Helldivers 2 - Hell is more diverse than ever as PlayStation's demographics continue to grow and change.

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
I fear for the autocannon nerf, it's the answer to everything but Bile Titans and Factory Striders. I'm just hoping the fact you have to give up a backpack for it is what keeps it safe from the nerf bat.

... and the take a knee reloads while chargers chase you around. Like you said it's worthless against the real big stuff (when I run it I usually bring EATs or a bunch of red cards or maybe the team has like 3 Quasars already). It's far from ideal for dealing with Chargers, Tanks and Cannon Towers (which need to be taken from the back more or less as far as I am aware). It is good at Hulk killing in the right hands and is amazing at medium clear, scout striders, zerkers, dominators, stalkers, spewers, those armor bugs that think they are turtles... it totally chunks them. Also consider that the AMR fills the same niche (minus a bit of hole close utility) but has no backpack, a better scope and reloads on the run. So yeah it's king on difficulty 4 and I can see people running rare farms all day thinking it is OP but once you are doing Suicides and Helldives and crap it just doesn't have the heavy kill to be OP.

I actually think AC is in a good place, it has a niche that is not too narrow, it sees play but it's not mandatory. Heck a lot of people only run it on Bot Blitz for the utility or when restricted to 3 stratagems since you don't have room for a backpack strat anyway.
 
... and the take a knee reloads while chargers chase you around. Like you said it's worthless against the real big stuff (when I run it I usually bring EATs or a bunch of red cards or maybe the team has like 3 Quasars already). It's far from ideal for dealing with Chargers, Tanks and Cannon Towers (which need to be taken from the back more or less as far as I am aware). It is good at Hulk killing in the right hands and is amazing at medium clear, scout striders, zerkers, dominators, stalkers, spewers, those armor bugs that think they are turtles... it totally chunks them. Also consider that the AMR fills the same niche (minus a bit of hole close utility) but has no backpack, a better scope and reloads on the run. So yeah it's king on difficulty 4 and I can see people running rare farms all day thinking it is OP but once you are doing Suicides and Helldives and crap it just doesn't have the heavy kill to be OP.

I actually think AC is in a good place, it has a niche that is not too narrow, it sees play but it's not mandatory. Heck a lot of people only run it on Bot Blitz for the utility or when restricted to 3 stratagems since you don't have room for a backpack strat anyway.
I agree, the AMR is a much better weapon than the AC, especially against bugs. With bots, you don't have to worry about getting swarmed as quickly during that reload while you can snipe fabricators and broadcast towers. The AC is also 2 shots to a gunship and 3 to a tower while the AMR is 4 and 6 respectively. Granted I've only been doing Suicides so I don't know how retarded the game gets at 8+ but it's just a very consistent option as a loadout. Overall the AMR is better (especially against bugs) but it actually requires you to have the ability to aim while you can be a mongoloid with an AC and still be very effective.
 
Last edited:
I fear for the autocannon nerf, it's the answer to everything but Bile Titans and Factory Striders. I'm just hoping the fact you have to give up a backpack for it is what keeps it safe from the nerf bat.
A full Autocannon magazine to the doors on the belly of Factory Striders will take them out. At distance it can be difficult to get the shots, but with hard cover up close I've been able to solo Factory Striders.
 
I agree, the AMR is a much better weapon than the AC, especially against bugs. With bots, you don't have to worry about getting swarmed as quickly during that reload while you can snipe fabricators and broadcast towers. The AC is also 2 shots to a gunship and 3 to a tower while the AMR is 4 and 6 respectively. Granted I've only been doing Suicides so I don't know how retarded the game gets at 8+ but it's just a very consistent option as a loadout. Overall the AMR is better (especially against bugs) but it actually requires you to have the ability to aim while you can be a mongoloid with an AC and still be very effective.
AMR does most of what the autocannon can do, all without taking up a tac-pack slot. That alone makes it superior.
 
