HELLDIVERS™ 2

HELLDIVERS™ 2

View Stats:
Good Support Builds
Hello, I was wondering what yall recommendations are support build. I want to play mainly like a medic/support to assist my teammates.

Write down what builds yall run with or suggest a build. :)
< >
Showing 1-11 of 11 comments
Mepho Mar 17, 2024 @ 1:11pm 
I think the only real support item is the supply backpack, unless you specifically duo with someone using "backpack ammo" weapons like Recoilless Rifle and reload for them (if you equip the backpack).

My impression is that everyone is on offence, you just choose what kind of boom you're bringing mission by mission.

ATM I'm using Arc Thrower with Rover as standard, the other 2 depend on mission type.
If you're not familiar with how both of those work let's just say they benefit from keeping your distance from your teammates so they are very much unreccomended.

Maybe Supply backpack, EAT, a flamethrower and some kind of bombardment or an emergency railcannon?

Consider my experience is only up to difficulty 6 so far.
Last edited by Mepho; Mar 17, 2024 @ 1:12pm
Danson Mar 17, 2024 @ 1:13pm 
Bonesnapper armor, Orbital EMP, Mortar EMP, Shield Generator, Supply Pack, or take whatever Anti-Tank with a backpack someone also takes so you can team reload for them. Use the Punisher or Slugger to stagger enemies that are after your squad. Stun grenades too.
Last edited by Danson; Mar 17, 2024 @ 1:14pm
Anarchy (Banned) Mar 17, 2024 @ 1:14pm 
Supply pack paired with medic armor, but most of the time people aren't going to let you stim them when they're low or just use their own (Too busy trying to run from everything and whatnot ofc.)
It also depends on what kind of support the team needs

If everyone has anti-titan, anti-hulk, anti-charger, anti-tank covered, grabbing an MG or Stalwart isn't really a bad thing at all no matter the difficulty

Things like strafing run/gatling barrage can be good support if anti-armor stuff is already handled

Concussive lib pushes back a lot of different bugs/stunlocks bots, so it's not a bad support weapon at all imho esp when you're running with shield users who won't dive away from the horde of hunters ontop of them and shoot the ♥♥♥♥ out of them so they can keep running without their shield popping or being in danger of popping.
Last edited by Anarchy; Mar 17, 2024 @ 1:22pm
grenade launcher and supply pack with dreadnought armor can do some work until level 5 maybe 6

also my current loadout

L-armor(pref scout)
R-63 Diligence (Chaff)
Jump pack (rocks)
A-Mat rifle (bile spewers)
Orbital Railgun (Heavies)
110mm rockets (Heavies)
Southpaw Mar 17, 2024 @ 1:17pm 
Look at the mission, and look what others take and be sure that you take something else. Team-work!
ImHelping Mar 17, 2024 @ 1:21pm 
Autocannon is a support build.

No, really. Spitters have always been a big problem with their trash hitboxes all around (watching people die after they dive behind a rock a full second before spit misses them. A second spitter was no-clipped inside the first stalker the whole time. etc).

But also, the 'headshots to the knees' patch has really, REALLY increased the potential deadliness of scout walker bots. And lots of people still treat those as "someone else's problem" or "Railgun STILL OP! *refuses to shoot any walkers*.

Autocannon is also more reliable than grenades, less self kill/friendly fire prone thanks to no arming distance pinball accidents. And 10+50 ammo is enough to last through several trash tier "Rambo" players calling supplies only to themselves. Oh my god the amount of times my primary and secondary are empty, but I still have 30+ autocannon shots left while being very, very generous with my AC fire.

Also, STUN MORTAR. ♥♥♥♥♥♥♥ rockstar of a turret. theoretically can kill a team member if the shell itself brains them. But I have never seen it. I HAVE seen it reduce bug breaches to a horrifying mass of no-clipping flesh I can throw a panic 500 bomb onto, however. while stunning five more packs of reinforcements surrounding the objective.

Supply pack or medic in theory are good. but in practice the fact you need to be rubbing up against people to use them holds them back. I literally heal more people with cash shop light engineer or light fortified than bothering with medic suits (which also has a light cash shop version).

