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Also, "infinite ammo" is a gimmick if anything -- you won't have ammo issues (regardless of weapon) if you know what you are doing.
Not my style, but if it works for you it is fine.
Starting with the primary - "infinite ammo" is for beginners. What good does it do if I >>need<< "infinite ammo". Scorcher is way to go. Kills shielded devastators, tanks, turrets and more with ease.
For a dead enemy I do not need more ammo than that.
Heavy armour just makes you a bigger and slower target. No thanks. Light armour is it. Not getting hit means you need less armour rating.
The rest is taste. I like quick reloading stratagems like Eagle Smoke Strike for destroying fabricators and making the enemy lose sight, or precision strikes to take out detector towers.
Arc thrower? What a joke. It is nice if you get close and croweded with enemies. You playing bots - getting close and crowded is the wrong way to go.
Better a recoiless, laser, spear to one shot enemies and take down gunships.
I am starting to doubt you mean it serious with difficulty 8 and above. Reads more like what you should not take with you.
Eventually you have to get close or you get swarmed when you go for the jammer and other that require the hellbomb in order to destroy them, the artilery guns in particular.
The scorcher is good, but I am not feeling it. Not my cup of tea, unfortunately.
Yea, heavy armor slows you down, but it is the whitest armor in the game (i have an entirely white helldiver: doc mask and white cape and the white armor from the winter warbond), because it feels unique, not many people are going with white armor. So yea, I noted that the armor is up to user's discretion.
I love the quasar, used it before started using arc thrower. Pretty strong as well and allows for a backpack stratagem instead of the recoilless or the spear.
I know that infinite ammo is for beginners, but I really enjoy not having to manage it and worry about it. Good point, though. Also, the two suggested weapons are beamers, pretty much no recoil, unlike some mid armor pen weapons, but it is manageable, the recoil.
that and having infinite ammo is helpful when diving alone.
also tbh having the arc thrower your probably not using your primary for much so you can probably take the xbow or eruptor
but i get it the arc thrower its tough to put down after you get used to it lol
but otherwise looks fine to me. probably not something i would bring specifically for high level.
for bots the DCS is great as it will kill most things in 1-2 shots and is a good backup to deal with weakspots on tanks and turrets then the GP for obj and thermites for the surprise hulks and one form of quick ranged AT and your set for any difficulty of bots.
It's great that you have great insight of the game but try not to be insulting of ones preference. Here you have a great teaching moment, but you squander it with toxicity.
Secondary: GP is good, but pretty finnicky against fabriactors. Personally I prefer the Vigil or Senator to quickly finish off rocket scout striders and devs that get too close, and use eagle strafing run or thermites in a pinch for fabricator clearing.
Grenades: Thermites really feel like the best option against bots.
Armor: I feel the starting armor is pretty underrated. Heavy armor protection with medium mobility is very strong.
Perks: No argument here. Vitality and Stamina enhancement are the best options.
Stratagems: EAT and Commando/ATe feels like overkill. Hulks die easily to medium pen support weapons, tanks are quite uncommon unless you roll the pretty rare tank heavy seed. The biggest headache are AT-ATs, but they're also quite rare even on D10. There's just not enough heavy armor to justify using half your stratagem slots just for AT options. Doubly so because your grenade slot is filled with yet another AT weapon.
Also not a fan of the arc thrower. Sure, infinite ammo and stun-lockingeverything is nice but the thing just takes way too long to actually kill. The limited range is also an issue on bots.
I prefer more versatile options. The LC is pretty good but requires impeccable aim for weakpoints. AC can kill everything including fabricators and has hitstun.
In general your loadout makes me wonder how you plan on dealing with gunships. There's really nothing in there that can kill them outside of the optional ATe.
I was going to say that you may want to trade your sickle with maybe plasma weapons such as the scorcher or plas shotgun. I find that I don't need to aim perfectly with those which helps me move on quicker to other targets. But yeah, you might lose a bit of personal defense. Whatever you can get your hands on. Whatever fits the bill.
Maybe switch to gas gr too. This will cause you to rely on your pistol for structure kills and you won't be able to do throw-and-runs with hulks but this can help you greatly with large clumps of enemies so you don't get smothered.
My style is more like
Primary : Xbow
Secondary : Senator
Grenade : Stun
Armor : Street scout
1: 500kg "for objectives mainly"
2: Orbital Gatling Barrage "generalist red strata"
3: MG Sentry (distraction and chaff clear)
4: Recoilless Rifle "the finger of death"
If I play with my regular squadmates I don't take the RR since one of the others always bring it so I just ask it from him after 7 minutes when it's out of CD.
And on that spot I take the Rocket Sentry instead.
