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Joined 2 years ago
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Cake day: June 16th, 2023

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  • In that case if you specifically want to build up for the burrower strain missions, you should get the Democratic Detonation warbond as your first warbond (besides, 95% of the playerbase says it’s the best one).

    It has a grenade pistol with 6+1 shots, which is generally kinda weak (imo), but it can destroy holes/fabs/ships AND poke burrowers, as long as you can hit the ground without the grenade bouncing away.

    If a secondary is not enough for you, it has a mini-rocket primary with heavy penetration and shrapnel, and an explosive crossbow with comparable damage but medium pen; the former hits hard (bugs and helldivers alike), the latter is one-handed and you can expect to survive when using it in CQC. Kind of.


  • Explosions force burrowers to un-burrow, including plasma explosions and stuns (although I’ve had mixed successes with the latter).
    The burrower warriors (= the red bugs) have medium armor (or pen3) on their faces, I don’t remember if the Helldivers Mobilize warbond has a pen3 primary but if it does, try that one; otherwise, you can use the MG or the HMG, among other support weapons.

    Other than that, it depends on the warbonds you’ve got so far; what have you got so far?
















  • The only thing I disagree with is that the armors’ noise reduction is completely useless: it doesn’t happen very often, but if you’re alone and trying to solo an outpost/hive/lz the noise reduction would help you get past patrols.
    I don’t know if 30% is a noticeable difference, and you don’t *need* stealth to do all that, but it would help; off the top of my head there’s only one armor that completely solves a problem rather than simply mitigating it, and barely anyone ever uses it until the incineration corps pop up.