HELLDIVERS™ 2

HELLDIVERS™ 2

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unpopular opinion: Thee AMR
I know I know it was buffed recently and it helped greatly! But the more I use the AMR the more I see the cracks showing. For bots, its fine for the most part. It is almost a bot dedicated stratagem.

For bugs, the AMR is more of a machine gun. Because everything takes mag after mag to kill any of the usual heavies populating the screen. Hitting the face of a bile titan feels like waiting for a loading screen as it takes so much ammo dumping to bring a titan down with the AMR. This rifle becomes pretty useless in the gloom as well without a crosshair, due to all the fog.

For illuminate, the AMR either takes a full mag to center shot an overseer or one lucky headshot. Because with how overseers bob around either floating, walking, or their instant animation changes. The very slow projectile speed of the AMR begins to show its faults. Simply the overseers move faster than the bullet most of the time. Easily able to dodge and weave by moving at a walking pace horizontally from our point of aim. The harvester tripods seem fine when aiming for the leg joints. Though I wouldnt mind if it took one less round to do that same job.


So that is my quick summary of issues. Otherwise this turns into a book to explain why I believe the AMR needs another buff. It would be perfect if projectile speed increased along with damage. I just want the AMR to be less of a machine gun and more of its intended role as a sniper anti material rifle. One mag should be enough to take out any heavy enemy when hitting its weak point. Sadly, that only seems true for the bot faction.
Last edited by VelxraTV; Feb 25 @ 2:07pm
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Showing 1-15 of 118 comments
Don't think I have ever used the amr against squids, i tend to run the commando but otherwise I'd agree with you against bots it can't really be faulted, second only to the recoiless imo.

Against bugs, i mean you could shoot the heads off some spewers and commanders but that's about where its uses end and you want something more dedicated anti armour or crowd control.

I don't know if it needs a buff, it's very good right now in doing it's job and weapons that don't require a backpack slot are a bonus in themselves
Adhock Feb 25 @ 2:28pm 
....The honest ♥♥♥♥ is this nonsense? In what reality is an extreme range rifle 'a machine gun'?

This reads like someone who doesn't understand the function and purpose of the AMR and clearly needs to go back and read the manual for the thing.

Yes, it doesn't have a third person crosshair, that's a FEATURE if you read the actual description in the Ship Management terminal.

You're not supposed to be mag dumping into vehicle level enemies like the BT, it's not meant for that. It's an OHKO for stuff BELOW that.

It's a precision weapon with a low magazine count. Of course it's going to suffer against Swarm Tactic Doctrine used by the Terminids. You should be using volume of fire weapons like the ACTUAL MG-43. Your job there with the AMR is prioritizing mid-tier bugs like the Brood Commanders, Spewers, and Hive Guards. If you find a rooted Impaler, that works too.

Yes, everyone is aware that the Overseers are wearing fullbody head to toe armor that soaks damage and needs to be peeled before you can wound them. Making them seem tankier then they really are. Everyone is also aware that because of how their wield their weapons and with the Jetpack one flailing everywhere, their limbs soak damage meant for the more vital chest area. This is not new information.

If you're an AMR user you should be aiming for the Jetpack proper to make it explode.

The Bot front is designed for quality over quantity. Precision weapons with high stopping power shine here and since the bots don't deploy in large numbers like the Terminids or Voteless do, lower mag size of marksmen and sniper weapons aren't as much of a detriment. That's why the AMR seems 'so good' on this front.

The AMR is fine. Learn how to use it at extreme range like it was intended for.
The AMR is only bad against Terminids, and that's fine. Non-explosive heavy pen weapons in general don't mesh well with the very durable Titan and Charger heads.
You can't expect every weapon to perform well on every front.

When it comes to Illuminate, I like to pair it with the Halt. Those stun rounds can lock any type of Overseer in place from a distance, leading to easy headshots.

I personally do like the ability to go ham on the trigger with it. I think the idea of a slow-firing sniper rifle is better suited for a primary weapon.
But the projectile speed could be higher, you're right about that. Needing to lead shots over even slightly long distances doesn't feel quite right.
Originally posted by VelxraTV:
I know I know it was buffed recently and it helped greatly! But the more I use the AMR the more I see the cracks showing. For bots, its fine for the most part. It is almost a bot dedicated stratagem.

