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Helldivers 2 // With Autocannon, You Can - Lvl 9 Terminid Solo Helldive - All Clear, No Deaths
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Solo Helldive, Max Difficulty Lvl 9, all objectives (Main + Optional) completed, all nests destroyed, 0 deaths.
Modifiers: lowered stamina, obscured radar, orbital scatter increased
Boy oh boy that evacuation objective was a mission in itself...
I hesitate to call this one a stealth run, even if there was some creeping around. Stealth for bugs is more about: kill everything before it can sound an alarm, with judicious use of air strikes and then moving in to mop up. There's a lot more enemy types that can sound the alarm - Scouts, Hunters, Hive Guards and Brood Commanders can all set off bug breaches, which can make it tough to keep things clean. If an alarm goes off though, the same principles of breaking Line Of Sight and bouncing between objectives works well - even in a desert you can find cover in sand dunes and rocky outcrops.
Atmospheric Spores probably wasn't the best pick for stealthing either, as it means you can no longer rely on the radar for spotting patrols or outposts - was able to find everything though!
That one civilian was a traitor btw, he told me he has a pet beetle.
________________
Build:
The Autocannon is an amazing all-purpose weapon. Its large mag, good damage and firerate means it's better at clearing groups quickly than the ol' Railgun, and it's also able to take out bug holes with one shot - all crucial for Solo All Clear runs. Its explosive damage means that along with the grenade launcher, it's the fastest at taking out groups of Bile Spewers, as they get huge bonuses to ass shots - exploding them does splash damage to the other Bile Spewers nearby, making chain kills very common.
Charger kills aren't quite as convenient, as you'll have to matador them then shoot them in the back leg or ass, but still pretty quick - with perfect aim a few shots will suffice. Bile Titans will be down to Stratagems, hence the 500kg and the Railcannon - if those don't finish them off, a volley from the Autocannon will. The odd unexploded Hellbomb lying around will do the job too...
Eagle Airstrike rounds out the stratagems, as one of the best all-purpose strikes. Big horde? Consider them squished. Heavy armour? No problem. The AoE pattern means it's also great for taking out multiple bug holes at once, making it the best for alpha striking nests.
For my primaries and secondaries, I'm going with the good old Breaker & Redeemer anti-bug combo - particularly in solo, you need something with the damage per shot and firerate to take out groups of scouts quickly, as well as put down a Brood Commander in a pinch, and the Breaker fits the bill. The Slugger would do well too, doing better against the armoured enemies but being a little slower at taking out a group of lighter enemies due to its firerate.
For grenades, I went with the Impact grenades - while they come with the risk of exploding in your face as a scout flies towards you, they are exceptional at quickly taking out armoured enemies and particularly Bile Spewers.
My booster was the Stamina one, to counter the penalty from the desert heat.
________________
00:00 Intro
00:15 Insertion, Outpost 1, Uplink 1 / Somebody called for an Exterminator?
04:05 Super Samples, Outpost 2, Uplink 2, Radar, SEAF Artillery / Objective Hopping
12:15 Stalker Nest, Spore Spewer, Rogue Relay, Outposts 3 & 4 / You're Terminated, Terminid
16:55 Evacuation / Lap 1
21:15 Evacuation / Laps 2-100
39:40 Outpost 5, Extraction / Evac Shuttle's for Priority Citizens only, Helldiver
________________
PS: yet another radar already in the correct position, and I think I know why - if you restart the mission by closing the game, it somehow remembers the last radar position. Saves me a little time, but if y'all feel like this is cheating and these runs ain't hard enough, I can just do fresh runs everytime!
Modifiers: lowered stamina, obscured radar, orbital scatter increased
Boy oh boy that evacuation objective was a mission in itself...
I hesitate to call this one a stealth run, even if there was some creeping around. Stealth for bugs is more about: kill everything before it can sound an alarm, with judicious use of air strikes and then moving in to mop up. There's a lot more enemy types that can sound the alarm - Scouts, Hunters, Hive Guards and Brood Commanders can all set off bug breaches, which can make it tough to keep things clean. If an alarm goes off though, the same principles of breaking Line Of Sight and bouncing between objectives works well - even in a desert you can find cover in sand dunes and rocky outcrops.
Atmospheric Spores probably wasn't the best pick for stealthing either, as it means you can no longer rely on the radar for spotting patrols or outposts - was able to find everything though!
That one civilian was a traitor btw, he told me he has a pet beetle.
________________
Build:
The Autocannon is an amazing all-purpose weapon. Its large mag, good damage and firerate means it's better at clearing groups quickly than the ol' Railgun, and it's also able to take out bug holes with one shot - all crucial for Solo All Clear runs. Its explosive damage means that along with the grenade launcher, it's the fastest at taking out groups of Bile Spewers, as they get huge bonuses to ass shots - exploding them does splash damage to the other Bile Spewers nearby, making chain kills very common.
Charger kills aren't quite as convenient, as you'll have to matador them then shoot them in the back leg or ass, but still pretty quick - with perfect aim a few shots will suffice. Bile Titans will be down to Stratagems, hence the 500kg and the Railcannon - if those don't finish them off, a volley from the Autocannon will. The odd unexploded Hellbomb lying around will do the job too...
Eagle Airstrike rounds out the stratagems, as one of the best all-purpose strikes. Big horde? Consider them squished. Heavy armour? No problem. The AoE pattern means it's also great for taking out multiple bug holes at once, making it the best for alpha striking nests.
For my primaries and secondaries, I'm going with the good old Breaker & Redeemer anti-bug combo - particularly in solo, you need something with the damage per shot and firerate to take out groups of scouts quickly, as well as put down a Brood Commander in a pinch, and the Breaker fits the bill. The Slugger would do well too, doing better against the armoured enemies but being a little slower at taking out a group of lighter enemies due to its firerate.
For grenades, I went with the Impact grenades - while they come with the risk of exploding in your face as a scout flies towards you, they are exceptional at quickly taking out armoured enemies and particularly Bile Spewers.
My booster was the Stamina one, to counter the penalty from the desert heat.
________________
00:00 Intro
00:15 Insertion, Outpost 1, Uplink 1 / Somebody called for an Exterminator?
04:05 Super Samples, Outpost 2, Uplink 2, Radar, SEAF Artillery / Objective Hopping
12:15 Stalker Nest, Spore Spewer, Rogue Relay, Outposts 3 & 4 / You're Terminated, Terminid
16:55 Evacuation / Lap 1
21:15 Evacuation / Laps 2-100
39:40 Outpost 5, Extraction / Evac Shuttle's for Priority Citizens only, Helldiver
________________
PS: yet another radar already in the correct position, and I think I know why - if you restart the mission by closing the game, it somehow remembers the last radar position. Saves me a little time, but if y'all feel like this is cheating and these runs ain't hard enough, I can just do fresh runs everytime!
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