Primary: both diligence snipers ,default lib, pummeler or the killzone smg with either shields,scythe,jar
secondary:Verdict always since it can kill armored striders as well with half mag
Grenade: depending on my loadout mood gas,stun,impact incediary, and the two default grenades the one with shrapnel and heavy pen
Armour :stealth , democracy protects, the one that gives you accuracy while proned
Strategems:
-120mm
-eagle straifing run
always AMR unless someone already has it so switching to something else like laser canon or autocanon depending on the team loadouts
4th depending on what mission and fill what is needed in team gas orbital or shied generator
sometimes i will go all blue loadout which is EAT,commando,whatever med support weapon,
guard dog/jetpack
have been using the primary flamethrower on tarsh
to my suprise it can kill armored striders
now why you ask its due to tarsh biome straight up letting me move in and out of cover with minimal punishment and lets me use all the choke points with ease
helps also that i can just ignore shield on devastetor
My go to loadout for Bots (diff 9/10):
- Counterdiligence primary (I know many prefer the Jar vs bots, but the superior handling sold me on the CS: killing low level grunts fast ensure no reinforcements will come).
- Grenade Pistol (useful for fabricators in a pinch).
- Medium Scout Armor.
- Static Grenade.
- AMR (or Heavy Machine Gun in the very few missions where confronting enemy resistance is mandatory, like geological surveys)
- Jetpack is good for mobility in general and is especially useful in blitz missions. Not all missions requires it, tho.
The 2/3 remaining stratagems depends greatly on mission type, from 120/380 to 500kg or Anti-Tank Emplacement. I tend to pick what fancies me the most at any given moment.
revolver in secondary allow quick dispatch of normal striders, I use whatever for armored striders because their rockets are vunerable to light pen. Revolver can also deal with gunships in a pinch, as well as hulks, tank and turrets (weakspots).
Thermite can be used to destroy fabricators without even aiming. It also destroy tanks and hulks when it blow up.
light armor with explosion resist, or light armor with medium protection are my go to. Alternatively, the medium one which allow 50% to survive any damage, but I am not that fond of gambling. I guess medium armor with heavy protection is fine too. Never heavy, unless defense mission or cull the hord mission
Stratagem wise :
Recoilless Insta kill hulks and tanks, two hit to the head on strider factories.
Laser canon works against all armored, and can also destroy tanks if you flank their rear part. More versatile option but weaker on the AT part, but allow to take a shield backpack, or jetpack if you want.
AT cannon turret is golden indeed. Allow to destroy anything brush the jammers, gunship factories and the detection towers across the map, can raze bunkkers and outposts from accross the map, can hold renforcements at bay. That being said, efficiency is severely terrain dependant. Lose lots of efficientcy on maps with high patrol spawns, lots of rock formations, forrest, low ellevation, heavy fog in the far, or snow/sand storms. However, I like to have it available on hand.
HMG manned turret, for the lolz. There is probably better, but it just works. Shred any BOT unit except for tanks and Strider factory ( can still maim its guns )
Shield generator really usefull in defense/cull the automatons missions.
Then you probably want at least a bombing option. 500kg is effective against virtually anything except for gunship factory. The easy to input code allow to drop it on yourself in a pinch and run away before it explode. That being said, eagle strafe do a good work at cleaning chaff and also destroy fabricators, so it's a good pick. Orbital laser is a 3 per mission outpost cleaning and/or out of jail card if you do get overerun.
double artellery also work in 90% case to clean an outpost/area.
Either 120mm + 120mm napalm, or one 120mm and the 320mm. 320mm is more a liability IMO. the foward barrage is more safe for you and teamates.
Perhaps it may be a bit of a solo build, but makes you less reliant on your teaammates. Particularly on high difficulty I tend to see a lot of level 30 and bellow for some reason, these guys don't really have the hang of it, but are trying to play a difficulty above their skill level, can't rely on them.
Yea, it do be like that, agreed with most of your points, the last one tho, I struggle with this as well. To an extend this is where the jump pack comes in handy, making a bit of distance. The way I go about it is drop EAT, take out 2 ships, run away (towards objective for an example) and after a min it is loaded and able to call 2nd EAT (or sometimes I leave the squad to deal with those).
The biggest threat (and the hardest to kill or at least supposedly) is hulks/tanks/factory striders. I know that people know how to kill them or avoid them, but this loadout gives great opportunity to be able to do that yourself.
Plasma weps are good, no doubt, but I am not used to them yet. Not that they are high skill weapons, but rather I don't have a good feeling when shooting them. Purely preference here.
Lack of personal defense is covered by the jump pack - bots do not move very quick, so I am able to cover quite a distance with that, especially if I get on a slightly higher ground. Easy escape.