The ULTIMATE LOADOUT for STEALTH in Helldivers 2

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hey there tired of stuff like this happening to you I'm so slow have mercy another Democratic Soldier for the cause help me oh wish could be a bit more calm cool and collected like this oh my dude guys what yeah I found the convention well good news I'm Aran and I'm here to break down my ultimate build for Stealth gameplay versus the difficulty 9 automatons in Hell divers 2 first I just want to say that I've actually covered the topic of stealth extensively on my channel already and four other previous videos so if by the end of this you're still looking for some more stealth-based tutorial content I've got you but without other way let's talk about the primary first the plaz one scorcher is by far in way the best in the business at destroying Bots this weapon kills light Bots and just one or two body shots will penetrate and Destroy Striders from the front and also is capable of ammor racking tanks and Cannon turrets in just a single magazine the only enemy you'll really need to swap for is if you need to handle a Hulk but most importantly of all the plas one sports a very low sound profile barely audible at all to the enemy meaning that unless the guarding clanker you Dome has a buddy within direct line of sight of you already you're able to take out guards one by one without provoking a bot drop the enemies will instead rush to investigate your last known location or the scene of the crime itself in some cases to make sure when taking out your targets to move swiftly afterwards to avoid detection and most importantly the bot drops while you're busy utilizing this absolute monster of a primary as for your secondary this is only particularly important if you don't have access to the plas wet which to be fair is probably a lot of people still as it's a lot of medals to get to so for that reason I'm recommending the senator reason being that sidearms as well support a relatively low sound profile and the senator hits hard enough to send any light Bots guarding a facility straight to the the scrap peep with a single head shot wall keeping your noise to a minimum just don't use the iron sights they are disgusting besides that I want to mention here as I did in my previous guides melee has absolutely no sound profile enemies have no reaction to their brothers being bludgeoned into an oily pulp the pistol whip animation when lined up properly can headshot light Bots instantly killing them creating an even lower chance you'll be detected during your efforts moving on I just want to talk briefly about grenade types I've used utilized every grenade type in Hell divers to pretty extensively at this point and the most consistent one for shutting down Fabricators for me has definitely been the fragmentation grenade although impacts can be thrown from any range they are very finicky to connect with the hit box inside the fabricator vents when you're sneaking around shotgun a is one of our most important tools we need to get in with the smallest margin of error possible and get out for this reason we take the frags instead as they may not have the longest fuse like the H grenades but they will reliably always detonate the fabricator on a good toss unlike the H which sometimes despite a good toss will just miraculously leave the fabricator standing so choose reliability choose the frag grenade all right so we're finally on to the straty section after a ton of experimentation to figure out what gave me the highest degree of success I landed on taking rocket pods the 500 kg and the orbital laser When approaching an enemy base there's a line of questions that you should be asking yourself the first is can I reach the fabricator without being seen if you can then get in range toss your frag and take off second question if the answer was no is can I kill all the guards without them calling a bot drop or do my allies already have the drop remember there can only be one bot drop at a time on the map unless you're activating one of the five mandatory drops on Geological Survey missions if you can successfully push the facility without sounding the alarm or your allies already have the bot drop allowing you to take out the guards without the pressure of reinforcements then well do so so what if the answer was no to both of these though that brings me to my point ask yourself which of these three fire support strategems will handle this situation if the enemy base is large you'll likely want to burn one of your orbital lasers as it'll carve its way through the base reaping destruction and sometimes clearing the entire encampment all on its own if there's just one fabricator but it's too heavily guarded to be worth risking a push throw a rocket pod it'll lock onto the fabricator and allow you to head off on your way but just make sure there are no heavy units nearby to pull the rocket pod targeting away if there is utilize your 500 kg and instead speaking of which got a detector Tower you need sorted unfortunately rocket pods won't do the trick but the 500k sure does as it does not discriminate about what it disintegrates so time to get nuclear not to mention the 500 kg and Rocket pods can help with priority threat elimination should you find yourself and a direct engagement utilizing these three strategems and applying my four questions to your encounters I can promise will drastically improve how swiftly and efficiently you clear through your hell Dives the enemy will be chasing your ghost the entire match bringing in bot drops to to locations you haven't been to in nearly over a minute and utterly unable to keep up with or detect you now the last strategy has a lot of play and what you can bring so we're going to talk through what I feel are the best options one at a time first let's talk about the spear the spear is received in Unwritten buff to its ammo economy with the latest patch now receiving a missile back from each ammo pack within the mission itself making it much more consistently useful as far as its ability to take out priority targets like tanks and Holts though it's extremely Li taking you multiple shots each however the reason you take the support weapon is its ability to lock onto fabricators from very very far away we're talking multiple hundreds of meters further increasing your ability to take out bases beyond the three strategems without direct combat there's also often no reason you can't receive a different support weapon from a teammate later on in the mission when it's time to get more combative so if you find yourself wanting to double down on the Play Stall of stealth and Guerilla Warfare at the cost of your Effectiveness and direct conflict you might as well pick the spear the last weapon and in my opinion the better of the two between it and the aim at is still yes the rail gun although the rail gun has just taken a very serious Nerf the changes made to it almost completely apply to only fighting bugs remember we have our plaz one for dealing with towers and tanks we don't need to shoot through any hard armor with our rail gun meaning the biggest part of the Nerf the reduction to damage against hard armored surfaces does not apply to us using it for the purpose of one-shotting Devastators as well as staggering or outright one-shotting hulks with a well-placed head shot as far as combat Effectiveness is concerned and any engagement against the automatons this weapon hasn't lost a single step and is welld deserving of your final strategy slot and now another helpful tip from General Brash all superar citizens such as yourselves are equal however those of you who like comment and subscribe to aravin videos are super equal that's all there is to say about what I feel is the strongest load out for Stealth gameplay in Hell divers 2 thank you so much for watching till the end and have a wonderful day see you next time
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Channel: Eravin
Views: 22,914
Rating: undefined out of 5
Keywords: Helldivers 2, Helldivers, Helldivers2, Stealth
Id: VF9sgr4Ne7g
Channel Id: undefined
Length: 7min 8sec (428 seconds)
Published: Mon Mar 11 2024
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