Helldivers 2 - Illuminate Solo Level 10 - All Clear - No Deaths
ฝัง
- เผยแพร่เมื่อ 20 ธ.ค. 2024
- #helldivers2 #helldivers
This is a failed stimless run with a test build. I still want to test a few more things and have a stimless run with 966 kills with a different build, but I know I can do better with a better build I want to test.
Patch 1.002.001 - Mission: Retrieve Recon Craft Intel
Playstyle: Kill All
Stratagems
Lift-850 Jump Pack - Hit & run
Quasar Cannon - Can one shot harvesters via weak point.
A/G-16 Gatling Sentry - Voteless, overseers, watchers and enemy shields.
A/MG-43 Machine Gun Sentry - Voteless, overseers, watchers and enemy shields.
Loadout
Armour: SC-37 Legionnaire - +30% throw range & +50% limb health
Booster: Armed Supply Pods - Voteless, overseers, watchers and enemy shields.
Primary: Las-16 Sickle - Voteless, overseers, watchers and enemy shields.
Secondary: GP-31 Grenade Pistol - Ground ships and overseers
Grenades: G-13 Incendiary Impact - Extra voteless killer
Modifiers
Poor Intel - Hidden objective locations
Orbital Fluctuations - Increased cooldowns by 25%
Game Notes
Why don't I use SEAF artillery?
You can't rely on it.
The MG-43 Machine Gun
The most commonly found weapon in the city on illuminate maps. I use this at 900rpm to kill overseers in about 3-6 seconds of small burst firing whilst crouching.
Jump pack vs shield pack
Jump pack is better, because you can reposition yourself better so you don't get swarmed by flying overseers.
Sentries are king
Best sentries are gatling and machine gun. Always deploy your MG sentry first as it's got a shorter cooldown. The faster you can kill the voteless, the faster your sentries can focus the flying overseers.
How to fight flying overseers.
Learn their shooting rhythm and time your shots to when they aren't, because trading with them is a suicide. They also have a high chance of breaking limbs with every shot.
Post game thoughts
Flying overseers are over tuned.
Super fast, super tanky, super rapid fire DPS. They survive and barely flinch AT rounds. Have an invincible jet pack and have no weaknesses. The degrading armour as a weakness is a poor excuse and they two shot you if you're not wearing heavy armour. They need to be rebalanced with two of three following weaknesses. Reduce armour by half. Jump pack should be destroyed when hit by AC and tank weapons, grounding the unit. Explosive weapons should ragdoll them mid-air. (Harvesters get ragdolled from AC to the limb, so why can't flying overseers?)
Thermite grenades
Can one shot harvesters, but unless you have the armour passive to increase throwing range you'll barely throw it further than 40m and hit the main body of the tripod.
Harvesters
Do not fight them at long range unless you can one shot them. You can also destroy their shields permanently if you damage their main body enough. When using the autocannon, do not try for the weak spots, because it'll stumble every time and throw off your aim. Aim for centre mass, reload before you run out for a fast reload and then pop its shield and aim for centre mass again. The autocannon kill a harvester in 14 shots, so only one fast reload is needed. This takes about 10-12 seconds if the harvester doesn't stumble.