Helldivers 2 // No AT, No Problem - Terminid Coop Super Helldive Lvl 10 - All Clear, No Deaths

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Coop Super Helldive, Max Difficulty Lvl 10, all objectives (Main + Optional) completed, all nests cleared, no personal deaths
Modifiers: Rainstorms
Planet: Gacrux
Patch version: 1.001.003

One of the accepted truths commonly heard in all the discussions about the Flamer nerf is that you need AT support weapons in your max difficulty meta to deal with the sheer number of Chargers, Behemoths, Impalers and Bile Titans thrown at you.

My (and my teamates') personal experience is quite different - while AT specialists certainly are powerful, what's often more effective is having excellent light and medium enemy clearers on your support weapons, with heavies mostly dealt with by your remaining strat slots - as common as the heavies are, light and medium chaff are still the majority of the threats you face, with the gap between heavy spawns being ideal for your AT strat cooldowns.

In this run, with only chaff specialists (Stalwart & Arc Thrower) and generalists (GL and AC), and our AT needs covered by 10 various strikes / barrages, we were able to all clear this Super Helldive with time to spare and 2 players on 0 deaths. Calling out strikes so you don't double up on targets is crucial - with some coordination however, you'll find you always have some AT available on the team to deal with the heavies.

Particular shout-out to the buffed Walking Barrage again - our smoothest assaults on the Mega Nest have used 2 Walking Barrages sent across the nest at different angles for full coverage - this not only wipes out a lot of the static spawns and heavies, it also closes a bunch of the bug holes right off the bat and stems the flow of angry spawns that come pouring out.

A mech can also be very useful for tanking attacks while pushing for the bug holes, in particular tanking a surprising amount of Impaler hits to take them down. This is invaluable again at the Mega Nest, where the maze of walls makes the Impalers particularly tricky to track down.

Of course no setup is good without the team to pull it off, so thanks to my teammates ‪@No1_diabolical_frog‬, ‪@EchoLoss-sw1ce‬, and Spinyplanet for this run! If you're looking to join us or other like-minded players, check out Warrior's discord:   / discord  

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Build:

A little variant on my Stalwart build from before - I'm running a light armour with Peak Physique again for mobility and snappy handling on my Stalwart, which I'll be using for the majority of the trash mobs. The Crossbow subs in for my usual Eruptor, trading shot damage for a faster fire rate and the ability to hip-fire while kiting. At 2-shots for a Hiveguard and 4-shots for a Bile Spewer, it's decent for mediums but those enemies are best left to the Autocannons and GLs on the squad. Being able to 1-hand it makes it nice for carrying the egg, while the ability to close bug holes keeps my nade slot free for those vital stuns. When enemies get too close for the Crossbow, the Bushwacker comes in handy for its good burst and pushback.

The Walking Barrage comes in clutch on the mega nests, clearing out a bunch of enemies and holes before the spawns get overwhelming, and it's particularly useful vs bug breaches on Gacrux, the barrage taking out a whole swathe of enemies as well as clearing the tree cover for your other strikes to hit cleanly.

OPS is my standard all-purpose AT, though I'll be reserving it as much as possible for Bile Titans - the Eagle Airstrike is a little unreliable for BTs but deals with every other heavy target very well, as well as crowds.

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00:00 Intro
00:30 Insertion, Mega Nest
04:40 Power Generator
09:30 Nest 2
11:20 Nest 3
11:30 Nest 4
16:15 Shrieker Nest 1
17:05 Launch Codes
18:15 Nest 5
19:00 Fuel
20:30 Radar Station, Spore Spewer, SEAF Artillery
24:40 ICBM
28:20 Extraction
32:50 Mission Stats




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