For bugs, the AMR is more of a machine gun. Because everything takes mag after mag to kill any of the usual heavies populating the screen. Hitting the face of a bile titan feels like waiting for a loading screen as it takes so much ammo dumping to bring a titan down with the AMR. This rifle becomes pretty useless in the gloom as well without a crosshair, due to all the fog.

For illuminate, the AMR either takes a full mag to center shot an overseer or one lucky headshot. Because with how overseers bob around either floating, walking, or their instant animation changes. The very slow projectile speed of the AMR begins to show its faults. Simply the overseers move faster than the bullet most of the time. Easily able to dodge and weave by moving at a walking pace horizontally from our point of aim. The harvester tripods seem fine when aiming for the leg joints. Though I wouldnt mind if it took one less round to do that same job.


So that is my quick summary of issues. Otherwise this turns into a book to explain why I believe the AMR needs another buff. It would be perfect if projectile speed increased along with damage. I just want the AMR to be less of a machine gun and more of its intended role as a sniper anti material rifle. One mag should be enough to take out any heavy enemy when hitting its weak point. Sadly, that only seems true for the bot faction.

The AMR is the sidegrade to the Railgun (in my opinion). The railgun has higher up front damage (base and charged) with drawbacks of charging, ammo count and possible death due to exploding self. The AMR gives you higher ammo count and less 'overkill' on some enemies so better ammo efficiency plus much better accuracy at range.

Both are in a good spot if you want a medium killer.

The only real drawback to the AMR is that I don't find distance shooting a particularly large part of the game with my personal playstyle.
I love how everyone seems to think that every weapon should perform equally with the other weapons on every front... Literally every weapon in this game with few exceptions have ups and downs that make them better or worse for one faction or another. Instead of trying to use the same load out across all factions, you'd honestly be better off experimenting with other weapon/stratagem/load out combinations to see what works for what.

I used to fight bots because i sucked when fighting other factions, used to think this faction or that faction was overpowered simply because my weapons of choice sucked for them. It wasn't until i started experimenting that I realized that every faction has it's own strengths/weaknesses, started changing out gear and strats to see what works.

I run D10 bots just fine with my blitzer/senator/thermite/Stealth armor, with Eagle 500k, Eagle Strafe, portable hellbomb, and AMR

I run D10 squids with the crossbow/axe/Incendiary grenades/melee boost armor, with Eagle 500k, Orbital percision strike, ballistic shield, and MG-43

Bugs on the other hand, thats where I don't shine so well, I've tried a few setups that people use that work for them and can't seem to make and of it work for me, but thats simply a skill issue and I need to experiment with some things to find what works for me.

Do it think bugs are overpowered? not really... Do i think they are cancer? Yes. Do the weapons need to be buffed or bugs nerfed? heck no. I just need to learn how to deal with bugs.

That being said, try everything, learn the ups and downs of everything and how to exploit those ups and downs for the missions you are doing. Sometimes it's just a matter of practice too.

Hopefully this helps.
Razer Feb 25 @ 3:59pm 
Did you know a Hulk head has 250 HP and the AMR deals 248 damage to it? I think the developer just hate snipers.
Originally posted by Razer:
Did you know a Hulk head has 250 HP and the AMR deals 248 damage to it? I think the developer just hate snipers.

I had to check the numbers because that sounds so bizarre but when you're right you're right.

That's so annoying it's hilarious.
VelxraTV Feb 26 @ 6:12am 
Originally posted by Axis of Lint:
Originally posted by Razer:
Did you know a Hulk head has 250 HP and the AMR deals 248 damage to it? I think the developer just hate snipers.

I had to check the numbers because that sounds so bizarre but when you're right you're right.

That is pretty common in the damage values. Many weapons are that way. The AMR just happens to suffer the same fate.



