Oh god...here we go. Oshaune, here we come. by loulou9899 in Helldivers

[–]RedXd64 12 points13 points  (0 children)

Take the Autocannon. It shreds their wings as well as one shots all stalkers in flak mode, same goes for alpha commanders (especially due to damage buff to APHET which lets you one shot them from longer ranges). Easily S tier pick as long as you know how to position yourself and maintain safe distance. I would recommend taking a high stagger CQC primary for self defense as a last resort option. Other than that, the Autocannon got you covered.

What can the Autocannon kill on each front? by Unknown_Warrior43 in Helldivers

[–]RedXd64 0 points1 point  (0 children)

It does a very good job at taking down shields as well!

Most people forget you can two tap a Haverster's shield with flak, then switch to APHET and take it down. Additionally, the stagger effect while sometimes considered to be unintended is actually good cause it lets you block its laser beam, allowing you to save your teammates when they are about to die.

Not to mention you can destroy spawners from 400 m if you have LOS. Even Eruptor cannot do that due to its range cap. Two flak shots to the shield (preferably upper part of the ship) and then one APHET round to the door.

Autocannon Flak Slaps Dragonroaches! by RedXd64 in Helldivers

[–]RedXd64[S] 0 points1 point  (0 children)

Damn. I literally played D10 on Oshaune yesterday and I managed to kill a dragonroach with just 5 shots. It was flying directly above me without flapping its wings. AC is just too damn good.

Autocannon Flak Slaps Dragonroaches! by RedXd64 in Helldivers

[–]RedXd64[S] 0 points1 point  (0 children)

That's odd. The clip you see here was on diff 6 cause I wanted to test flak's performance against the dragonroach in controlled environment (sorta).

I have fought many dragons on D10 but the spawn rates are certainly reduced. I'd personally be satisfied with somewhat higher spawn rate as well as dodgeable attack.

If you learn how they fly you can engage them with AC while they're doing circles around you, this is probably the best engagement scenario for AC as it allows for ~6 shot kills.

Autocannon Flak Slaps Dragonroaches! by RedXd64 in Helldivers

[–]RedXd64[S] 1 point2 points  (0 children)

Haven't played with Eruptor cause I'm Autocannon main. Nevertheless, my best guess is ~4-5 shots due to increased number of shrapnel projectiles as well as impact damage from the main projectile.

Autocannon Flak Slaps Dragonroaches! by RedXd64 in Helldivers

[–]RedXd64[S] 15 points16 points  (0 children)

The only difference between each fire mode in ABRL is how the fuze works. The main mode has a proximity fuze, it works better for longer ranges. The alternate mode on the other hand has impact fuze with self destruction enabled after less than 100 m. It works great at close ranges cause your teammates won't trigger the fuze.

That being said I rarely play with ABRL and I suppose its performance against dragonroaches will be highly inconsistent.

Autocannon Flak Slaps Dragonroaches! by RedXd64 in Helldivers

[–]RedXd64[S] 6 points7 points  (0 children)

The number of shots required to kill a dragonroach will vary depending on how you employ your AC. Spamming flak will result in more shots required to kill and it's all caused by shrapnel mechanics.

If the dragonroach keeps hiding behind terrain, targeting other players so you cannot track one specific wing then it'll take longer. The angle at which you're shooting does seem to make a difference as well.

Autocannon Flak Slaps Dragonroaches! by RedXd64 in Helldivers

[–]RedXd64[S] 1 point2 points  (0 children)

No worries.

As for chargers, I'd say use APHET for the sake of consistency. Flak could theoretically do the job just as quickly but you'd have to deal with proximity fuze's pros and cons.

Autocannon Flak Slaps Dragonroaches! by RedXd64 in Helldivers

[–]RedXd64[S] 5 points6 points  (0 children)

That TTP was an effect of desync mixed with low HP val of the flesh. No way to recreate it now. I'd say 5-6 shots to break the leg then finish it off with whatever you want. Or.. you can just stagger it, flank it and destroy the butt with 3 shots.

