Donc, toi’ve got the Autocannon in Helldivers 2, hein? Que’s cool and all, mais laisse’s talk about why you might still want to roll with the Anti-Material Rifle instead. Bien sûr, the Autocannon packs a punch, mais là’s something special about the Anti-Material Rifle that keeps players coming back for more.
Difference Between Autocannon and AMF
Donc, tu pourrais te demander, quoi’s le point? Aren’t they both long-range support guns?
Bien, laisser’s talk about the Anti-Material Rifle (AMR). Il’s likely one of the first support weapons you’ve experimented with. This beast is all about long-range capabilities and packs a serious punch with its semi-automatic fire. Il’s designed to excel at taking down specialized units thanks to its top-notch medium penetration ammo, which outshines regular small arms fire.
With the Donation Access License ship upgrade, each magazine holds 7 Les manches. You initially have 6 chargeurs de rechange, giving you ample ammo for critical targets but not sufficient for large swarms of enemies. En outre, the aiming reticle is absent for this weapon, maximizing its effectiveness when utilizing the First-Person Field of View (Champ de vision).
All Scope Ranges
En général, this weapon encourages maintaining longer distances to handle enemies before they pose a significant threat up close.
D'autre part, the Autocannon serves as a mid-range, high-damage semi-automatic/full-automatic support weapon. It excels in eliminating specific targets with its enhanced explosive ammunition, outperforming regular small arms fire.
The weapon has an internal capacity of 10 rounds and is loaded with stripper clips containing 5 rounds each, avec un supplément 10 clips available when carrying the backpack (totalisant 10/50 Les manches). This provides ample ammunition even when facing tightly packed groups of enemies.
toutefois, reloading the weapon requires the user to pause, ou alternativement, a friendly diver can assist by carrying the user’s backpack. This poses challenges when swarmed by multiple enemies simultaneously.
Firing Modes
This weapon is ideal for neutralizing specific types of armor. It can swiftly deliver multiple servings of liber-tea to high-value targets with rapid-fire capability, even across long distances.
Wait a second, ils’re kinda similar!
Mais ici’c'est l'affaire: both are great for long-range shots, mais ils’re not twins. What sets them apart are the bullets they fire and who they’re meant to shoot.
The AMR goes for medium-penetration bullets, while the Auto prefers the explosive stuff. Bien sûr, they can both blast through similar things, but dealing with certain special enemies might burn through more bullets with one than the other.
Insectes
Both the AMR and the Auto are great at wiping out the cannon fodder, especially those tough Hive Guards with their hefty front armor, which can be a real pain on harder levels. Leave them alone too long, et toi’re looking at a potential bug invasion (et ça’s definitely not cool). Picking off bugs like the Guards and the Brood Commanders from a distance is crucial for keeping the team moving towards the objective without getting bogged down by endless hordes.
Maintenant, where they really shine differently is dealing with certain bugs. The AMR struggles a bit with Chargers, but the Auto? Oh, il’s a Charger-chewing machine thanks to its explosive ammo. Explosives don’t mess around with the 10% damage reduction to weak spots like regular ammo does. While the AMR packs a punch on its own, the Auto can take down a Charger in just five shots to the rear end, plus a bit of bleeding out.
Là’s another approach too, but let me tell you, from my own trials, il’s not always reliable. You might find yourself burning through ammo and time, whereas the method I mentioned earlier is much simpler and more effective.
Bots
The AMR is super good at picking off dangerous enemies from far away, especially the Rocket and Gunner Devastators. Ils’re like the big threats that can wreck you fast if you’je ne fais pas attention.
This dude really doesn’t like freedom, does he?
Il’s also great for dealing with Hulks – just two shots to the head, surtout si tu’RE FAR AVET. Plus, it can mess up Tanks, Tourelles, and those big gun things like AA Guns and Mortars by aiming for their vents. The Auto rifle can do similar stuff, but with less ammo. Il’s not as good at taking down Hulks though, you gotta shoot them in the back. And it takes more shots to deal with Devastators compared to the AMR. Oh, and those Scout Striders? The AMR struggles a bit there, needing three shots to get through their front plate. The Auto only needs one.
Conclusions
While the Auto rifle might seem like the better choice on paper, the AMR has a unique advantage – it can reload while you’re on the move, leaving your backpack free for important stratagems like the Guard Dog Rover and the Jetpack. This gives it an edge over the more offense-focused Auto cannon.
Bien sûr, the Auto might shine more in bug missions, but the AMR still pulls its weight. With a good team, you can compensate for its lack of crowd control with stuff like Gatling Turrets and Cluster Bombs. Il’s all about finding the right balance.
Souviens-toi, dans ce jeu, teamwork is key. Play what you enjoy, mais ne’t forget your role in the team. Balancing armor-breaking weapons with crowd control abilities is crucial, surtout sur les difficultés les plus difficiles.
Enfiler’t let the meta dictate how you play, mais ne’t ignore your team either. Il’s all about finding that sweet spot between having fun and being a team player!
C'est tout ce que nous partageons aujourd'hui pour cela Helldivers 2 guide. Ce guide a été initialement créé et rédigé par Everesu. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.