HELLDIVERS™ 2

HELLDIVERS™ 2

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So like what works well on the Illuminate?
I'm struggling, I check here and Reddit. "Use the Dominator, it two or three hits them" oh cool, I like it and... it took 8 hits to kill the guy, aimed well. Neat. "Use the Arc Thrower" it doesnt arc to them. "Use the Autocannon it three hits Overseers" I just put 5 rounds into one. "Use rapid fire low pen guns" oh cool I love the stalwart and... oh joy it doesnt last long enough because of the amount of Voteless. "Use Lasers because they are accurate" Okay cool I will and it takes a full heat sink to kill 1 overseer from a Sickle or Scythe. I'm told to try the flamethrower and I'm not because I tried every other flamethrower but the biggest and it did ♥♥♥♥ all.

So like what am I supposed to be doing against them? I'm struggling, I try the advice of all the people who know more, it doesnt improve the gameplay at all.
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Showing 16-28 of 28 comments
Warrost Dec 14, 2024 @ 4:02pm 
Originally posted by Kumir0mi 0f Harvest:
weird im just scything them in the chest while s0metimes d0ming them with senat0r 0r amr

You having a stroke or what?
Originally posted by Warrost:
Originally posted by Kumir0mi 0f Harvest:
weird im just scything them in the chest while s0metimes d0ming them with senat0r 0r amr

You having a stroke or what?

All his posts are like that

It's an attempt at being quirky and weird

Same Way When People Type In All Capital Letters
TwinelyWix Dec 14, 2024 @ 4:06pm 
AMR can one shot hevies in the head and 4 shot harvesters in the leg. medium mg can kill harvester again, in the leg, in about 1/3 or 1/4 of the mag, depends on your aim. I use pummeler + revolver + amr or dominator/purifier + stun stick + med mg most of the time.
Badger Dec 14, 2024 @ 4:07pm 
Purifier 2 shots all of the overseers and watchers and will easily clear hordes. RR for harvesters.
Eagle strafe to take down warp ship shields, then grenade pistol.
KaraPenguin Dec 14, 2024 @ 4:07pm 
My build has been Scorcher / Shock Lance / Impact / AMR and it's been treating me well.

Scorcher rips apart the overseers, though it chews through ammo really quickly, so I'd recommend a supply pack if you're gonna use it. The AMR can also take out any overseers in 1-2 shots depending on where you shoot them.

The lance is a great secondary to clear the waves of voteless since its infinite ammo lets you rip through the onslaught so long as you're precise with your stabs. I personally have had the most success aiming for the legs to knock them down and then stab their head once they're down.

As for Harvesters, I use the scorcher to pop the shield pretty quick and then 4 shots into the bits of their exposed inner leg brings them down.

The impacts are there to break the tesla towers and blow up ships consistently. The strats I tend to run are Eagle Strafing Run and Eagle 500kg. Strafing run breaks ship shields for me to toss a nade in, and 500 just outright blows them up.
Jonas Dec 14, 2024 @ 4:42pm 
I use Blitzer, Grenade Pistol, Gas-Nades, Rover Backpack (whichever exept gas one), 500kg, Commando, 4th stratagem is either sentry or some orbital strike
Shadowbrodie Dec 14, 2024 @ 4:47pm 
The loadout I found that was pretty comfy on D10 was the Pummeler, Shock Lance, Machine Gun, Impact nades and using the viper commando armor for +100% melee damage on the lance.

Pummeler is able to stun overseers and watchers and can kill overseers in less than 1 mag.

I use the Shock Lance against small groups of voteless and the melee overseers to save ammo.

Then I use the Machine Gun against big hordes of voteless and sometimes overseers if I need to.

For stratagems I go Directional Shield, Machine Gun, Machine Gun Sentry and HMG emplacement to kill the harvesters, though I imagine the anti tank emplacement is probably better than hmg just don't have it unlocked yet.

If you don't have the urban legends warbond you can replace the shock lance with the dagger and the directional shield with whatever honestly, personal shield, supply pack, guard dog, doesn't really matter.
TwinelyWix Dec 14, 2024 @ 4:56pm 
Originally posted by Shadowbrodie:
though I imagine the anti tank emplacement is probably better than hmg just don't have it unlocked yet.
Its not. It can one shot it, but you can barely turn this thing and hmg emplacement is alredy fast enough.
You can even kill harvesters with medium machine gun. mg-43 i believe? Just aim for the leg.
Malorish Dec 14, 2024 @ 4:58pm 
First thing is - always know why you are fighting at any given moment. If you aren't sure, disengage and move to the next objective. Enemy is always superior in numbers, you need to be superior in discipline.

Use cover, especially against the walkers. They massively telegraph their beam, so know what cover you are using and duck into cover before they fire. Same goes for whatever their soldiers are called. You'll need to reload, duck into cover while reloading, then peak back out when you're locked and loaded.

