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Helldivers 2: What to Bring for Automaton Missions

Build for both Automaton infantry and heavy armor, and coordinate support weapons and backpack needs with your squad before dropping.
Length4 min Posted Quest giverVGSources Team
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For Automaton missions, bring a weapon setup that can handle ranged infantry and make sure your squad has a reliable answer to heavy armor. No single loadout is best for every mission: enemy mix, difficulty, patch balance and teammate choices all matter. Plan your support weapon and backpack with the squad rather than having everyone copy the same build.

What threats should your loadout cover?

Automatons include Troopers, Scout Striders, Berserkers, several Devastator variants, Hulks, Tanks and Dropships. Rocket-armed Devastators and different Hulk configurations add further variation, so a setup built only for one type of target can leave a gap. PlayStation’s official enemy roster is a useful overview.

  • Routine enemies: Choose a primary weapon you can use consistently against infantry and the threats you expect to meet most often.
  • Ranged pressure: Devastators bring different weapons, including arm cannons, machine guns and rockets. Prioritize careful target selection instead of treating every bot as the same problem.
  • Heavy targets: Make sure you or a teammate can deal with armored enemies such as Hulks and Tanks. Do not rely on every shot finding a weak point.
  • Close-range pressure: Berserkers can force close engagements, but a close-combat secondary is not a substitute for handling threats at range.

How should you choose a support weapon?

Arrowhead’s September 17, 2024 PATCH 01.001.00 describes distinct trade-offs between specialized anti-tank weapons and more flexible support weapons. Those role descriptions are useful for planning, but the update is old; it should not be treated as a guarantee of current weapon rankings or performance.

Weapon group What the cited update says Planning implication
Recoilless Rifle and SPEAR Described in PATCH 01.001.00 as strong, reliable choices against armored targets. Consider these when your squad wants a dedicated anti-armor role.
Expendable Anti-Tank and Quasar Described in that update as strong against weak spots when aimed accurately. Useful if you can take deliberate shots at exposed weak points; retain backup coverage for missed shots or several heavy enemies.
Commando and Patriot rockets Described in that update as more aim-dependent. Factor accuracy and the target opportunity into the choice.
Autocannon, Heavy Machine Gun, Flamethrower and Anti-Materiel Rifle Described in that update as more viable against heavy armor after its rebalance, though potentially less effective than specialized anti-tank weapons. These may suit a more flexible role, but the cited notes do not establish a current, universal ranking among them.

Arrowhead wrote in the 2024 update, “To address this, we’ve reworked armor penetration, anti-tank weapons, enemy armor and health values.” That is why weapon advice tied to a particular patch can age: check later balance updates before treating older comparisons as current. Arrowhead’s official announcements feed lists ongoing updates, but specific balance claims should be matched to the relevant patch notes.

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When should you aim for weak points?

Take a weak-point shot when you can identify it and have a safe opportunity to aim. Arrowhead’s February 3, 2026 Into the Unjust: 4.1.0 update specifically added weak spots at the War Strider’s eyes and rear vents. That is an enemy-specific change, not evidence that every Automaton has the same weak points.

The 2024 anti-tank notes describe the EAT and Quasar as often effective with a single hit to a weak spot in the examples discussed. Treat that as guidance from that update, not a promise for every target or the current patch. Keep another way to handle armor available in case a weak point is obscured, a shot misses or multiple heavy units appear.

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How should a squad divide weapons and equipment?

Agree on roles before deployment. A squad that covers both routine enemies and heavy armor is less exposed to a bad matchup than one in which every player makes the same support-weapon choice by default. Match any duplication to the mission’s likely threats and your squad’s preferences rather than assuming one configuration is always optimal.

  1. Ask what support weapons teammates are bringing. Decide who is prepared for heavy armor and who is set up for more flexible or routine threats.
  2. Check the backpack icons in the loadout screen. Arrowhead’s September 22, 2026 Devoid of Liberty: 7.0.0 says the icons identify weapons that require a backpack and weapons that cannot be reloaded.
  3. Plan assisted reloads around the correct backpack. Under the same update’s guidance, the weapon wielder or the assisting teammate can have the required backpack; the helper does not always have to carry it.
  4. Account for mission modifiers. SEAF support may appear as a planet modifier, bringing friendly forces and additional tools. It is situational, not a universal loadout requirement.
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What should you bring if you prefer close-range weapons?

SMGs and pistols can suit close combat, but they are a poor choice as your squad’s general answer to distant pressure. Arrowhead’s August 30, 2026 Into the Unjust: 6.0.1 describes them as close-combat weapons that are less effective at range because of increased drag. If you choose one, make sure the rest of your setup and squad can cover ranged enemies.

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How current are these recommendations?

Arrowhead’s latest update among the cited notes is Devoid of Liberty: 7.0.0, published September 22, 2026. It covers SEAF support, assisted reload and clearer loadout icons; it does not establish a definitive current ranking of Automaton weapons. The detailed weapon-role comparisons above come from the older PATCH 01.001.00, while the weak-point and SMG guidance comes from 2026 updates. Recheck the latest versioned notes for balance changes before relying on a specific weapon matchup.

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