In HELLDIVERS™ 2, players can utilize the Army of Two Weapon Team Theory to optimize their heavy weapon strategy. This theory involves one player carrying the weapon, while the other carries the backpack. Want to know more? Keep reading to learn the ins and outs of this effective technique!
Cool Facts
It Takes Two rocket shots in the head to kill a Bile Titan.
It Takes One rocket shot in the head plate to kill a Charger.
It Takes Two autocannon shots or a Rocket shot to kill a Hulk from the rear.
Devastators take three shots of Autocannon, but one shot if you hit their face.
Tanks and base turrets can be killed with Autocannon shots behind the turret.
Bug Holes can be destroyed by Autocannon shots.
You can disarm Hulks and Devastators by shooting their arms off.
The fastest way to destroy Scout Striders is an Autocannon shot to the leg or operator shield.
Hive Guards can be quickly killed with Autocannon in the face.
Bile Spewer breeds can be killed by 2-3 shots of Autocannon.
Use higher ground to use the explosive splash yield of Autocannon shots against smaller enemy swarms.
Unable to reload results in the majority of heavy weapon user deaths.
Autocannon shots at the light enemies held by the dropship before drop release are more reliable than shooting down a dropship that will most likely have light enemies survive the fall.
Prone don’t give you additional weapon sway and recoil control over kneeling.
There is no reason to use automatic fire on the Autocannon.
AT rockets don’t have AOE.
Most primary and secondary weapons don’t have the suppressing firepower of heavy weapon call-downs and shotguns.
Stealth is an option.
Cluster bomb patrols and treasure sites to prevent strike team reinforcements to be called post mop-up.
Dusty and desert planets become foggy the more gunfire and explosions that hits the surrounding sand.
You will memorize the keystrokes of the Eagle Airstrike.
The Two Man Group
The primary weakness of the Autocannon and Recoiless Rifle is the reload times.
Fact
There is no such weakness for the highest DPS weapons in the game with roles and planning.
Heavy Weapon Teams
It’s a strange bonding experience. Do you just throw a spare weapon down and see what you teammate does with it?
If you answer yes, then you know what I mean by, “They never touch it”. So that means you have two options. Two Backpacks, Two Weapons or One Backpack, One Weapon.
Listen for a moment; you see the most frighting thing about this game are not the enemies. They are not the additional scaling of more difficult objectives and enemy unit types, or the size of spawn groups that will overrun your kill count “Eradicate” (last stand) mission. So I’m going to let you guess what scares me the most.
The Lack of Basic Firepower
The ability to push back. There is something strange that nobody wants to address. That is the lack of fighting back. I seen different players, on different worlds run away from a single leaper or berserker chasing me than actually shooting it down. I seen a man take almost a second to change targets with a gun that can do so with one shot at a time, only to lose more ground. Now please understand that is not the thing I fear the most because I have solutions to bail myself from such desertion. What I fear in all of those situations are those players with complete lack of trust for teammates and the roles they bring on the field to push the enemy back. That is why most weapons in the game don’t have the firepower and also the cause of team rout instead of rally.
This is why we are going to theorize this bonding exercise called “The Gunner and The Loader”
A forbidden exercise so forbidden that it’s a free game achievement badge.
We have the firepower, it’s that we don’t choose to use it or fight with it, and that is partly because some weapons so far has given the average player the non-confidence to fight back.
I’m going to talk to you straight, any weapon that does less than 60 damage a shot belongs in Difficulty 3 and lower.
So how do we deal with the “easy” Main Objectives to defeat Chargers? Bile Titans? Hulks? Which are normal enemies in harder difficulties?
Rapid Reloads
A shot a second with a Recoiless Rifle?
Automated loading to really bring out the destruction of an Autocannon?
We can’t let Stratagem Strikes with 80 second cooldowns be our weapons of choice if we don’t have the confidence of basic weapons to defend ourselves.
It’s time to add more Trust in the T of Team which you can’t spell without Heavy Weaponry
That’s the way it is.
But that’s non-consensual!
You don’t need two backpack and guns to team up, in fact what happens is the man who does the backpack reach around is “allowing” the shooter to take his backpack ammunition. So why is this important? You won’t have ammo to fight with your big gun once the gunner you are loading shoots it all. That everyone is a stratagem slot wasted.
What if you can use the empty stratagem space for a different heavy weapon? You don’t need two people with the same weapon and backpacks to, “team up”.
Debatable community discussion for a player without a backpack to be able to load assist the player with both the weapon and ammunition backpack, but it’s not the way it is.
It’s best to share.
Weapon call downs are unlimited. Take it if you want it if nobody does. It could possibility be a weapon you don’t have not bought or have the level to unlock yet. If anyone kills you or kicks you for it then you can Block them in the Recent Players tab in Social. A weapon not fighting is a weapon never there. It don’t have to be that way. It’s okay to “groom” recruits who are legal adults with the two man weapon team technique.
Fact
The most shareable heavy weapon, the Expendable Anti-Tank will most likely not have the other rocket tube on the drop pod shelf be taken by another player for future situations with armored large enemies.
Weapon Team Loadout Ideas
Gunner: Resupply Backpack, Close Assault Primary
Loader: Selected Heavy Weapon Backpack, Other heavy weapon without backpack or Expendable Anti Tank for heavy armor enemies.
Goal
The better shot is the Gunner. The Gunner has additional ammunition to resupply the rockets or cannon shell backpack of the loader.
The Loader that carries the ammo for the Gunner should have heavy weapons that contrasts the Gunner’s heavy weapon choice and target role. Supply Pack ammunition last longer than supply boxes on the field and that means more ammunition for rockets or cannon shells. The Gunner also has the role to prioritize enemy fast movers and close assault flankers with the loader if the Heavy weapon in question is contrast to the enemy unit group type.
Vanguard
Gunner: Personnel Shield or Rover backpack
Loader: Heavy Weapon Backpack, Crowd Control Heavy Weapon.
Goal
The front line begins with you and the enemy. The Personnel Shield can absorb ranged damage or the Rover can fend off close enemies. This loadout is important for shot chances to count and connect without enemy interruption.
Duel Purpose
Primary Gunner: Autocannon, Recoiless Rifle Backpack
Secondary Gunner: Recoiless Rifle, Autocannon Backpack
Goal
Both the Gunner and Loader are both interchangeable to deal with all distant enemy types. With both the ammunition backpacks switched, both have access to fast loading with each other. It’s to push back the enemy wave when there are no stratagems available. The Primary Gunner with better heavy weapon control should have the Autocannon or the experience of using one effectively so Secondary Gunner has breathing room to aim at weak spots of slower heavy targets with a cleared field.
And that wraps up our share on HELLDIVERS™ 2: Army of Two Weapon Team Theory. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Mediterranean Barbarian, who deserves all the credit. Happy gaming!