Loadout I'm using on Super Helldive and not dying:

- Medium armor with extra padding (gives heavy armor rating)
- Plas Scorcher - set to auto but I tend to fire in 3 round bursts, sometimes 2 for longer shots.
- Ammo Backpack (scorcher is an ammo hog on auto)
- Impact Grenades (use these on zombie packs and since you have ammo backpack you'll get lots of them)
- 500KG bomb for enemy buildings / walker
- Commando for Heavy. It's a 3 tap but the walker recoils when hit so don't spam it or you'll miss the follow up shots. Remember to shoot off the shield first with your primary.
- Orbital laser to clear large bases / objectives easily.
Passive in this order: Vitality (S-Tier), Experimental Injection (A-Tier), Running one (B-Tier), after that really doesn't matter bc they're all garbage.

Honestly against these guys, if you die it's on you. Before you mindlessly respawn, just ask why you were taking that fight in the first place (what was your objective?), was it winnable, and what you should have done differently (especially what cover you should have used).
Last edited by Malorish; Dec 14, 2024 @ 5:01pm
Shadowbrodie Dec 14, 2024 @ 4:59pm 
Originally posted by TwinelyWix:
Originally posted by Shadowbrodie:
though I imagine the anti tank emplacement is probably better than hmg just don't have it unlocked yet.
Its not. It can one shot it, but you can barely turn this thing and hmg emplacement is alredy fast enough.
You can even kill harvesters with medium machine gun. mg-43 i believe? Just aim for the leg.
ah alr thanks, good to know.
Mo0on Dec 14, 2024 @ 4:59pm 
I've been doing solo diff 5 with this. Can do any diff probably. Can wear any armor you like.

Sickle (everything except tripods)
quasar cannon (tripods+observers+ships)
Senator (zeds, observers)
Napalm barrage (horde delete)
jetback/buddy (self support)
MG/Mortar Sentry (mission objective lockdown)

If jetpack, use MG sentry. If buddy use Mortar.

Can delete ships in two ways.

With nades up close= Quasar cannon the ships shields down to 25% with one shot and then sickle the rest easily. Nade inside door. Kamikaze attack.

Without nades from far away= Sickle the shields off entirely, start with zero heat or you won't be able to finish shields off and need to finish them with the senator pistol. You won't have to reload from overheating if you start with no heat. Once the shields are deleted, quasar cannon inside the door.

Delete tripod shields easily with sickle, two quasar shots. Will need to delete shields twice for two quasar cannon shots unless you ambush. Can do this from really far away. :)

Jetpack helps tremendously getting over the city walls, losing aggro/line of sight in city, kiting, and escaping the mission that last minute you can just hop around and run inside the ship no sweat.

Senator pistol is really good at taking out the flying observers, shoot slow. Can also use sickle or quasar cannon. Using quasar then finishing with sickle is a good ambush attack on observers.

If the observer pops a shield just wait 3 seconds and its power will drain, or overheat. The exact amount of time to charge a quasar cannon. You don't need to destroy the shield.

The pink flying guys that call in reinforcement ships are priority number one, If you see one around you try to target it above all else. Sickle is perfect for taking them out across the map. If you get spotted by one and it calls for help, kill it then run and throw the napalm barrage where the ship drops and you're good. If you kill the flying pink guys and it falls on you, it kills you in one hit.

Quasar cannon the tesla coil/towers if you don't have the armor that makes you immune. I don't use it.

Napalm barrage is really good at killing all the generators attached to those mission objective towers and clearing the area since its a bomb and a damage over time fire effect.

I tried the arc thrower but didn't enjoy it.
Last edited by Mo0on; Dec 14, 2024 @ 6:27pm
[Asgard] Thor Dec 14, 2024 @ 5:00pm 
Arc thrower works incredibly well for me, maybe it's a skill issue?
[SCZ]Celestrian Dec 14, 2024 @ 5:00pm 
- diligent sniper (medium pen markman thing). effective range is great and enemy fire is extremely unprecise at mid-long range. also it zooms, which helps a lot to remove non-zombies across the map.
- 10 shot medium arp pistol from the ice pack, bc medium arp. not sure how the revolver works on walkers (probably not great), but unloading that 10 shot pistol into a non-zombie does the job. plus is looks cool.
- stalwart. good enough to kill the non-zombies. perfect for zombies and excellent for removing shields on walkers + ships.
- impact nade (works exceptionally well vs walkers (unlike the nade thrower (for some reason))
- supply pack + heavy armor (anti weapon drag) (why? bc a flyer circled me, while i couldnt get a shot on one with the eruptor or machine gun (cant remember which one; obviously +100% melee strike dmg is pointless (also it looks cool))), bc dying is lame and having "unlimited" nades + stims is good.
- 500kg to slap parked ships fast. also decent vs walkers.
- orbital railcannon to slap walkers (+ impact nades if it failed). alternatively EATS, bc there can be way more walkers than the orbital railcannon cooldown get deal with x2... on 2nd thought, just to eats... might as well down a dropship with them. dancing around a walker (or 3) for a minute isnt a prob.
-for bonuses: obviously stamina (heavy armor), full ammo respawn, more hp. 4th doesnt matter, tho planing to steer the respawn drop into walkers is legit if one decides to not just walk away.

