IN Helldivers 2the multi-use rocket launcher is a calming weapon. Unlike the disposable EAT-17 rockets or the Eagle and Orbital cooldowns, the reusable rocket launcher means there will always be an anti-tank option when needed. If a few Bile Titans, Chargers, or Hulks decide to jump a group of Helldivers from a dark alley, those divers won't have to call up their trick menu just to start defending themselves.
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Of the options in the game, two rocket launchers shine in this department: The GR-8 recoilless rifle and Commando ML5-4X. Which of the two should players use in their operations? After fixing patch 1.001.104 and ending Arrowhead's 60 day campaign Helldivers 2There are now a few more nuances to consider between the two rocket launchers.
Advantages and disadvantages of a recoilless rifle
Extreme flexibility and slow reload firepower
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Disadvantages |
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+ High single target damage |
– One rocket |
+ 5 extra rounds |
– 6 second recharge |
+ Reload takes place in two phases |
– Requires a backpack slot |
+ Excellent packing methodology can reload all 5 rockets in the backpack |
– Penalty if player misses |
+ High Explosive programmable wheel can handle massive hordes |
– Long cooldown between calls |
+ Works well with a second Helldiver that reloads the user |
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+ Better against Terminids, but has its uses against automatons |
Top goals:
Everything but the Gunships
- Takes down an Impaler in 1 shot
- He pulls out Bile Titan in 1 shot to the head
- It destroys Factory Strider in 1 shot to the eye
- It can kill a Charger Behemoth with one body shot (bleed out over time) or one head shot
- High-explosive rockets can handle small enemies
The GR-8 recoilless rifle is a silver bullet against practically everything in the game. A single missile can take down Bile Titans, Factory Striders, Chargers and Hulks. Thanks to patch 1.001.104, the recoilless rifle now has the option to exchange for high-explosive rounds, making it ideal for killing dense hordes as well. In fact, this makes the recoilless rifle good against pretty much every kind of target except large, spread out mobs of enemies.
However, a player using a recoilless rifle will have to trade a backpack slot for these awesome perks and suffer through painfully slow reloads. A teammate with another recoilless rifle or with the player's backpack can instantly load this weapon, but it requires a second Helldiver to be close to the recoilless rifle user at all times.
Despite these negatives, the recoilless rifle's flexible aiming and high damage makes it worth picking up. This rocket launcher can rival the Eagle raids or Orbitals for anti-tank capabilities, but the ability to shoot through swarms or armored targets up to 5 times per mine call remains a valuable asset.
Commando pros and cons
Multi-shot projectiles with multiple aiming requirements
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Disadvantages |
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+ 4 missile shots before disposal of the launcher |
– Lower cooldown than recoilless rifle |
+ 3 shots can destroy most heavy targets |
– Must be recalled again after 4 shots |
+ Laser guided missiles |
– Cannot be refilled or reloaded |
+ Easier to aim at long distances |
– The weakest single rocket compared to other rocket launchers |
+ Does not use a backpack slot |
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+ Better against bots, but has its uses against Terminids |
Top goals:
The Commando ML5-4X it is best when it can be used to effectively take out large threats at long range. While it will struggle to be more effective than a recoilless rifle against heavily armored targets like bile titans or tanks, its laser-guided projectile and four-shot magazine make it particularly useful against more armored targets that can attack the player in greater numbers. Hulks and Chargers are perfect examples of this, as they can fall from a single well-aimed missile (one to Hulk's eye or one to Charger's glowing back). Otherwise, the Charger's legs can be stripped of their armor with one rocket, and the Hulk's weapons can be ripped off with two rockets.
Heavily armored targets, large hordes and swarms of armored targets that require two Commando Missiles to take down like an Auto. Battle boat enemies are where Commando falls short. However, part of the benefits of using Commando is the ability to shoot down targets like Bile Titans, Factory Riders, and Impalers from a reasonably safe distance without strict aiming requirements. The Commando has to unload 3-4 missiles to take down these targets, but the Commando's rapid fire allows it to still be a useful option when the player needs it.
Commando vs recoilless rifle
Which one should you use?
The two biggest factors that determine whether a player should bring Commando ML5-4X or GR-8 recoilless riflethey are whether the player needs a backpack slot and how many other anti-tank options his build has. Builds that need a backpack slot and have a lot of hard anti-tank options like Orbital rail gun attack or Precision orbital strike you can use Commando. In these builds, Orbital Precision Strike or similar would feel like a waste to use against Chargers and Hulks, while Commando can effectively one-tap them.
Builds with long-lasting trick weapons like the Autocannon, Railgun, and Recoilless can still benefit from having Commando. Just call her in situations where she will excel, drop the current crafty weapon for her, fire 4 rockets to remove the threat, then pick up the original weapon again.
In comparison, if Helldivers don't mind using a backpack slot and need more anti-tank firepower, the recoilless rifle wins. Unlike the Commando, the recoilless rifle can handle most situations the Helldiver can find itself in, from hordes to armored targets. As long as the player can juggle the long reload time (or if they have Helldiver help) and bring tricks or weapons that can cover enemies like Gunships, then there is very little downside to the recoilless rifle.
- Released
- February 8, 2024
- Developers
- Arrowhead Game Studios
- OpenCritic rating
- Strong