Helldivers 2 // Slugs for Bugs, ATs for BTs - Terminid Coop Super Helldive - All Clear, No Deaths
Coop Super Helldive, Max Difficulty Lvl 10, all objectives (Main + Optional) completed, all nests cleared, no personal deaths
Modifiers: Complex Stratagem Plotting (Call-in Time +50%), Shrieker Patrols, Ion Storms
Planet: Crimsica
Patch version: 1.001.003
Slugger's back baby! With the recent buff to its stagger, it's back to its best as the medium pen variant of the pump shotguns. With great ammo reserves, damage per shot, and that vital medium pen, it's now a great choice to pair with an AT weapon, one-shotting lights and picking off mediums with ease. I almost think it's better on the Bug front now - the increase in spread isn't a big deal for the larger Bug targets, and the medium pen is actually more relevant on the Bug front for Hiveguards and Bile Spewers.
I've been extolling the virtues of using AT strikes to balance out a chaff-clear support weapon loadout - here's the reverse pick, with the MG Sentry and Gatling Sentry taking out the trash while I focus on mediums with my Slugger and heavies with my Recoilless Rifle.
While the Recoilless Rifle is still my favourite AT, there are a few bugs holding the RR back from true greatness:
1) The momentum bug / leg breakpoints need a fix ASAP since it's awkward as hell to have to walk towards a Behemoth to get full damage for the one-shot leg strip, and even worse some players aren't even aware of it.
2) The RR's advantage over the Spear is that as long as you have good aim, you can get a nice clean kill e.g. at 33.55, you're not at the mercy of a lock-on system. What you are at the mercy of however is the Bile Titan's head hitbox which can sometimes disappear into the body during certain animations e.g. the spit.
3) A bizarre new one, it seems that sometimes a stripped leg still has armour - see 08.55 where it's stripped, yet shows armoured hits afterwards, then seems to drop its armour later. I've seen this on both Behemoths and Impalers.
Fixing these bugs would go a long way towards making the RR, EATs and Quasar reilable picks again, and would definitely ease the hit some players are feeling from the flamethrower nerfs. Doesn't mean we can't still have fun in the meantime though!
Big thanks to my teammates@inexorablewarrior, @No1_diabolical_frog and @Antique-nova - definitely check out Antique's channel if you want to see some amazing stimless solo helldives / super helldives. If you're looking to join us or other like-minded players, check out Warrior's discord: / discord
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Build:
The Recoilless Rifle has arguably the best heavy-killing potential of all the 650 damage ATs - even without the team reload mechanic, it has 6 shots at full ammo, and with the use of animation cancelling (press crouch or switch weapons as soon as the rocket is in the pipe) you can fire those off in pretty good time.
Chargers are a one-headshot, Behemoths are one-legshot to strip the armour, then finish with your primary, Bile Titans need just 2-shots to the head, and Impalers need just 1-shot to strip a back leg for a primary finisher. I do keep an OPS on hand though for quicker kills, especially for BTs since the hitbox bug can make rocket kills unreliable, and Impalers which you want to dispatch ASAP. 500kg would work well too, but with the Call-In Time penalty I went with the faster OPS.
While you can sometimes rely on your teammates to cover you during you reloads, I find the MG and Gatling Sentries invaluable for dealing with the horde so you can focus on heavies. They protect you, you protect them - Stuns nades are particularly handy for stopping Chargers in their tracks, and also locking a horde down to buy you time for a RR reload.
As I still want an option for Bug holes, I'm bringing the Grenade Pistol, which means I'll need a medium AP primary that's able to hold its own against smaller targets without running out of ammo quickly - the Slugger is perfect for this role.
The Recoil Reduction on the Engineering Kit isn't all that important for my chosen weapons - the extra nades however are vital for crowd control and setting up heavy kills.
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00:00 Intro
00:20 Insertion, Ore Vein 1
04:15 Nest 1
05:25 Mutant Larva
06:30 Nest 2, Stalker Lair
09:55 Nest 3, Shrieker Nest
13:50 Ore Vein 2
15:20 Radar Station, Stalker Lair
18:30 Mega Nest
29:00 Nest 5
31:50 Soil Scan
35:20 Extraction
40:45 Mission Stats