Because engineer vs bugs and fortified vs bots helps you stay alive long enough to save somebody else better than medic. Also I have lost track of how many bug missions my engineer pile of grenades is the only reason a nest is closed while everyone is out of grenades and on cooldown for everything, even when I have lost my autocannon.

Originally posted by Southpaw:
Look at the mission, and look what others take and be sure that you take something else. Team-work!

You know what would make this a good comment? If the game UI was not so ♥♥♥♥♥♥ it refuses to let you look at the mission briefing or map when reinforcing a mission.

"Well, everybody brought 3 turrets. must be a defense mission right?"
*it was a 12 minute blitz*

Yet another reason defaulting to autocannon and stun mortar is a rock solid foundation.

Now watch the illuminatimatiwati aliens be immune to ECM and highly resistant to autocannons in particular.
Last edited by ImHelping; Mar 17, 2024 @ 1:29pm
Supply Pack
EMP
Gas
Arc Thrower
Or
something to bust open tanks if the team is lacking.
Anarchy (Banned) Mar 17, 2024 @ 1:34pm 
Originally posted by ImHelping:
Autocannon is a support build.

No, really. Spitters have always been a big problem with their trash hitboxes all around (watching people die after they dive behind a rock a full second before spit misses them. A second spitter was no-clipped inside the first stalker the whole time. etc).

But also, the 'headshots to the knees' patch has really, REALLY increased the potential deadliness of scout walker bots. And lots of people still treat those as "someone else's problem" or "Railgun STILL OP! *refuses to shoot any walkers*.

Autocannon is also more reliable than grenades, less self kill/friendly fire prone thanks to no arming distance pinball accidents. And 10+50 ammo is enough to last through several trash tier "Rambo" players calling supplies only to themselves. Oh my god the amount of times my primary and secondary are empty, but I still have 30+ autocannon shots left while being very, very generous with my AC fire.

Also, STUN MORTAR. ♥♥♥♥♥♥♥ rockstar of a turret. theoretically can kill a team member if the shell itself brains them. But I have never seen it. I HAVE seen it reduce bug breaches to a horrifying mass of no-clipping flesh I can throw a panic 500 bomb onto, however. while stunning five more packs of reinforcements surrounding the objective.

Supply pack or medic in theory are good. but in practice the fact you need to be rubbing up against people to use them holds them back. I literally heal more people with cash shop light engineer or light fortified than bothering with medic suits (which also has a light cash shop version).

Because engineer vs bugs and fortified vs bots helps you stay alive long enough to save somebody else better than medic. Also I have lost track of how many bug missions my engineer pile of grenades is the only reason a nest is closed while everyone is out of grenades and on cooldown for everything, even when I have lost my autocannon.

Originally posted by Southpaw:
Look at the mission, and look what others take and be sure that you take something else. Team-work!

You know what would make this a good comment? If the game UI was not so ♥♥♥♥♥♥ it refuses to let you look at the mission briefing or map when reinforcing a mission.

"Well, everybody brought 3 turrets. must be a defense mission right?"
*it was a 12 minute blitz*

Yet another reason defaulting to autocannon and stun mortar is a rock solid foundation.

Now watch the illuminatimatiwati aliens be immune to ECM and highly resistant to autocannons in particular.

To be fair the first game had a heal drone, might come back in this one, or maybe a heal gun

P sure there was also a repair tool for vehicles.

Eventually ppl will likely be able to play medic/engineer properly.
Hoki Mar 17, 2024 @ 1:37pm 
support build huh

it always depends on the mission you play. if you have to hold positions i can recommend EMS mortar
for backpack either shield or rover

if you only wanna go for build for the luls you could go for the defender and ballistic shield
for support weapon i would recommend EAT17 and instead of the shield use a something like the stalwart. in that setup maybe the punisher as primary weapon

why 2 support weapon? the stalwart is for coverfire and helpful due to its high ammocount. the EAT17 can be called down when needed and allows for up to 3 takedowns (remember - its a hellpod and therefore the calldown can already function as a proectile)
SIRSAM Mar 17, 2024 @ 2:18pm 
shield tower, suppy backpack, 500kg, mech
youll find a support weapon in basically every match
Moriarty! Mar 17, 2024 @ 2:24pm 
heal grenades would be neat.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Mar 17, 2024 @ 1:04pm
Posts: 11