Helldivers 2 - Illuminate Solo Level 10 - All Clear - No Deaths

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  • 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.

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