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They will be cloned, they will drop, they can get their weapons back later.
Using what I've written in this guide I've had a great time in Helldivers. This guide is a series of reccomendations and I encourage you to play how you want to play.
Thinking along the lines of Mobility is fine, I use to think that way too; but that will lead into the trap of thinking that you have to blitz everything. With that policy in mind, what should the team do if someone with heavy weapons dies and there is moderate enermy presence(RL-112, Rumbler)? Your doctrine leaves the team little option but to abandon it most of the time. Speed is not the issue here, Coordination is.
Find good teammates, anticipate what they are going to do and try to complement what they are doing(Rumblers users ove Railgun users because of stunock). Cover each other when the respawned teammate needs to recover gear. More fun that way.
If you brainwash yourself too hard into thinking mobility is everything Helldivers will get boring real quick because that doctrine limits your builds to just the few items.
GLHF!
It's stupid because I mean I kill just as many guys with the Stalwart.
Stun grenade perk against Borgs also works wonders. I guarantee you that you will find a use for them against Borgs. They stun mobs of Butchers and even Warlords leaving them easy prey for a Rail Cannon strike or a Heavy Airstrike.
Anyways, great guide though. Would be helpful for a lot of new players and the tips given remain valid any war, any enemy.
When I am shock-dropping into a game against bugs, I'd carry fully upgraded rail gun and MG-42 strategem. Especially if lots of defense objectives are there. Bug tanks have a propensity to spawn right on top of defense objectives and impalers are the worst when they go Japan on you off screen.
Rail guns stun the tanks and the impalers, buying you extra valuable seconds to reposition and/or take the threats out before they blow up your precious objectives. They are crap against patrols so the MG42 comes handy.