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U4N:helldivers 2 EAT-17 Expendable Anti-Tank

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发表于 7 天前 | 显示全部楼层 |阅读模式
When you first boot up Helldivers 2 and take a look at the heavy armor roaming the battlefield, your initial instinct is probably to unlock something permanent. You look at the heavy, back-mounted weapons or the high-tech energy cannons and assume they must be superior. But if you talk to seasoned veterans diving into Helldive or Super Helldive difficulties, you will constantly hear love for a weapon you unlock at just Level 3 for a meager 3,000 Requisition Slips: the EAT-17 Expendable Anti-Tank.
On paper, a single-use rocket launcher sounds like a compromise. In practice, the EAT-17 is an absolute logistical powerhouse. It completely flips the script on how support weapons function, trading long-term ammo management for pure, unadulterated spamability.
Let’s break down the hard numbers, how it performs across factions, and why this simple tube is one of the best tools for spreading Managed Democracy.
The Logistical Numbers Game
The magic of the EAT-17 lies not just in the damage it inflicts, but in its economy. When you input the stratagem code (Down, Down, Left, Up, Right), a Hellpod drops onto the map containing not one, but two separate launchers.
  • The Cooldown Advantage: The default cooldown is only 70 seconds. If you invest in your Super Destroyer ship modules to max out upgrades, that number drops to a flat 60 seconds.
  • The Backpack Freedom: Weapons like the Recoilless Rifle or the Spear force you to wear a dedicated ammo backpack, or rely on a teammate to carry it for a coordinated reload. The EAT-17 requires no backpack. This leaves your rear slot entirely open for high-value utility gear like the Shield Generator Pack, the Supply Pack, or a "Guard Dog" rover to sweep up smaller infantry while you focus on heavy targets.

Because it costs nothing to abandon, you never have to panic about dying and losing your primary support weapon in a swarm of enemies. If you drop your EAT, it doesn't matter; another pair is just a minute away.
Combat Performance: Raw Damage and Specific Breakpoints
The EAT-17 features an Armor Penetration (AP) value of 6 and deals a massive 650 structural damage alongside 150 explosive area-of-effect (AoE) damage. In the complex armor mechanics of Helldivers 2, an AP value of 6 means it completely bypasses standard heavy vehicle plating, dealing 100% of its total damage potential on direct hits.
Here is how those numbers translate into real combat scenarios:
The Terminid Faction (Bugs)
  • Chargers: Arrowhead previously adjusted the health pools of Charger heads. Because of this, a single EAT-17 rocket delivered directly to a Charger’s forehead is an instant, satisfying one-shot kill.
  • Bile Titans: These towering monstrosities require a bit more precision. It takes exactly 2 well-placed rockets straight to the mouth or forehead area to bring one down. If you hit the side armor or the body, you will strip the plating, but it will take more firepower to finish the job.
  • Spawners: If you don't want to risk running into a heavy nest, the EAT-17 can snipe and destroy Bug Holes from hundreds of meters away with perfect accuracy.

The Automaton Faction (Bots)
  • Dropships: When you hear the automated warning of an incoming bot drop, look up. Firing a single rocket into any of the four corner engine blocks will destabilize the dropship instantly, sending it crashing down and crushing the units it was trying to deploy.
  • Hulks: A Hulk charging at you can be terrified, but they have a fatal flaw. A single rocket hitting the tiny, glowing red eye visor on the front will drop them immediately. If you miss the eye and hit the torso, it will take multiple shots.
  • Tanks & Cannon Turrets: If you manage to flank a tank or a tower, a single rocket to the glowing heat heatsink on the rear will trigger an immediate explosion. If you are forced to engage a tank head-on, it requires 2 rockets to blast through the thick turret armor.

Advanced Tactics: Mastering the "Third Rocket"
To truly get the most out of this weapon, you have to look beyond the launcher itself and look at the delivery system. The physical Hellpod takes only about 2 to 3 seconds to smash into the ground after the blue beam is triggered.
When a Charger is bearing down on you, or a Hulk is slowly marching your way, don’t just throw the stratagem beacon on the ground. Aim and stick the blue beacon directly onto the heavy enemy's body. The incoming Hellpod will slam directly into them, dealing massive physical impact damage that frequently crushes Chargers or heavily damages Hulks on impact. Once the pod lands and kills the first threat, it opens up to hand you two brand-new rockets. Veterans call this the "Third Rocket" trick, and mastering it completely changes how you handle heavy waves.
Because of the incredibly short 60-to-70-second cooldown, you should never hoard this stratagem. If you are moving across the map toward an objective, call them down anyway. Litter the map with them. If you end up having to retreat over old ground later during a chaotic extraction, you’ll find a trail of blue icons waiting for you on the minimap, providing an instant stockpile of heavy anti-tank options right when everything goes sideways.
When tackling these high-level missions, having the right gear and upgrades is crucial to keeping up with the relentless spawn rates. If you want to skip some of the grind for ship upgrades and cosmetics, you can check out platforms like U4N to buy helldivers 2 super credits online, which helps you unlock premium Warbonds and armor sets much faster to pair with your loadout.
One final safety tip: remember that picking up an EAT-17 triggers a brief "unpacking" animation where your character extends the launch tube and flips off the safety. It only takes a second, but if a Berserker or a Hunter is right in your face, that animation can get you killed. Create a few meters of distance, pick up the tube, wait for the click, and blow your target to pieces.

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