Helldivers 2 // Sentry Commando Build - Terminid Coop Helldive - All Clear
Coop Helldive, Max Difficulty Lvl 9, all objectives (Main + Optional) completed, all nests destroyed
Modifiers: Atmospheric Interference (Orbital Scatter increased), Shrieker Patrols, Rainstorms
Planet: Gacrux
Patch version: 1.000.405
About time I showcased the Commando vs the Terminids - in short? It's very nice in theory, but in practice I find myself preferring the traditionally ATs a little more.
The big selling point is that it provides a 2-shot to the head for Chargers, Behemoths and Bile Titans. With 4 shots in the tank, and another 4 ready to be called down, that's a lot of heavy kills you can get in short order. However, I find the 2-shot for the Charger slightly slower than the Recoilless / Quasar / EATs one-shot - while you can double tap to fire off 2 rockets instantly, the stagger animation can sometimes take the head off-target for the 2nd hit, so it's safer to wait. The slower projectile speed also means I find it much harder to get land the 2-shot on the Bile Titan's forehead, often taking 4 shots instead of the ideal 2 - maybe I'll get better at this with practice, but for now OPS / 500kgs are still my first choice.
Lastly, the Commando's ability to take down structures is a little worse than it is on the Automaton front. A full 4-shot volley isn't enough take down one Spore Spewer, and it takes 3 for one Shrieker nest, which compares unfavourably with the Recoilless Rifle's 2-shot for either.
We're taking fine margins ultimately - it's still an excellent AT, but I'd say its strengths really shine more on the Bot front.
Big thanks to my teammates @originalSPECTER, @inexorablewarrior and TUnforgotten for this one - if you're looking to join us for some coop games, or do runs with other like-minded players, check us out on Warrior's discord: / discord
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Build:
The Commando has my AT needs covered with its 2-shot on all the heavy types. The Adjudicator has the medium pen to work as my all-purpose primary for trash, then the Grenade Pistol has me covered for bug holes.
I'm also bringing Stun nades to help defend the 3 sentries I'm taking - while I've used both the MG and Gatling Sentries on previous runs to provide anti-trash ability to an AT build, the Rocket Sentry acts as a nice allrounder, its rockets doing well against both medium enemies and heavies, and easing the pressure off your Commando for all your AT. Rocket Sentry also does surprisingly well at taking down structures like Spore Spewers and Shrieker Nests, covering one of the Commando's weaknesses for you.
Recoil reduction on my armour helps with the Adjudicator's kick, while the extra nades means I can keep Chargers locked down before they overwhelm my turrets.
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00:00 Intro
00:35 Insertion, Shrieker Nest, SEAF Artillery, Nest 1, Ore Vein 1
06:25 Spore Spewer 1, Nest 2, Spore Spewer 2, Ore Vein 2
14:05 Nest 3, Rogue Research Station, Nest 4, Prospecting Drill
20:25 Extraction
27:15 Mission Stats