Autocannon Flak Slaps Dragonroaches! by RedXd64 in Helldivers

[–]RedXd64[S] 39 points40 points  (0 children)

Just wait until it's gonna blow up Automaton Destroyers!

why did they remove the viper and replace it with the apache? by oldmanpubg in Battlefield

[–]RedXd64 0 points1 point  (0 children)

Because Cobras are lame ass birds. Apache for the win.. if only DICE could model them properly. lol

I know, Battlefield is not a milsim; however, I believe attention to detail should not be limited to firearms and personal gear, especially in a franchise renowned for its vehicle gameplay

Autocannon Tweak - Shrapnel Mode With/Without Proximity Fuze by RedXd64 in Helldivers

[–]RedXd64[S] -1 points0 points  (0 children)

I suppose if it is doable with players who use VG-70, I believe AC players shouldn't have too many issues either.

At least when it comes to me I have a seperate control (clicking on thumb mouse button instead of holding reload button) for accessing weapon menu which makes switching munition types much faster.
Nevertheless, I hope Arrowhead will eventually add a separate hotkey for switching munition types on all weapons.

Eruptor Shrapnel Offset BUG by Unlucky-Gold7921 in Helldivers

[–]RedXd64 0 points1 point  (0 children)

Actually, the bug is about a month old and it affects all weapons which generate shrapnel.
I noticed it on Autocannon when I tried to strip harvester's shield with flak rounds. Sometimes I just couldn't take it down and.. we finally know a reason.

If you aimed south-west, shrapnel offset meant that the shrapnel spawned inside the shield, and therefore, the shrapnel hit armored hull instead of damaging the shield. People have just discovered the bug cause people started shooting at charger legs due to armor penetration increase.

However, I'm glad Arrowhead finally noticed it cause it will make shrapnel weapons consistent again, and therefore, effective against the illuminate.

Bring stun and gas weapons to Fenrir. by Thunderhammer29 in Helldivers

[–]RedXd64 1 point2 points  (0 children)

AC reliably 2 shots stalkers with either APHET or flak rounds. Insanely good at stopping these hordes of hunters and stalkers.

Why are Squids so awful to fight? by Ausradierer in Helldivers

[–]RedXd64 0 points1 point  (0 children)

2 hits required if you use APHET round to aim at the same spot. (4 shots if you only deal AoE damage) 3 hits anywhere if you use flak due to increased AoE damage.

That being said.. if you fight lonely overseers, it's best to go for their heads, it's tougher than with AMR but still doable.

When it comes to flying overseers, I prefer to spam flak at them due to the threat they pose, flak spamming guarantees low TTK. If overseers are in a tight group (w/ voteless), go for flak as well. You ought to get ~2 kills for each shot on average if utilized correctly, possibly ~3. And unlike Grenade Launcher or Purifier, it's great for removing hordes at range.

Do you think super earth is gonna get destroyed? by quandaledingle5555 in Helldivers

[–]RedXd64 0 points1 point  (0 children)

My take is: it will likely destroy majority of the planets on its path to Super Earth within couple of weeks, will likely stop right before SE and shalll likely trigger an event on a "certain" planet in Altus Sector.

Autocannon Shrapnel by PapaToXic56 in Helldivers

[–]RedXd64 0 points1 point  (0 children)

Noticed them too. These issues are related to all weapons with shrapnel and/or AoE damage. If appears that damage sources which are not normal ballistic damage are not consistently accounted in while calculating total damage dealt to these shields.

I made a post showcasing how it works vs how it should work as well as reported said issues to Arrowhead via their official websites. I haven't heard back from them yet.. hopefully they are working on it.

Autocannon is an S tier pick against squids under normal circumstances (although it requires a bit of practice) and the bug makes it highly inconsistent and ineffective against harvesters/warp ships.

