HELLDIVERS™ 2

HELLDIVERS™ 2

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Need help with a Crowd Control/Decoy Build!
So putting aside all the 'meta non-meta' builds out there, I'm trying to fill a very different niche on my team which is Crowd Control/Extermination & Delaying Services (Trademarked).

In other words, I run around like an idiot gathering and slowly wiping out the bulk of the horde limit on the map, while my teammates do the objectives with minimal resistance. Only thing is, I have awful aim, and by design, am usually close to being swarmed at all times.

I have favorite primary and secondaries for both factions, but I'd love to hear some ideas and uses for what you'd do SPECIFICALLY with the set of 3-4 items you bring on your load-out. I have no desire to run the rail gun with this niche in mind, and same goes with the shield unless I'm running something like the arc thrower (but again, i usually have a second at most before i get double or triple flanked so charging arc thrower would be difficult).

Thanks in advance for any ideas and uses you come up with!
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NotReallyMyName Mar 1, 2024 @ 8:23am 
For armor, I'd say light medic armor if possible, extra 2 stims and they last longer, meaning you need less stims to stay on the run. Not to mention stims refill stamina. If going against bots, take the blast padding, so you get half of explosive damage.

For stratagems:
Supply pack helps a lot, you have extra 4 complete refills to your primary, 2-4 full refills for secondary, 8 stims and 8 grenades, as well as extra mags for support weapons. Won't give extra protection or damage like shield or guard dog, but you will live longer with more stims and have ammo and grenades to kill pursuers, and aggro them.

Eagle cluster/napalm/airstrike. Cluster will deal with quite a lot of enemies, and napalm helps blocking out unwanted direction, like you block the way for bots towards your allies. Airstrike will also deal with medium enemies and buildings, but napalm and airstrike only have 2 charges before you need to rearm, or 3 with the upgrade.

Railgun Cannon, to deal with superheavies/elite. Trust me, this is godsend against really heavy enemies.

And then you have interchangable stratagems. Like Railgun, which you can just ask for others to give you, and any support weapon can be found on map, so no real reason to bring one, unless you know you will die a lot. I'd say it all depends on what the map is, and what enemies you are facing, so railgun is optional as well as the following stratagems:

Shield generator emplacement: against bots and bug artillery.
X turret: Autocannon can deal with heavy armor, rocket will deal with heavier enemies forst, gatlng will deal with fodder, machinegun has less chance to kill you as you run since it has lower spread, tesla will help you for a bit, but stay clear of it, mortar will thin out the heard, if it won't kill you, and ems mortar will slow down a lot of enemies.
Smoke strike (Eagle/Orbital): To lose your tail when you really need to get out.
EMS strike: To slow down most enemies and deal with them. Low coolodown which is great.
Gas strike: To deal with smaller enemies, low cooldown.
Walking barrage: To use as a decoy.
Orbital 380mm barrage: To go out in a blaze of glory.
NotReallyMyName Mar 1, 2024 @ 8:42am 
Forgot to mention minefields. They are decent if you know how to navigate around them, but you might die to your mines more than to whatever is chasing you. It is an option though.

Now to weapons:

Grenade should be either Impact, Incendiary or Smoke.

Impact: Deals with bile spewers and strieders really good and a lot of fodder.
Incendiary deals with fodder mostly and can damage heavier enemies, a little bit. Only viable against bugs, unfortunately.
Smoke: To disengage. Bots mostly, can work with bugs, but it isn't that good against them from my experience.


Primary:

Breaker. I mean, it is THE gun. Works against everything, little reason to use anything else but there are other options available.
Jar-5: Against bugs it is kinda meh, but against bots it can work quite well. Need to learn how to use it properly, since the sights seem a bit off.
Knight/Defender: Two reasons. One is you can carry a briefcase to the objective. Two, you can shoot while jogging away, just point and shoot, no need to aim. I prefer Knight, but it is a SS, sorry, I meant SC weapon, or DLC, and it is good agaisnt anything that has light armor, defender is more... well, it won't deal with enemies quickly, but it will last you longer before you need to switch.
Liberator: The name says it all.
Scythe: Like liberator, only energy, with potentially infinite ammo and it is generally better used against bots than bugs, since it is easier to land shots on the weakspots.
Breaker Incendiary: Well, it is slightly weaker comparing to breaker, but has a bit more total ammo capacity, and lights enemies on fire.
Scorcher: Probably. Will get it soon and tell if it is worth it, but it is explosive and in HD1 it was quite good.

Secondary:
Revolver: It has Medium Armor Penetration. Not Light. It is Medium.
Smg: If you don't have revolver. I mean, you probably won't be using secondary weapons at all.

Now to Stratagem weapons/Special weapons, if you decide to use the slot instead for another stratagem.

Stalwart: It goes first because I love it more than GL. It can deal with enemies on the move, you can reload on the move and it has light armor penetration, with 250 round in a magazine. Will deal with fodder quickly and easily, and has good accuracy.
GL: Meta gun to deal with fodder and structures. Won't mention railgun since it was an example and you don't really want it anyway.
ARC gun: Infinite ammo, deals with heavier enemies, though it takes a while, and arcs to other enemies. Since you are going to run around like an idiot aggroing everyone, it is good option, as you won't have friends for your shots to arc to.
Disposable rocket launcher: Deals with heavies, and tanks, no need to reload, and can be summoned every 70 seconds, or 60 if you got the upgrade. Also pod can deal with a charger or bile titan if you plan the drop ahead of time or you are lucky.
Flamethrower: Won't work on heavier enemies though and only good agaisnt bugs. Also... HAHAHAHA!!! BURN THEM ALL!!!
Machinegun: Well... it has medium armor penetration, but treat it as a disposable, standing still to reload means death if you have quite a lot of enemies behind you.
Mist of Majora Mar 1, 2024 @ 9:20am 
Woah that's a lot of tips, but ty!

The first half of your answer was perfect, I'm definitely going to look into all of those, but this is some great info! I'd definitely looking to hear from more people on what strategem/support weapons people would use and how they use it properly AND niche-wise.

I'll use an example that I probably can't use in my role: I love the arc thrower, but you also need to aim at weak pts, and its even effective against Bile Titans if u hit them in the mouth. Likewise hitting chargers head-on is pointless, but it can rip off the armor on the sides giving me the chance to kill it. The mini-stuns are useful too. However, since I don't have much time to aim, and looking up/to the side could be deadly, it's not really what I'm looking for, so this one is out the window for me sadly.

And minefields are absolutely wonderful for me, but I also don't want to murder my teammates with them, so I only use them when I'm sure most of them will go off. Likewise, using them in the forest is a no-no for the same reason. Sometimes I throw a strike on top of it when it's almost done to both clear bugs and mines lol.
Velesianus Mar 1, 2024 @ 9:24am 
I'd second the medic armor suggestion.

CC builds draw a ton of aggro and the extra 2 seconds of stim buff will let you chain dive to safety in the event of a breech or dropship spawning right on you :mhwhelp:.
NotReallyMyName Mar 1, 2024 @ 1:58pm 
Update on scorcher. Against bugs, it is so-so, not that great, but it is surprisingly good. Against bots, I'd say it depends. It won't kill the hulks from up front, but from behind it will deal with the turrets, tanks and hulks. Everything else? They are as good as dead. So, it is an anti-bot weapon, just really ammo hungry. Jar still is a bit better, since it seems to kill in one shot on weakspots, similar to snipers, but with extra armor piercing and limited anti-hulk properties.
Last edited by NotReallyMyName; Mar 1, 2024 @ 2:11pm
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Date Posted: Feb 29, 2024 @ 6:41pm
Posts: 5