Helldivers 2 // Tenderize My Bushwacker - Automaton Duo Coop Helldive - All Clear
Coop Helldive, Max Difficulty Lvl 9, all objectives (Main + Optional) completed, all outposts cleared, no personal deaths
Modifiers: Orbital Fluctuations (Strat Cooldown +25%), Tremors
Planet: Vernen Wells
Patch version: 1.000.400
Boy we eating good with this patch! Lot of great balance changes (with the customary introduction of new/old bugs...) and some fun new toys to play with from the Warbond.
The Liberator Carbine trades in recoil control for some extra firerate, making it a tasty burst DPS option, but with the Automaton's emphasis on accurate shots, I think it's a better fit for Terminids personally.
Instead I'm trying out the buffed Tenderizer - its boosted damage per shot and exceptionally low recoil makes it a great pick for Bots, able to take out Trooper patrols in one mag, or even pick out Devastator headshots with automatic fire.
The all-new Bushwacker sawed-off shotgun is also a great option for when enemies get up in your face - the triple shot firemode lets you one-shot Berserkers in the face or waist, and each shot has decent stagger as well.
My biggest worry was the news of heavy enemy spawns being toned down, but trying out a bug mission it felt like the addition of the new Charger Behemoths offset that somewhat. My favourite change so far has actually been the addition of Shrieker and Gunship patrols - creeping past the searchlights of patrolling Gunships is much more atmospheric than the usual instant-aggro from Gunship Factories. That does indirectly hurt the Railgun however, so the sooner they improve its performance vs Gunships or introduce some more strats that are good at Anti-Air, the better. Maybe the buffed Rocket Sentry does the job?
Props to my coop partner on this one, Tiberius - 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:
All the support weapons have taken a hit with the bugged ship upgrade meaning resupplies no longer restore full ammo, but the Autocannon remains a top-tier choice especially with all the gunships to deal with. The melee bonus on the new armours is take it or leave it, but the handling bonus could prove useful for slower-turning weapons like the Autocannon...if it works? It felt more responsive to me at least in 3rd person, but I've been reading conflicting test results on the internets, so it might all be placebo.
With the Autocannon taking care of the majority of threats, I'm using the Tenderizer for quickly taking out troopers, though it can headshot Devastators too in a pinch. I keep the Bushwacker on me for close encounters, especially good at one-shotting Berserkers with the triple-shot firemode. Stun nades remain on hand for Hulk kills and other emergencies.
The Eagle Pods received a nice accuracy buff, testing it vs bugs and bots I didn't see it miss its target like it used to. The buff to its Armour Pen seems to offset the nerf to its base damage for heavy units, so it still one shots Turrets, Tanks and Fabricators, and vs bugs while it no longer gets those odd one-shots on Chargers and Titans, it's much more reliable at breaking their armour for your lower AP weapons to do the damage.
The Orbital Precision Strike was already amazing and is now even better with a reduced call-in time and cooldown - meanwhile Eagle Airstrike provides some wider AOE clear when needed.
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00:00 Intro
00:15 Insertion, Outpost 1, Gunship Facility, Dropships 1
09:05 Outpost 2 & 3, Mortars, Control Tower
16:40 Outpost 4, LZ, Detector Tower, Outpost 5 & 6, Dropships 2
22:15 Detector Tower, Outpost 7, Extract
28:15 Mission Stats