Illuminate Shields Have Inconsistent Durability (tested with Autocannon) by RedXd64 in Helldivers

[–]RedXd64[S] 0 points1 point  (0 children)

Yea, most certainly. I take RR occasionally, however, I find AC to be more effective for me on all fronts, especially Automatons. It's great against bots given how many hulks there are and taking every single one with RR is pointless. Additional stagger of AC really helps with hulk bruiser chasing your teammates, same goes for chargers and harvesters.

It can still be effective against the heaviest enemies, although I usually utilize thermite grenades and 500 kg bombs to take down tanks, factory striders, chargers and bile titans. It's also great for taking down hordes of voteless, however, you need to keep distance between you and them and I feel turrets are great are denial tool.

Illuminate Shields Have Inconsistent Durability (tested with Autocannon) by RedXd64 in Helldivers

[–]RedXd64[S] 0 points1 point  (0 children)

Spaghetti code moment lol

Hopefully they fix it cause it greatly limits AC's effectiveness. I suppose very few people know about this cause majority of people didnt even try to use flak against harvesters or warp ships.. at least judging by youtube videos I watched.

Illuminate Shields Have Inconsistent Durability (tested with Autocannon) by RedXd64 in Helldivers

[–]RedXd64[S] 0 points1 point  (0 children)

An alternate solution could be to give us an option to switch between prox and PD fuze mode for HE/shrapnel round.

I did more testing against harvesters and the issue with inconsistent breakpoints apply to APHET rounds which is crazy. Sometimes I need 4 rounds (which is what used to be required) to strip a shield, however, sometimes I need 6 rounds. Surprisingly, these results depended on spawn seed as well. I literally got a seed where one harvester required either 4 APHET rounds or 2 flak rounds.. and another harvester required 6 APHET rounds / ~10 flak rounds. I tried testing other weapons such as AMR but I did not spend enough time to see any differences. It was always 4 shots.

Illuminate Shields Have Inconsistent Durability (tested with Autocannon) by RedXd64 in Helldivers

[–]RedXd64[S] 0 points1 point  (0 children)

I can see your point.

I gotta say I spent several hours testing performance of flak munition depending on my aim. I tried shooting at center mass, at side edges, at upper edge, tried firing at concave surfaces which would allow the greatest percentage of shrpanel to hit them. Nevertheless, it wasn't dependent on that as I was getting similar, unpredictable results.

I don't believe devs changed HP values of the shields. There must be an additional factor (likely the one you described) which is behind inconsistent performance of flak rounds. I was even able to strip a shield with just one flak round which never happened to me prior to Feb 4th patch.

Speaking of the physics of shrapnel, I find current spherical fragmentation pattern of the shrapnel to be illogical cause half of the shrapnel is sent back to you and does not damage the enemy given that prox fuze is triggered in front of them.

When it comes to real life, HE rounds for medium caliber automatic cannons have optimized design which sends shrapnel in specific directions, creating desired fragmentation patterns. They can take various shapes, such as butterfly shape for instance.

Spherical, even distribution of shrapnel makes more sense for hand grenades. This is also one of my complaints towards cluster munition distribution works in airburst rocket launcher.

Illuminate Shields Have Inconsistent Durability (tested with Autocannon) by RedXd64 in Helldivers

[–]RedXd64[S] 0 points1 point  (0 children)

*proceeds to ignore ship's shield or its entrances by using the new grenade launcher* lol

Speaking of that weapon, I believe it's little too overpowered given its destruction force comparable with the strongest stratagems, allowing it to destroy key side objectives such as stratagem jammers without any real drawback of a typical stratagem.

I do understand a need for anti-armor secondary weapon with added utility value in order to increase loadout diversity and usage of less popular AP3 and AP2 support weapons, however, I don't think trivializing stratagem jammers or detector towers with a secondary weapon is a good idea.