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Helldivers 2. SOLO. NO STIMS. No deaths. Cyborgs. Cyberstan. Super Helldive. Full Map Clear. скачать в хорошем качестве

Helldivers 2. SOLO. NO STIMS. No deaths. Cyborgs. Cyberstan. Super Helldive. Full Map Clear. 1 месяц назад

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Helldivers 2. SOLO. NO STIMS. No deaths. Cyborgs. Cyberstan. Super Helldive. Full Map Clear.
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Helldivers 2. SOLO. NO STIMS. No deaths. Cyborgs. Cyberstan. Super Helldive. Full Map Clear.

#helldivers2 #helldivers #helldiver #solo #superhelldive #automatons #bots #cyborg #cyberstan Disclaimer Be civil in the comments below. Otherwise, the "hold all" settings will automatically hide and delete the abusive comment. Patch Machinery of Oppression 6.0.3 - Mission: Halt Cyborg Production Playstyle: Kill All Stratagems: A/MG-43 Machine Gun Sentry - Kills everything except heavy units A/G-16 Gatling Sentry - Kills everything except heavy units A/MLS-4X Rocket Sentry - Anti-everything GR-8 Recoilless Rifle - Anti-everything Loadout: Armour: RS-89 Shadow Paragon - 50% less noise when moving + Minus 40% detection range Booster: UAV Recon - Increased range of radar map to 100m instead of 70m. Primary: CB-9 Exploding Crossbow Secondary: P-92 Warrant - Anti-troopers, berserkers & rocket striders Grenades: G-31 Arc - Anti-chaff and stuns enemies to buy you and your sentries time. Modifiers Extreme Cold - Reduce rate of fire and delay heat build-up in weapons Post game thoughts. The death at 25:22 was absolute horseshit. I checked it frame by frame and the crossbolt 100% cleared any obstacle and it exploded in mid air right in front of my face. You can even see the damned bolt still stuck in an invisible wall after that BS. Terrible AH coding as usual and it's been there since launch day. No fucking way I'm ever accepting that after losing so many runs to similar BS. I don't think anyone can blame me either and it can happen with ANY terrain. Especially at the breeches in the wall. Never fight there. Ever. Also, a commentor told me the game doesn't count arc grenade kills... so I'm missing at least another 50+ kills... I definitely feel the increased accuracy for the bots since the 'Into the Unjust: 6.0.1' update. And fuck does it hurt as you saw. I only ever got hit once with 2 shots. The only other time was throwing a sentry RIGHT ON TOP OF AN EXPLOSIVE CONTAINER RIGHT NEXT TO ME. I ALMOST DIED BECAUSE OF THAT! NEVER DO THAT! XD Aside from that, AH NEED to fix the fucking spawns. Holy shit. It's been this bad since bots got mega cities 7+ months ago. Now it's even worse with multiple patrols popping out of thin air in front of you within 40-70m with vox engines too. Not cool. Game stats 0 Bot reinforcements. (That's new). 20/28 Machine gun sentry. 13/17 Gatling sentry. 14/17 Rocket sentry. 19 Arc grenades. Found a better build? If it does better under the same modifiers and mission, show us and everyone can benefit. Does it work in teamplay? Yes, because you can carry them. No matter what. What's my best build criteria for each faction? Solo - Stress test No stims - Covers way too many basic mistakes and I like the more realistic aspect of it No deaths - Otherwise it’s not solo Full map clear (No POIs) - It’s not just about kills Kill as many enemies as possible - The more kills, the more stress it can handle. Highest difficulty - Stress test Any sub-faction - It shouldn’t matter Any terrain, any mission, any mission modifier (even in a forest) - It shouldn’t matter It’s about testing everything at once to see how much pressure it can take, before it breaks. Why stealth armour? I'm tired of enemy units engaging me from 100-150m away when I haven't even touched them. It reduces the enemy's detection range. When it works. Why no SEAF artillery? You can't rely on it. Why no C4? Limited by throwing range of about 45m (without servo assist) and even with the ability to quickly switch from arm to detonate doesn't give it the edge over RR in anti-tank or fabs. Distance trumps everything. Why no EAT-411 Leveller? It's very useful, but shoots like a limp dick thrower. RR wins with better positioning and range. Also, RR wins with the buddy reloading system. Why no eruptor? Crossbow has a faster rate of fire, easier to aim with, reload time is almost identical and no shrapnel to kill you. The only noteworthy advantage the eruptor has is that it's easier to aim at gunships, but I have the RR and sentries for that. Plus, I don't think it's too hard to aim with the crossbow at the gunships. Why no autocannon or grenade launcher? I have all the anti-chaff and devastators that I need. Why no guard dog? For bots? Are you kidding me? You NEVER want the bots to get within guard dog range. Ever. If they do, your weapons weren't the issue. You are. And you made way too many mistakes before then. Why no AMR? Recoilless can kill hulks, gunships, striders and command bunkers. Crossbow can handle everything else. Why no railgun? RR is faster and easier at killing heavy units at range. Railgun struggles to kill fabs, factory striders, turrets, dropships and command bunkers. Why no gas strike or gatling barrage? Because 500kg can kill more and strafing run can kill even more than them combined. Plus, they're rarely clumped together. Why no EATs or commandos? I have four stratagems and a support weapon that can kill any heavy.

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