medium machine gun is ok too, but having to stand still to reload with zombies around and a sniper as primary... suboptimal. however it´s way more effective vs non-zombies, but reloading is a problem.
medium arp shotguns are bad, due to bad effective range.
medium arp ARs are ok, but waste too much time reloading for all the zombies.
havent played a the support sniper rifle, but since no primary is anywhere as effective as the stalwart against the horde of zombies, i can only see it as a massive downgrade.

guarddogs seem ok-ish but compared to a supply pack... yeah no. garbage.
also (just like in the defense mission) it takes 2 nades to clear an enemy spawn from a dropship and nades are (as said) almost unlimited with a supply pack.
nade launcher is excellent for the base defence mission (bc enemy spawn clumped up), not so great in the field.
quasar seems completely pointless.
shields in any form are useless when you have the firepower to clear the horde (stalwart. ez) and wear heavy armor to just take a couple of ranged hits (+ "unlimited" stim supply pack).

not sure about other airstrikes than the 500kg. if it hits, it goes through the (landed) ships shield, so you dont have to get close.
the basic airstrike is a bit more gambly.

recoilless seems pointless. you waste the supply pack slot and there isnt a primary good enough to clear the zombies + non-zombies effectively.
havent played the heavy machine guns, but it´s bad, so whatever.

seen lots of the 3x laserbeam and it would be a better pick than eats just to kill walkers, but there´s a good change that more walkers come around than you have lasers, ignoring either 3x limitation or the cd. noob-get-out-of-jail-free card pick.

seen lots of mechs (rocket+minigun). since they can stop the zombies and gun down non-zombies, it might be a decent pick on blitz missions, however there wont be too many zombies too stomp, when you play with a team and the zombies ignore the mech.

airburst. even if this is the best enemy to use it, it´s still a sh_t pick and the rocket might just explode 1m away from you on an invisible pixel.

mortar, an even worse pick here than vs bugs, even on base defense.

seen some flamethrowers used. not sure how effective they´re vs walkers, but vs zombies it seems like a waste of time, especially compared to the stalwart.

railgun can be good, but only if you land those 95% headshots. else, the diligent, stalwart + machine gun will be faster and are useable vs zombies. wouldnt pick it again.

eruptor is bad bc way too slow.

havent played the scorcher (etc) as i dont like those types of weapons. its simply easier to unload half a diligent mag into a flyer than to f___ around with those plasma bubbles.

played the medium AP AR(s). simply not as good as the diligent, due to effective range, plus (almost?) no zoom and (since i play 1st person) the sight shacking violently on every shoot is annoying aF.
same goes for the dominator. takes about as many shots as the diligent, but no zoom and less range (i guess). also fires way slower, which is a huge factor.

havent played the ballistic shield (no idea if it works) + crossbow. explosives are great against non-zombies, but giving up a supply pack seems like a majorly bad idea. playing it without a shield, possible, but i really enjoy using long range vs non-zombies due to their shots being so inaccurate.

havent played heat-based weapons, but going from the amount of zombies... that seems like a real bad idea. they even suck vs bugs (aka hunters) now and there´re a hell of a lot more zombies than bugs (aka hunters).

also i´m not good at aiming. the stalwart is more than good enough to kill non-zombies at short-midrange aiming centre mass. plus it seems to me that the guys with the shield immediatly drop their shield when i switch from the stalwart to the dilligent (or some other weapon), which is appreciated. not as good as the machine gun, but again, the machine gun is way worse than the stalwart, due to magsize & mobility (reloading), which is huge vs zombies.


that´s about it.
maybe this changes when more enemies are released, but at the end of the day, you need excellent hordeclear (with mobility if possible) and medium armor pen (with long range if possible).
spamming walkers to death with impact nades (via supply pack) is a bit on the weak side, but works and it´s not like you need those nades for something else when running stalwart.

maybe that´s my german ancestry, but i really enjoy having over 1000 rpm on, so stalwart all the way.


edit:
tried the bigger mag&faster reload ammo with the dilligent. i like it.
the increase in weapondrag is very noticeable swapping over from a commando armor, but both are very legit.
Last edited by [SCZ]Celestrian; Dec 15, 2024 @ 7:37am
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Date Posted: Dec 14, 2024 @ 3:40pm
Posts: 28