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Helldivers 2 – Best Loadout To Bring Against The Automatons

Greetings Helldivers, we’ve got our next Major Order and it’s going to be a hard one for you bug squishers. We’re going full force against the Automatons! The community is speculating that this could be a large-scale plan to reclaim Cyberstan – the home planet of the Cyborgs. And for our Creek Crawlers, it’ll give them some new recruits to join the fight for Super Earth!

Thankfully, we’re in a much better place to take this Major Order on following a patch earlier today which stops freezes from occurring when using the Arc Shotgun, Arc Thrower, and Tesla Tower Stratagem – all of which are handy for dealing with the Automatons. In this guide, we’ll list the best loadout that you can bring over to smash those bots.

   

Best Weapons

SG-225 Breaker

Cost20 Medals, Page 4 of Warbonds
Weapon TraitRapid-fire shotgun, perfect for clearing out groups of enemies. Requires frequent reloading.
Light Armour Penetrating.
DMG330Capacity16
Recoil30Fire Rate300

Even with the nerf the Breaker shotgun is still one of the best weapons in the game. But this will also depend on your playstyle because getting up close and personal with the automatons is a little scary. It’s a safety net to whip out when they surround you and can help rip off some of their armour. Watch out for those long range dudes however.

 

Plas-1 Scorcher

Cost75 Medals, Page 10 of Warbonds
Weapon TraitRapid-fire shotgun, perfect for clearing out groups of enemies. Requires frequent reloading.
Light Armour Penetrating.
DMG100Capacity20
Recoil15Fire Rate250

The PLAS-1 is one of the most effective primary weapons in Helldivers 2 when it comes to dealing with light and medium enemies. The plasma gun’s projectiles, despite only having light armour penetration, can effectively take down even Automaton Devastators without hitting many weak point hits. But the important bits here are the Explosive and Energy-based tags on the gun.

The former means its projectiles deal damage over a small area, while the latter means its shots will not ricochet off armoured surfaces. It will still fail to damage heavily armoured parts, but it doesn’t have the risk of accidentally hitting teammates due to its bullets bouncing off.

 

AR-23P LIBERATOR PENETRATOR

Cost40 Medals, Page 6 of Warbonds
Weapon TraitHigh-damage assault rifle that fires armour-piercing rounds.
Medium Armour Penetrating.
DMG45Capacity30
Recoil19Fire Rate640

The AR-23P Liberator Penetrator is an easy-to-get weapon that deals great damage and is excellent at shooting the weak spots of the Automatons that come at you. You never want to fight them up close with this weapon though because they will surround you and shoot you to death.

 

Best Grenades

G-23 Stun

Cost25 Medals, Page 2 of Cutting Edge Warbond (Premium)
DMG0Penetration6
Outer Radius10Fuse Time1.8s

The utility that this grenade has is unmatched. Every enemy’s laser and rocket shot hurts, no matter the difficulty. If you chuck a Stun Grenade at a group of Automatons, you now have the upper hand to fight back or run away. Also, the short fuse time on this grenade makes it exceptional to restore your HP or call in a Stratagem of your choice.

Great enemies to specifically target with the Stun Grenade include the Hulk and Berserker. These are all mobile options that can quickly kill Helldivers at close range. The Stun Grenade can be used to lock down these mobile targets at range and safely dispatch them, or used in a pinch to save the player if the enemies close the gap. The use depends on the playstyle of each Helldiver and what weapon is currently in use.

 

G-16 Impact

Cost20 Medals, Page 5 of Warbonds
DMG400Penetration4
Outer Radius7Fuse Time0s

The utility that this grenade has is unmatched. Every enemy’s laser and rocket shot hurts, no matter the difficulty. If you chuck a Stun Grenade at a group of Automatons, you now have the upper hand to fight back or run away. Also, the short fuse time on this grenade makes it exceptional to restore your HP or call in a Stratagem of your choice.

Great enemies to specifically target with the Stun Grenade include the Hulk and Berserker. These are all mobile options that can quickly kill Helldivers at close range. The Stun Grenade can be used to lock down these mobile targets at range and safely dispatch them, or used in a pinch to save the player if the enemies close the gap. The use depends on the playstyle of each Helldiver and what weapon is currently in use.

