my bad. well... on the bright side, only 1 person in your group needs to have it. i sprung for the digital deluxe edition so i have all DLC included. If your options are limited, here are some DLC-free builds I find that are almost always useful in any situation: PERKS I didn't list Perks because that really comes down to personal preference. However, when in doubt, Cardio Accelerator will keep you alive better than any other option (allows you to outrun any enemy). Stun grenades, MD-99 Autoinjector, and Laser Module are also nice. Don't be tempted by the Heavy Armor; being slow will get you killed in harder missions. Anti-Armor Build Primary: Breaker or Justice Stratagems: Resupply Drop (at most, you only need two of these in your group) EAT-17 RPG or RL-112 Recoiless Rifle (the latter if you trust someone to carry the pack) Turret of your choice SH-20 Shield Generator (uses backback) or artillery strike of your preference Mech Build Primary: Scythe Stratagems: Vindicator Dive Bomb (when fully upgraded, can be used to destroy objectives) x3 EXO-44 Walker (yes really... it's a bit unimaginative, but it works) Solo/Stealth Build - for if you insist on being antisocial Primary: Scythe or Breaker Any of your choice (really best with a UAV if you can get it) Jump Pack (for quick getaways) or Vindicator Dive Bomb Gatling Turret (for watching your back while accessing panels) EXO-44 Walker (fully upgraded, this *should* last the whole mission if you play conservatively) Support Build Primary: Scythe Stratagems: REP-80 Healgun - very useful for keeping your turrets alive Any non-turret item of your choice (REP-80 uses the 3rd wep slot) Turret of your choice Turret of your choice (can be the same as #3) NOTE: x2 Mech builds + x2 Support builds I've found the most effective for fighting in the survival arena missions. Details on unlocking items can be found here: http://helldivers.gamepedia.com/Helldivers_Wiki
Honorable Mentions Weapons: the "DOUBLE FREEDOM" shotgun , FLAM-40 Incinerator, and RX-1 Railgun (good, but tricky to use) Weapon Drop Stratagems: MG-94 Machine Gun and LAS-98 Laser Cannon Artillery Stratagems: 'Vindicator' Dive Bomb - fastest charge time of all artillery items; good killing power; can destroy objectives when fully upgraded Thunderer Barrage - maximum area saturation and denial artillery bombardment 'Hellfire' Incendiary Bombs - create 'walls' of fire 'Shredder' Missile Strike - on-demand tactical nuke; flattens ANYTHING in its effective radius (RUN when this comes!)
I wonder if they'll make the Angel repair drone stay out when you're in a mech. The entry hatch is always open, so it could theoretically land in your backpack to recharge on the go. I'm sure it's a balance decision though since the mech is fairly tanky as is and adding an "auto-heal p2w" function would be kinda broken.
i've tested. it doesn't, unfortunately. both backpack drones only work while you are out of your vehicle. I don't really recommend them for builds that use a lot of vehicles; you are more likely to run out of ammo than health and that extra slot would be better used for a backup mech/vehicle PROTIP: you can call drop pods from inside mechs; mechs + artillery strike option is very powerful
Played a game against the cyborgs on level 7. TANKS EVERYWHERE. And we had no AP weapons whatsoever. The whole thing was a Monty Python routine. Just constant RUN AWAY!! But we won, so it was good.
I am fast becoming a fan of the EAT-17. Two people get one shot apiece by default (no upgrades) and by the time you've used the 2nd one, the cooldown on the drop is usually up. No laser-sight, though, so be careful with the shot.
So how hard did we fail the bug home world? I wasn't able to catch the end of it with my schedule getting shifted around.
it's my favorite AT option too. no need to worry about losing one because you can always get more . You get a laser sight with one of the upgrades. @Smokey: no idea. i did notice we lost access to the homeworld for a bit... which was nice because i could get all the unlocks on the bug planets before it.
Maybe we'll get it this time. They really should have held back until Friday so we could make a big weekend push.
What I saw was that it failed by about 30%. Not bad considering it was activated in the middle of a school/work week. The most recent one is doing worse, but may pick up steam today and over the weekend. When we 'failed' in the assault, it didn't push us all the way back to Super Earth, just into the nearest territory, so pushing back to their homeworld is cake. Recent developments: Got the LAS98 laser cannon. It is exactly what you think it is: a shoulder-fired las-cannon any Devastator would be happy to glass heretics with. Had a fun run with upgraded landmines. Huge multikills but not very efficient area denial. They make up for it with volume, though. I can spam so many mines, that almost nothing gets through. Remind me to show you guys a fun trick for the Counterattack missions. It involves an AT gun emplacement.
I haven't tried it, but I hear the LAS-98 laser cannon also has some armor piercing mixed in there too. Which is something the light MG does not; an important distinction on higher level missions.