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Helldivers 2 Sniper gameplay utilizing the jump pack, the knight smg, and incendiary grenades. The AMR one shots overseers heads, completely blowing them off their body, and the knight paired with the fire damage from the incendiary grenades is enough to clear swarm on its on or absolutely tear apart fleshmobs. This build has an answer for everything, and it was Super Fun! In this video you will see how range, mobility, and the absurd fire rate of the knight pair so well and make the perfect counter for the illuminate. Whether you're looking for a Helldivers 2 sniper build, solo strategy, or just high–level gameplay, this run demonstrates how powerful an AMR setup can be against democracy's enemies, even on max difficulty Chapters: (The reason for the double attempt for the SEAF Cannon is because it is often faster to leave and return to the objective than it is to stay and fight when presented with such an obstacle as a massive swarm, speed is important for the full clear. Even though I could have fought the giant swarm that showed up, it would not be wise to do so with full clearing in mind.) 00:02 Mission Selection 00:16 Loadout Selection 00:49 Gameplay 01:30 1st Heavy Encampment (Flick Headshots Included) 05:50 SEAF Cannon (1st Attempt) 07:18 2nd Heavy Encampment (Sniper vs Harvester) 13:01 SEAF Cannon (2nd Attempt) 16:55 Disruptor Tower 20:35 Establish Communication Uplink 25:37 Evacuate Citizens 34:04 SEAF SAM–Site 36:21 Extraction 42:49 Mission Summary 43:32 Mission Stats Loadout: Primary: MP-98 Knight Secondary: GP-31 Grenade Pistol Throwable: G-10 Incendiary Grenade Strategems: APW-1 Anti Material Rifle (Sniper Rifle), Jump Pack, Machine Gun Sentry, Tesla Tower Anti material rifle is awesome at one-shotting overseers by headshots, and its so satisfying to watch their heads get blown off, you can also one shot elevated overseers by hitting their jet pack, as well as it can four shot the sting rays, 4 shot harvester to their exposed leg joint, and can be used to mag dump and take out a warp ship shield in a fraction of a second! The jump pack is for extra mobility, either hopping from roof to roof to avoid the swarms and fleshmobs, for easy escape routes, or just for pure aggression, I found this to be an excellent fit for this build The machine gun sentry is your support, its their to cover you when you reload, help you with fire power when there's a few too many overseers, or even just to draw aggro, this thing and its placement are a key factor to this build The Tesla tower is your swarm delete button, but unlike other alternatives like the napalm barrage it won't keep you waiting almost five minute for it to be off of cooldown. It will kill anything quickly except for harvesters, and yes, contrary to what you may initially think, this thing is excellent against fleshmobs and will wipe out a handful of them by itself. The grenade pistol is for a quick swarm clear, extra chip damage on overseers, and for destroying warp ships. The incendiary grenade is for more swarm clear, and is very helpful partner of the knight smg in taking out a few fleshmobs! Just don't forget to cook it for two seconds before throwing. I chose this over the impact for the greater initial explosion damage and to utilize the bounce for extra range or to get it into an alley way i cannot see yet. What did you think of this run? Drop your thoughts in the comments below! And if you enjoyed the solo run, please consider liking and subscribing for more solo-max difficulty runs just like this! #helldivers2 #sniping #solo #bestplayer #hardestdifficulty