Helldivers 2 // Railgun Redux - Automaton Coop Super Helldive - All Clear, No Deaths
Coop Super Helldive, Max Difficulty Lvl 10, all objectives (Main + Optional) completed, all outposts cleared, no personal deaths
Modifiers: Orbital Fluctuations (cooldown +25%), Gunship Patrols, Thick Fog
Planet: Aesir Pass
Patch version: 1.001.004
Alright, so technically nothing has actually been buffed about the Railgun recently, but a few key changes to enemies have made the Railgun more complete now than ever on the Bot front.
The first change was the change to the durability of the Gunship engines - formerly the major weakness of the Railgun, it now takes only 2-3 shots to an engine to take it down, a much more manageable kill meaning you no longer have to bring another strat like a Commando or Rocket Sentry to deal with it.
Secondly, the replacement of all Scout Striders with their armoured version on the highest difficulties means that weapons like the AMR and Railgun that can take them out just as quickly as their unarmoured versions have risen in value, while stuff like the Autocannon which take more shots than before are a little weaker overall.
I'd still love an improvement to the Railgun's scope, which together with leading the target makes nailing those Gunship engine shots a little tricky for me personally. But in my book the Railgun is now in that generalist "do-it-all" category of support weapons now along with the AC, AMR, LC, and HMG - while technically it's still a little too slow to do a Factory Strider underbelly kill, they're infrequent enough that you can leave them to 500kgs or Barrages.
PS: I picked this mission specifically for its Gunship Patrols modifier to show off the new Railgun kills, but bizarrely we saw absolutely no gunships up until the very end - anyone else experience this?
Shout-out to my teammates @originalSPECTER, Spinyplanet, and Dovah 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:
Rocket Devastators, Berserkers, Rocket Striders, Hulks are our one-weakspot-shot targets for the Railgun even on safe mode, with Gunships as a two-shot to the engines. The only real reason to go into unsafe mode now is for that extra AP and therefore damage on Bunker Turrets, AA Guns, and Mortar Emplacements.
That leaves our Diligence Counter Sniper to mop up for everything else, my preference for sniping Heavy Devastator heads from behind their shields, as well as taking out Troopers with one shot to the body.
I decided to mix things up on this one, trusting my Railgun one-shot enough to not need stuns to set them up, bringing a Frag Grenade for Fabricator vent throws with the Servo-Assisted armour, and a Verdict for up close Trooper kills - in practice though, it's much more comfortable running a GP for Fab vent shots as well as Heavy Devastator shots to the shield, and then stun nades for better CC.
Since this is a Bunker mission, I've gone with the 120mm Barrage and 380 Barrage for easy Bunker kills (in theory) - I feel like the Walking Barrage would have been a better pick for both the Fortress and general base clearing however. 500kg was my all purpose AT and first option vs Walking Striders. In general though, I most prefer Railcannon Strike (for easy Turret and Barrager tank kills), OPS and 500kgs for my Railgun setups.
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00:00 Intro
00:20 Insertion, Fortress
06:30 Outpost 2
08:20 Bunker 1, Mortar Emplacement
11:00 Bunker 2
12:35 Outpost 3
15:30 Detector Tower
15:45 Bunker 3, Rogue Research Station, Outpost 4
18:35 Outpost 5
20:50 SAM Site, Bunker 4
22:45 Mortar Emplacement
26:10 Extraction
31:00 Mission Stats