HELLDIVERS™ 2

HELLDIVERS™ 2

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Army of Two Weapon Team Theory
Av Mediterranean Barbarian
Heavy Support weapon stratigems have a weapon and a backpack. However! One person gets the weapon and the other the backpack. Would you like to learn more?
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Cool Facts
Press E to team up.
It Takes Two rocket shots in the head to kill a Bile Titan.
It Takes One rocket shot in the head plate to kill a Charger.
It Takes Two autocannon shots or a Rocket shot to kill a Hulk from the rear.
Devastators take three shots of Autocannon, but one shot if you hit their face.
Tanks and base turrets can be killed with Autocannon shots behind the turret.
Bug Holes can be destroyed by Autocannon shots.
You can disarm Hulks and Devastators by shooting their arms off.
The fastest way to destroy Scout Striders is an Autocannon shot to the leg or operator shield.
Hive Guards can be quickly killed with Autocannon in the face.
Bile Spewer breeds can be killed by 2-3 shots of Autocannon.
Use higher ground to use the explosive splash yield of Autocannon shots against smaller enemy swarms.
Unable to reload results in the majority of heavy weapon user deaths.
Autocannon shots at the light enemies held by the dropship before drop release are more reliable than shooting down a dropship that will most likely have light enemies survive the fall.
Prone don't give you additional weapon sway and recoil control over kneeling.
There is no reason to use automatic fire on the Autocannon.
AT rockets don't have AOE.
Most primary and secondary weapons don't have the suppressing firepower of heavy weapon call-downs and shotguns.
Stealth is an option.
Cluster bomb patrols and treasure sites to prevent strike team reinforcements to be called post mop-up.
Dusty and desert planets become foggy the more gunfire and explosions that hits the surrounding sand.

You will memorize the keystrokes of the Eagle Airstrike and it's variants.

A Supply Backpack uses an energy bar instead of charges for ammunition. Every box found or taken resupplies the backpack up to 1/4 the bar. That means giving ammunition to your team or yourself less than 1/4 the bar conserves any ammunition box found or used.
The Two Man Group
Fact
The primary weakness of the Autocannon and Recoiless Rifle is the reload times.
Fact
There is no such weakness for the highest DPS weapons in the game with roles and planning.

Heavy Weapon Teams
It's a strange bonding experience. Do you just throw a spare weapon down and see what you teammate does with it?
If you answer yes, then you know what I mean by, "They never touch it". So that means you have two options. Two Backpacks, Two Weapons or One Backpack, One Weapon.

Listen for a moment; you see the most frighting thing about this game are not the enemies. They are not the additional scaling of more difficult objectives and enemy unit types, or the size of spawn groups that will overrun your kill count "Eradicate" (last stand) mission. So I'm going to let you guess what scares me the most.

The Lack of Basic Firepower

The ability to push back. There is something strange that nobody wants to address. That is the lack of fighting back. I seen different players, on different worlds run away from a single leaper or berserker chasing me than actually shooting it down. I seen a man take almost a second to change targets with a gun that can do so with one shot at a time, only to lose more ground. Now please understand that is not the thing I fear the most because I have solutions to bail myself from such desertion. What I fear in all of those situations are those players with complete lack of trust for teammates and the roles they bring on the field to push the enemy back. That is why most weapons in the game don't have the firepower and also the cause of team rout instead of rally.

This is why we are going to theorize this bonding exercise called "The Gunner and The Loader"
A forbidden exercise so forbidden that it's a free game achievement badge.



Even though the game showcases the weapons as a team.





We have the firepower, it's that we don't choose to use it or fight with it, and that is partly because some weapons so far has given the average player the non-confidence to fight back.
I'm going to talk to you straight, any Primary weapon that does less than 60 damage a shot belongs in Difficulty 3 and lower.

So how do we deal with the "easy" Main Objectives to defeat Chargers? Bile Titans? Hulks? Which are normal enemies in harder difficulties?
Rapid Reloads
A shot a second with a Recoiless Rifle?
Automated loading to really bring out the destruction of an Autocannon?
We can't let Stratagem Strikes with 80 second cooldowns be our weapons of choice if we don't have the confidence of basic weapons to defend ourselves.

It's time to add more Trust in the T of Team which you can't spell without Heavy Weaponry
That's the way it is.
Man has gun, other man has backpack. Man shot with gun, man with backpack Press E become one with man who shoot gun. Two of them have the same backpack and gun.
But that's non-consensual!
You don't need two backpack and guns to team up, in fact what happens is the man who does the backpack reach around is "allowing" the shooter to take his backpack ammunition. So why is this important? You won't have ammo to fight with your big gun once the gunner you are loading shoots it all. That everyone is a stratagem slot wasted.
What if you can use the empty stratagem space for a different heavy weapon? You don't need two people with the same weapon and backpacks to, "team up".

Debatable community discussion for a player without a backpack to be able to load assist the player with both the weapon and ammunition backpack, but it's not the way it is.

