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Hello Helldivers, I'm Sev and I've been in the game since day one. Here is my take of AR's in this game.
1) AR-19 Liberator - 3/5 Power, 2/5 Fire Rate, Stability 2(3)/5, Magazine 3(4)/5, Range 4/5. A good starter weapon, this standard-issue rifle is great for dealing with mid armor targets. This weapon doesn't AP rounds, so hitting targets that may hit your fellow helldivers isn't an issue with this weapon, unless they walk in front of us of course. This is a stable weapon of what helldivers are known for.
2) AR-22C Patriot - 3/5 Power, 4/5 Firerate, Stability 2(3)/5, Magazine 4(5)/5, Range 4/5. A carbine version of the AR-19. This Weapon is great if your soloing due to its high magazine and with its higher Firerate. making this weapon a front line type of weapon that can deal alot of enemies in one mag. but due to the firerate, this weapon can ran out of ammo pretty quickly. When helldivers need more bullets to spread against enemies, the Patriot got your back.
3) AR-20L Justice - 4/5 Power, 2/5 Firerate, 2(3)/5 Stability, 2(3)/5 Magazine, 4/5 Range. This is a high caliber rifle, sacrificing Firerate and Magazine, The power from it can deal alot of damage against higher armor types that takes alot of ammo to kill. But since this weapon came forward, this is no longer a problem and with the help of AP rounds, this is an monster against hordes of enemies. The Justice is willing to put the hammer down to any armored infantry that threaten super earth.
4) [DLC weapon] AR-14D Paragon - 2(3)/5 Power, 1(3)/5 Firerate, 4/5 Stability, 2(3)/5 Magazine, 4/5 Range. Old assault rifle, this weapon in based stats is completely out of date. With its power and fire rate super low then standard issue rifle such as AR-19. But to counter this, the rifle has been modernized up to date. with upgrading AP ammo much like the Justice, and made its semi auto into a burst rifle, giving more firerate then it normally has. And due to the rarity of the weapon, and the not so positive view of the Hazard ops, gave the weapon to them. And with their skills of Hazard tech, gave poison lazed rounds to the weapon to slow and spasm its targets. Users of the weapon need to be careful of hitting teammate with the weapon with the laced poison on the rounds. This is what old technology of old times, caught on super earth times.
Etc - Each AR has the ability to equip a Bayonet, which increases it range and damage. It can also be used to finish off wounded armor targets near the brink of death.
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