 

Best Stratagems

APW-1 Anti-Materiel Rifle

Cost3500 Requisition, Lvl 2
DescriptionA high-calibre sniper rifle is effective over long distances against light vehicle armour. This rifle must be aimed down the scope.

The Anti-Materiel Rifle is without a doubt one of the best long-range weapons in the game. It also has a decent magazine capacity, but its recoil is high and harder to control for continuous shots, even more so at close-range fights. Most of the fights will be up close making this a support weapon only if you have the advantage of stealth. This is one of the best weapons against Automatons because of its ability to pierce medium armour.

 

ARC-3 Arc Thrower

Cost7000 Requisition, Lvl 15
DescriptionProjects an arc of lightning at close range. Charges up to project bolts, and may discharge through multiple targets

Hello, darkness my old friend. It’s been a hot minute since we lost access to the Arc Thrower but now it’s back and it’s a must-have on any Automatan planet. It excels at medium and long ranges and requires a charge to shoot up enemies. One of its main benefits is that the Arc Thrower ignores armour and chains onto two other enemies.

 

Autocannon

Cost7000 Requisition, Lvl 10
DescriptionA fully-automatic cannon that’s effective against light vehicle armour. Includes support backpack required for reloading.

The Autocannon is a good candidate against armoured enemies like Berserkers, and Scout Striders. This lets you take out the enemy head-on without having to flank them. It’s a versatile support weapon to call down as you can also use it to take down the Automatan bot factories.

 

LAS-99 Quasar Cannon

Cost7500 Requisition, Lvl 18
DescriptionCharges up to fire a powerful, explosive energy burst. Has a long cooldown period after firing.

The LAS-99 Quasar Cannon is now available and is ready to tilt the Galactic War in our favour. It is a shoulder-mounted anti-tank weapon that fires an energy burst capable of tearing through any armour on the battlefield. It also pretty much one-shot kills all small and medium enemies, regardless of where you hit them. This is a dream weapon to use against the Automatons and you can use it to take out bot fabricators in one shot, as well as tanks in two, Cannon Towers in two and even Bot Dropships.

 

Shield Generator Pack

Cost10,000 Requisition, Lvl 20
DescriptionEncloses the wearer in a spherical shield which blocks high-speed projectiles. Has a limited lifetime once deployed.

The Shield Generator Pack may just be the best backpack stratagem as it covers you 360 degrees. It’ll soak up one or two shots from the Automatons. It’s harder to dodge projectiles than it is to outrun a horde of bugs, so being able to take an extra shot can be the difference between life and death.

 

Eagle Airstrike

Cost4000 Requisition, Lvl 2
DescriptionA barrage of bombs creating a non-targeted carpet of explosions.

The good ole Eagle Airstrike. This is a classic for a reason, it has a short reload time and you can use it to clear bases, waves, tanks, hulks, etc. It is your stable stratagem in a matchup against bots. Just make sure your squad mates are out of the way.

 

EMS Mortar Sentry

Cost8000 Requisition, Lvl 20
DescriptionA turret firing static field generators that slow the advance of enemies.

The EMS Mortar Sentry isn’t effective in terms of damaging enemies, but this stratagem does give you a chance to regroup, get behind Hulks and Devestators and call down a few other stratagems. We’ve all been in that position when dropships come three at a time and you’re getting hit from all sides. The EMS with its temporary stun, will help by letting you pick off smaller enemies, resupply, concentrate firepower on larger foes, etc. Don’t sleep on this one.

 

Orbital Railcannon Strike

Cost10,000 Requisition, Lvl 20
DescriptionA high-velocity railcannon round fired at the largest target in close proximity to the beacon. Targeting is automatic.

One of the last stratagems to unlock, this is a staple on higher difficulty levels because it only takes one strike to eliminate boss-type enemies like the Tank or Hulk. This stratagem is arguably better than the Orbital Laser because you can use this multiple times in a mission. Call in the Orbital Railcannon Strike when you spot Hulks, Tanks, and Cannons. In higher difficulties, they may not be killed in one shot, but they’ll be badly damaged and can be finished off with a few Arc Thrower shots after.

 

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