It's best to share.
Support Weapon call downs are unlimited. Take it if you want it if nobody does. It could possibility be a weapon you don't have not bought or have the level to unlock yet. If anyone kills you or kicks you for it then you can Block them in the Recent Players tab in Social. A weapon not fighting is a weapon never there. It don't have to be that way. It's okay to "groom" recruits who are legal adults with the two man weapon team technique.

Fact
The most shareable heavy weapon, the Expendable Anti-Tank will most likely not have the other rocket tube on the drop pod shelf be taken by another player for future situations with armored large enemies.

Weapon Team Loadout Ideas
Long-term Support
Gunner: Supply Backpack, Close Assault Primary
Loader: Selected Heavy Weapon Backpack, Other heavy weapon without backpack or Expendable Anti Tank for heavy armor enemies.
Goal
The better shot is the Gunner. The Gunner has additional ammunition to resupply the rockets or cannon shell backpack of the loader.
The Loader that carries the ammo for the Gunner should have Support Weapons that contrasts the Gunner's Support Weapon choice and target role. Supply Pack ammunition last longer than supply boxes on the field and that means more ammunition for rockets or cannon shells. An Autocannon Backpack can have nearly at least 25 rounds resupplied with one field ammo box, making the Gunner and Loader team a combined 150 or more shots. 250 shots if the loader has Superior Packing Methodology ship upgrade. The Gunner also has the role to prioritize enemy fast movers and close assault flankers with the loader if the Heavy weapon in question is contrast to the enemy unit type. The Supply Backpack of the Gunner have potently 12 rockets. 21 total rockets with Superior Packing Methodology ship upgrade.

Vanguard
Gunner: Personnel Shield or Rover backpack
Loader: Support Weapon Backpack, Crowd Control Primary Weapon.
Goal
The front line begins with you and the enemy. The Personnel Shield can absorb ranged damage or the Rover can fend off close enemies. This loadout is important for shot chances to count and connect without enemy interruption. The Loader has the anti swarm and close assault primary weapon this time to give the Gunner space to make their limited shots before the reload.

Duel Purpose
Primary Gunner: Autocannon, Other Support Weapon Backpack
Secondary Gunner: Other Support Weapon, Autocannon Backpack
Goal
Both the Gunner and Loader are both interchangeable to deal with all distant enemy types. With both the ammunition backpacks switched, both have access to fast loading with each other. It's to push back the enemy wave when there are no stratagems available. The Primary Gunner with better heavy weapon control should have the Autocannon or the experience of using one effectively so Secondary Gunner has breathing room to aim at weak spots of slower heavy targets with a cleared field. This team loadout don't have increased ammunition and requires more communication or adapting to be effective.
Resupply Tips
Ammunition Conservation
Field found Ammo boxes reload from 2 Primary magazines > 2 Secondary magazines > 1/5 Backpack bar> 1 magazine for Support Weapon per use. Backpack (is the magazine pool for some weapons) . Resupply drop and Supply Backpack ammunition Supply box stims and grenades last per use. You can convert Ammo box overflow into supply boxes with a Supply Backpack.
One supply box reloads up to 6 weapon magazines from primary to support. Each Recoil-less rocket is worth 2 magazines. Each Autocannon 5 shot clip is presumed a magazine. For "Rounds Reload" trait weapons it's two magazines recovered rounded down to the maximum shot count.

Find minor points of interest spots for Primary and Secondary ammunition before using the supply pack. Always keep Support Weapon loaded before the gunner resupplies loader. Reload weapon magazine before picking up a supply box.

Recoilless Rifle
Each Supply box reloads up to 3 rockets. It's safe to reload the loader when you can see only two rocket shells in his backpack. The loader is safe to be resupplied when the backpack bar is at 1/3 full. Don't resupply again if there are more than 3 rockets in the rack. Each Ammo Box reloads 1 rocket. Superior Packing Methodology reloads the whole backpack. The only way to maximize ammunition resupply is to interact after the last rocket has been loaded in the launch tube

Autocannon
The Autocannon rarely runs dry in a single engagement and they are the only medium support weapon that won't waste ammunition on reloads. It's safe to resupply the loader with Supply box when their top clip rack on their backpack is empty, presumed they had to break away to engage close assault enemies with their primary to rearm their primary and secondary weapons a total use. Superior Packing Methodology reloads the whole backpack. The last two clips loaded into the Autocannon should be enough to resupply the loader for maximum ammunition conversion.

Disclaimer
This is if Supply Backpack does not conserve it's resupply function, but it's good to know that boxes on the field can be valued to the same. I have yet to see a supply box worth be "wasted" when a teammate needed a top off from the supply backpack.
2 kommentarer
Alpha Phenix 22 aug, 2024 @ 3:51 
I... I am gonna need the Supply Backpack explained again, slowly.
Is it true? Can you really refill it by picking up ammo boxes from points of interest?
I thought it only reffils from Ressuply boxes.

PS: I wish I could follow this guide more, but my friend group is allergic to teamwork. Every damn time I try to coardinate anything; it's like I am the only one paying attention...
Mr.Sekto 17 apr, 2024 @ 13:38 
Very usefull, this is the way!