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Anti-Material Rifle and Shield Generator Backpack with Explosion Resistance Armor. I just played several Difficulty 9: Helldive Missions yesterday night and only died once that night. Aim for the head. 1 shot kills on most bots and 2 headshot kill on hulks. Barely peek over walls/rocks to fully utilize cover. After the buffs, it also effectively kills the tiny walkers with 2 shots to the shield(including the rider) and can magdump to kill a Tank or Cannontower in the vents.(A much welcomed buff, my god this gun sucked when the game cameout)
PRIMARY LOADOUT:
Impact grenades for when bots catch you with your pants down. I also stubbornly use the Defender/Automatic Pistol because they're so reliable that I just refuse to switch from them whether its bots or bugs. Everytime I've picked up a new primary or secondary I instantly feel, "Well this sucks, goin' back!" But this is just because I'm a creature of habit.
STRATEGEMS:
Mortars/EMP Mortars are great if you can find a spot to hide them. I also go for Eagle Airstrike because it accurately hits swarms of bots because they like to line up for it. It also 1 shots tanks effectively. Then I go for 1 of the BIG BOOMS, the newly buffed 380mm levels those giant factories and can get lucky kills on the new Giant Walker Striders. I also pick Walking Barrage because I'm a masochist and wish it'd work and will continue to pick it despite it failing me over, and over, and over, and over...
Autocannon and AMR are also really solid options.
For primary, I feel like the best options are scorcher and jar-5.
Primaries:
Eruptor, Jar Dominator and Scorcher (can kill Striders through the front shield)
Secondaries:
Senator
Grenades:
Impact Grenade, Stun Grenade
Support Equipment:
Autocannon (can shoot through the front shield of the Strider), Laser Cannon (surprisingly effective at hitting weakspots), Antimaterial Rifle, Quasar Cannon (Interchangable with EAT and Recoilless), Heavy Machine Gun (can shoot through the front shield of the Strider). Spear (on higher difficulties in a team.)
Honorable mention: Flamethrower. Flamethrower is hyper effective, but you rarely engage bots at a distance where it can shine.
Shield Backpack. When you aren't used to how to fight Bots then a Shield backpack will help you crutch over all those bad habits you learned fighting bugs.
Recoilless Rifle (Can solo multiple Bot Dropships and as Team Reload take out entire fleets of them on their own)
Sentries:
Rocket and Autocannon Sentry. Mortar (EMS and Regular) for Eradicate and Defense Missions. Incendiary Mines (on defense missions, if host)
Airstrikes:
Airstrike (for Bases), 500kg (for Tanks and Mission Targets), Napalm Strike (if host)
Honorable Mention: Rocket Pods (YMMV on this one as it auto targets, but it can kill Tanks and Hulks)
Orbital Strikes:
Precision Strike (for Bases, and Tanks), Railcannon Strike (for Hulks), Orbital Laser (Objective and Base Clear when playing Solo), Smoke (bots fire on the last known position, so reposition! But its great for taking pressure out of a situation), Gas Strike (for Chokepoints, if host), Walking Barrage (for Object and Base Clear - nothing like having your Barrage walk through a Heavy Outpost and murder everything if note).
Honorable Mention: Gattling Strike (once they fix the bug where it tracks the pokeball again, it can take out Tanks and Hulks, if you stick the Strike onto them)
Primary:
Scorcher
Dominator
Anything with medium pen if you can't get the above
Punisher Plasma (Limited range)
Breaker (Limited range)
Secondary:
Nade pistol (Don't forget this little bad boy can penetrate walker armor and does good softening damage to groups of chainsaw guys after drops)
Submachine gun(If you can't get nade pistol)
Senator(For raising morale)
Grenades:
Stun
Impact
HE (If you want to destroy factories and are bad at aiming Impact)
Support:
Anti-material Rifle
Quasar
EAT
Autocannon (Only if you aren't using a backpack AND you can control your recoil)
Backpack:
Supply pack (Extra grenades and stims is the best part)
Shield pack (Don't forget to hand out any extras to any teammates who don't have a backpack)
Strategems:
Orbital Laser
Airstrike
380 (Command center missions only)
120
EMS orbital (Don't forget to use it frequently and account for delayed deployment)
Returned to the scorcher for bots because of the explosive damage, minor stagger, and accuracy.
Don't see far...gas-strike, it works great with stun grenades to keep bots cooking, also fast enough to stop flares from going up, great for POI exploits.
so...
i take the scorcher or slugger, any pistol (doesn't matter really... just not the laser one)
but if you wanna try the arc thrower again, use the jetpack with it.
yes yes, jetpack/jumppack bad yadda yadda, can't hover like boba fett, yadda yadda or fly arround like superman.
but the ability to just go whenever you like (aka jump over a wall that are arround the bot outposts) is just as easily the best thing ever.
also the 380 for covering your retreat and the 110 mm to just destroy tanks and stuff.
that's how i do level 7 to 9 dives and it works pretty well.
Sickle can handle chaff at good distances as well as rip through devastators if you aim at their crotch. Grenade pistol and Impact grenades help give instant stagger against anything smaller than a hulk if you don't have time to aim the AC, really good for taking out striders or staggering shield devastators in a pinch. The AC is your bread and butter, able to destroy anything the bots can throw at you. Two shots to the face of the hulk will kill it. Two shots to the engine of a gunship will take it down. Three shots to the vents on tanks and turrets will kill them. One to three shots will kill striders and all types of devastators. It kinda sucks how long it takes but ten to twelve shots to the factory walkers glowing eye on the front left of its face will take it down.
Anti-tank is handy if you can get a clear shot on the heat sinks, but... it is a one and done deal, so not great when crap is hitting the fan.
If I run with AMR, I just hope others bring anti-tank stuff really.