn in waves, up to a total of 20+ (in a single time of around 10 seconds) but spawn less frequently than Hulks or Warlords
Hulks have increased spawn number of 5 or more at a single time
Warlords can spawn up to 9 at a single time

3) IFV spawning is still the same rate

4) armoured opponents are aplenty, especially Legionnaires.

To counter these enemies, it is essential to keep them as far away as possible or neutralize them at a distance. This brings me to my next point about the loadouts.

So, a basic understanding is that you are facing armoured enemies up to 80 or 90% of the time in lvls 13 to 15. Thus, for primary weapons, bullets and laser weapons which only deal direct frontal damage and nothing else are best left for lower difficulties. In such cases, one effective weapon would be the RX-1 Rail Gun where it can stun enemies and many of them at one go. Even though the magazine size if small compared to other weapons, the main aim here is the stun damage and unstoppable rounds which brings out its effectiveness. Stunning the enemy gives you valuable time and distance to move away, and re-organize your team, be it reloading weapons, calling down stratagems, protecting facilities, moving survivors or cases.
I must re-emphasize again that direct frontal damage bullets and laser weapons do not deal damage to armoured enemies as I’ve seen on multiple occasions Helldivers shooting at them to no avail.

Next, secondary weapons or stratagems brought along must also counter the threat of armoured opponents by eliminating them on the spot or separating them away from your team or key objectives. In addition, they must have sufficient firepower to deal AOE (area of effect) damage across a large distance while ensuring your team’s safety.
The 3 most effective secondary weapons which can achieve the objectives above are the M-25 Rumbler, MLS-4X Commando and REC-6 Demolisher. The M-25 Rumbler without a doubt has the most firepower, MLS-4X Commando is used to eliminate IFVs and Legionnaires while REC-6 Demolisher is used as a backup plan for emergencies.
I’ve seen many cases of Helldivers bringing along EAT-17s but I feel that it’s a waste of a stratagem slot as you only get 2 EATs per 120 seconds. With the overwhelming number of enemies, it is a very inefficient weapon.

As for stratagems, the Static Field Conductors is an excellent choice as it gives you 30 seconds of precious time to reorganize the battlefield in your advantage. AOE stratagems such as Thunderer Barrage do great as well. Less powerful AOE stratagems such as Airstrike or Close Air Support do less damage but have faster cooldown timings which can also be used effectively as well. I’ve seen many cases where stratagems brought along wasted that slot space where it could have better achieved their maximum potential. For single target stratagems such as the Railcannon Strike, it is best not to bring them as they effectively function the same as EAT-17s.

Thus, after this long chunk of text, my recommended loadout for the team (4 Helldivers):
Primary weapon:
RX-1 Rail Gun (the more the merrier)

Secondary weapon:
2x M-25 Rumbler
1x MLS-4X Commando
1x REC-6 Demolisher

Stratagems:
4x Resupply (less if you bring along the Resupply Pack)
4x or more Static Field Conductors (distributed among 4 Helldivers)
2x Thunderer Barrage (when ammunition gets low or saturate an enemy spawning point with heavy firepower)

The other empty stratagem slots can be used for whatever you want. Perhaps even a fireworks stratagem if Arrowhead can come up with it in the future.

This guide is just my opinion and not a hard and fast rule. Feel free to do whatever you want in the game so long as you’re having fun (That’s the main aim of the game). =D
< >
Showing 1-5 of 5 comments
Marneus_FR Nov 1, 2018 @ 4:03pm 
You should make an actual guide about it in the guide section because this post will disappear eventually.

I agree about almost everything you said but las/bullet weapons can also be usefull to deal with butchers or even with scouts if you manage to get behind them (run through their formation/stun grenade and let your 3 mates do the job). I prefer las because you don't need ammo but you will need resupply for your heavy weapons anyway so bullet is fine too I guess. Also recoil rifle with a mate is super effective if you play well. He stay behind you spamming E and you aim at the bad guys spamming left mouse: 6 rockets in about 5 seconds and we are speaking about IFV one-shot rocket and a squad of scout exterminated in two rockets if you aim well. This tactic is less effective with the commando because it sucks against IFV.

You also forgot to speak about vehicles. The HAV and the Bastion are effective against anything (you only need 2 guys in the HAV, the mgs are useless) and if you have a guy with a rep80 outside you are invincible. The first EXO starts to lack firepower: you only have 8 missiles (one commando....) but the lumberer is perfect because you have an AT gun and a flamethrower for the legionaires.
Last edited by Marneus_FR; Nov 1, 2018 @ 4:13pm
Frosty the Pyro Nov 1, 2018 @ 8:31pm 
I havnt tried it but do the mini stuns from smgs do anything?
Saya Nov 3, 2018 @ 12:36am 
Rumbler + obliterator. Rec6 has long cooldown and mls4x need backpack slot for ammo.

BlackjackGT Nov 3, 2018 @ 10:54am 
I must re-emphasize again that direct frontal damage bullets and laser weapons do not deal damage to armoured enemies as I’ve seen on multiple occasions Helldivers shooting at them to no avail.
I call this the "Tom Hanks at the End of Saving Private Ryan" moment -- when he fires his Colt .45 a few times at an oncoming German tank on the bridge, with his last breaths. Sometimes I've shot my pistol at an oncoming Cyborg tank just.... because. :steamhappy:

Yeah don't get me and my WWII history buff self started about Matt Damon referring to water cooled P-51 Mustangs as "Tank Busters.' :D It's like calling the Helldivers motorcycle a "tank buster." But I would play a WWII Helldivers game. Guess it won't happen. :)

Yeah my favorite Pew Pews (Stalwart, SMGs etc.) seem generally useless on the new difficulties. I love the Railgun but it doesn't tickle my bullet hell tendencies. :steamsalty: Is the Ranger DLC sniper rifle powerful enough to be useful on some of these? It's not listed as having anti-armor, just "high power" as an upgrade. Or maybe the Constitution rifle?
Last edited by BlackjackGT; Nov 3, 2018 @ 10:57am
Marneus_FR Nov 3, 2018 @ 11:03am 
Originally posted by BlackjackGT:
Yeah don't get me and my WWII history buff self started about Matt Damon referring to water cooled P-51 Mustangs as "Tank Busters.'

Actually, 6 HVAR and around 1000kg of bombs turns the P51 into a good CAS aircraft even if it wasn't his job. Battle of the bulge saw a massive use of P51s as "tank busters" and not only P47s. They were also used against north korean and chinese T34s at the beginning of the korean war.
Last edited by Marneus_FR; Nov 3, 2018 @ 11:04am
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Nov 1, 2018 @ 12:48pm
Posts: 5