For the other nay sayers,
I am by no means wanting the AMR to be overpowered, meta, or above the pack. I just want to actually fulfill the role when using it. Hitting weakpoints should not require entire magazines multiple times to do the job. Which is just one target out of the other dozen running around. As Im already hitting a vital location through aim, skill, and timing. A rifle designed for this task should fulfill that role in a fair equal way across the three factions; instead of just being ok against one faction. Ammo is limited and the rifle already has many downsides compared to other options. There is little more the AMR can do that a standard anti tank rocket or railgun cannot do better. A sniper should be hard hitting and precise. What we have now is an unfulfilling rapid firing device instead of a precision anti material device.
Last edited by VelxraTV; Feb 26 @ 6:19am
Vanta Feb 26 @ 6:47am 
You're not supposed to use the AMR on bile titans what drugs are you smoking. Bile Titans are Factory Strider tier enemies. The AMR can't kill factory striders.

Either way, the AMR is not a Bug or even an Illuminate weapon at the moment and that's okay. Trying to use it on Bugs is just asking for trouble. Each weapon is specialized for different roles and for fighting different enemies and the AMR is not designed for fighting on the bug front.


The whole "Every weapon needs to be viable on every front in every situation" problem is what caused this game's current power creep problems because people couldn't handle the fact that some weapons are designed to be specialized weapons that fit a squad role.

You do not use the AMR on bugs because you don't need an AMR on bugs or Illuminate. Conventional warfare and sniping tactics matters not when the horde is an overwhelming, fast swarm.

Meanwhile, the Bots fight like a mostly conventional army and that's where the utility of the AMR becomes useful.



As such, the AMR DOES not need a buff. It does it's role as a lightweight long range precision anti-material rifle fine.

It does NOT need to perform against Bugs or Illuminate because the fighting style of those enemies specifically goes counter to what the AMR is useful for
No, the AMR does not need buffs, it's fine as it is. It's a versatile precision weapon with lots of stopping power, not a dedicated anti tank. I do agree it struggles against bugs, but you can just replace it with railgun on that front if you want more damage while keeping the same weapon features.
Dundo Feb 26 @ 8:34am 
Originally posted by Adhock:
-snip-
it's trash bro, anyone who says otherwise hasn't spend any considerable amount of time outside of diff 5 lmfaoi
Dundo Feb 26 @ 8:34am 
Originally posted by Vanta:
-snip-
You don't use AMR anywhere in fact because it's awful.
VelxraTV Feb 26 @ 8:38am 
Hmm this is looking like the prior buff conversations last time. Where a bunch of accounts hiding their game time are talking about how great something is. Im nearing 1,000 hours and I have put time into the AMR across this year. It is better than it use to be, slightly. But Im starting to wonder how others can say something is fine. When that something clearly lacks in its unique intended role. Because it should be able to serve that role in any faction at any time playing to its strengths. Being a bullet hose is not the role of an anti material sniper rifle.

I do agree with others who say the AMR is a side grade to the railgun. That is a fine point. Both of these 3rd slot weapons are serving a similar purpose. The railgun is simply more universal across the factions, while the AMR is not. Largely because the railgun was buffed multiple times... The AMR has lagged behind in comparison.
Last edited by VelxraTV; Feb 26 @ 8:43am
Wutever Feb 26 @ 8:53am 
Originally posted by Razer:
Did you know a Hulk head has 250 HP and the AMR deals 248 damage to it? I think the developer just hate snipers.
I was initially thinking of writing that it would infringe on the RG's niche if the AMR could one-shot Hulks, but, honestly, in a world of RRs, Senators and Ultimatums I'm not really sure anymore. Hulks have already been trivialized beyond belief to the point AH feel the need to spawn 10+ of them on Nuke objectives. AMR being able to one-shot Hulk heads at medium ranges might just be fine.

As for against Illuminate, it's literally a skill issue. It one-taps Overseer heads and backpacks. It's very effective against Harvesters. The only drawback is that you need to be precise, which is crazy for a precision weapon, I guess.
Chunder Feb 26 @ 8:54am 
It's good against bots. Against the other factions it's only something I would use if I had nothing else and found it on the ground. Not sure if that means it needs a buff or not. I feel the same way about the laser cannon except that it's a bit better vs illuminate.
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Date Posted: Feb 25 @ 12:34pm
Posts: 118