A full Autocannon magazine to the doors on the belly of Factory Striders will take them out. At distance it can be difficult to get the shots, but with hard cover up close I've been able to solo Factory Striders.
I fought my first factory striders yesterday and they went down really easy, 2 guys blasted quasars at it and i landed a 500kg on it
 
I find the Autocannon better on bots because it has medium pen and thus it can hit everything, except drop ships unless I've always sucked at hitting their engines. Hulks have their heads and tanks have their vulnerable spots while the vulnerable spots on chargers and titans are squishy bits and thus needs anything with a true explosive tag. This is not that the AMR is bad for it, you trade the tac pack and reload mobility for more bang for your buck. It takes less shots per major target besides hulks and striders (although with devastators accuracy may be an issue) and you get 60 total, where the AMR is I believe 56. 1 and 7 reserve magazines of 7 (1 in the chamber makes 57 shots). Slightly less but you need more shots for tanks and towers and gunships.

I also heard the AC can close spawners but don't quote me, something about aiming up to ricochet the shot off the vent down into the fabricator, since it does have a small explosion but is not actually explosive from what I can tell.

ETA: the AMR also has medium, unsure if it's the same amount but both ping off charge and titans unless I think you get a good angle on charger legs.
 
Last edited:
The other issue is that the playerbase largely doesn't understand how the supply lines work, which is the path that the playerbase and enemy factions have to take from planet-to-planet for invading. At the start of this order, if everyone dogpiled on Martale and Matar Bay, they would have locked those planets down while blocking the bot's advance on the entire western front. Instead now we have to go on a liberation campaign for 3 planets over there.
It’s hardly something that’s explained, or is immediately obvious on the map.
 
I also heard the AC can close spawners but don't quote me, something about aiming up to ricochet the shot off the vent down into the fabricator, since it does have a small explosion but is not actually explosive from what I can tell.

Correct, unlike with the Quasar (where you aim into the red glow from the opening) you aim for the vent cowling itself and bank it down into fab, one well placed shot will do it. You have to be within ~30 degrees on the horizontal axis (facing the fab vent more or less dead on) and then you ricochet it downwards 90 degrees.
 
Anyone else call the orbital laser the hammer of dawn?

With the game's blood splatter effect, I hope they add in something like the lancer from gears of war, so we can get up close and personal.
 
I fear for the autocannon nerf, it's the answer to everything but Bile Titans and Factory Striders. I'm just hoping the fact you have to give up a backpack for it is what keeps it safe from the nerf bat.
There is no reason for Arrowhead to nerf autocannon. Currently everyone is betting the eruptor could be getting nerf.

Meanwhile, everyone discuss the AMR and autocannon, while I am running mixed build depending on situation (usually play with random):

bug overall mission: Orbital laser/Orbital strike/Eagle airstrike/Recoiless Rifle
Automaton overall mission: Orbital laser/Orbital strike/Eagle airstrike/Quasar

Yeah I know this is not the optimised set, but it carry my arse to level 70+ nowadays without a single problem, or relying on dumbass teamates to finish the objectives
 
bug overall mission: Orbital laser/Orbital strike/Eagle airstrike/Recoiless Rifle
I'm personally not the biggest fan of laser on bugs because it feels like it sits on chargers and titans far longer than it does hulks and tanks, thus wasting the potential coverage. It's not terrible but I prefer having airburst simply because it staggers bigger enemies (even titans) and rips through anything that isn't heavy. It's also the quickest thing in the world to throw down in a panic.

I'm torn on 500/airstrike, I try not to double eagle because often I forget to rearm and I'm stuck without one or the other. I prefer airstrike because it can get a ton of bug holes, but the 500 is often able to take out a titan if it's ahead of them and you get them to stop moving so the payload digs into them.
 
I have all the guns, grenades, boosters, super credits from every tier of every warbond unlocked.
Now its time to get everything to 7/8 (excluding the card backgrounds) but basically warbond medals aren't pressing any more for me.
 
So out of all the Warbonds so far is Cutting Edge still the best? Maxed out the free one and I'm liking the Sickle when I pick it up randomly in missions.
 
So out of all the Warbonds so far is Cutting Edge still the best? Maxed out the free one and I'm liking the Sickle when I pick it up randomly in missions.
It is really up to your playstyle.

If you want a primary assault rifle type such as sickle, go with the Cutting Edge

However, if you want a primary sniper that could get a lot of job done (AOE damage, one-shot stalker, and close the bug holes/automaton factories), then you should pick Democratic Detonation

In my opinion, the grenade pistol + the eruptor in Democratic Detonation is the better warbond than cutting edge, because the grenade pistol could make your strategem build more flexible
 
Back
Top Bottom