| “ | A fully-automatic cannon effective against heavy-armored opponents. Includes support backpack required for reloading. | „ |
| ~ Stratagem Description |
The AC-8 Autocannon is one of the stratagems available to the player at Level 10, costing 7,000 Requisition Slips. It is highly effective against bots and can be used as an automatic AMR (Anti-Materiel Rifle) with increased versatility and less potential damage and accuracy.
Design[]
The AC-8 is a man-portable, shoulder-fired autocannon, firing user-selectable ammo-types from a closed-bolt position, functioning from the recoil to cycle the toggle-lock action, capable of being fired fully automatic and single shot, operated with a large charging handle on its right side.
Being loaded via 5-round stripper clips from the top, ammunition is fed down around a half-circle and horizontally into the chamber. When fired, shells are ejected vertically out from the cycling bolt. However, its heavy weight somewhat inhibits its handling, and reloading requires remaining stationary when performed without assistance. Due to the 5-round clips, the weapon also cannot be topped off with ammunition when there are 6 or more rounds in its magazine.
Stratagem Code[]
Players must enter the following sequence, using the default Ctrl+WASD keys or the controller D-Pad in order to call down this Stratagem during a mission:![]()
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Stats[]
- Call-in Time: 3 Seconds
- Uses: Unlimited
- Cooldown Time: 480 Seconds (8 Minutes)
- Ammo Capacity: 10 Shells (2 x 5 Shell clips)
- Fire modes: Semi / Auto
- Ammo Types: Flak / APHET
- Team Reload: Yes
Gameplay Tips[]
- Although it has heavy armor penetration, it cannot damage automaton fabricators from any direction and still must fire a shot into the vents.
- Unlike other weapons, the Autocannon is not fully reloaded at once, instead adding 5 shells (half) per clip. Reloading is only possible with 5 or less shells left (only a completely empty magazine will result in a double reload). It is also one of the few weapons that requires a special backpack to carry any reserve ammo and an assisted reload mechanic (allowing another player to help reload the weapon much quicker than the user).
- Use the ammo-type selection to be more versatile while engaging enemies. The Flak should be used for Shrieker bugs and large numbers of unarmored/light armored, low-tier ground forces like Trooper and Commissar units for the bots and Scavenger and Hunter units for the bugs. While employing Flak as the round, it uses a proximity fuse to activate when it detects a target, both friendly and enemy. The inner blast radius is 2m, defeating medium armor, the outer radius is 7m defeating light armor with a shockwave radius of 8m.
- Naturally, the necessity of the backpack restricts the use of other backpack equipment. Unless in a well-coordinated team where another player carries the backpack and assists in reloads.
- Can be used to destroy bug holes and bot fabricators from any distance so long as the user has an direct line of sight with the vents. Destroying bot fabricators can prove to be rather tricky as the wielder needs to ensure the projectile hits the fairing properly to ricochet into the fabricator's exhaust.
- Capable of penetrating heavy armor and can sharpshoot the weak points of heavy enemies such as Bile Titans rather effectively.
- Can be reloaded by the user if they have the Autocannon backpack equipped, thus allowing it to be used in solo play or without team coordination. Nonetheless having an ally reloading your Autocannon lets you shoot without any breaks until backpack ammo is depleted.
- It's advised to reload after firing about 5-9 shells instead of depleting the magazine. This allows the Helldiver to reload only half of the magazine (5 Shells) which will take less time than a full reload. Reloading a fully depleted Autocannon can be canceled with a dive, while still being able to fire the shells reloaded with the first clip halfway through.
- Firing has substantial recoil that is far more noticeable when firing in full auto. It is always recommended to fire while crouched for a dramatic decrease in weapon sway; prone being even more effective. Sporting armor that features the Fortified or Engineering Kit passive abilities helps tremendously as these both make the recoil reduction effects of crouching or prone 30% more effective than they already are.
- Solo reloads (even single clip) is fairly slow and requires standing still, so with the high recoil this is definitely not a good weapon when high mobility is required. Other weapons should be used for firing on the move and reloading should preferably be done behind cover and with no enemies in the immediate vicinity.
- Is highly efficient at fighting Automatons.
- Usually takes two shots to destroy a Scout Strider from the front while hitting the undercarriage, neutralizing its driver as well.
- Hitting a Devastator will stagger it and interrupt its attack, this is very important when facing Rocket Devastators and Heavy Devastators. Hitting the shield of a Heavy Devastator will also stagger it and expose its torso.
- Can be effectively used against Tanks and Cannon Towers by hitting their rear exhaust 3 times which requires rather fast shooting before the enemy has time to turn.
- Effective against Bruiser and Obliterator variants of Hulks which will stand still and face the player while unleashing their attacks, 2 shots to the glowing red visor will eliminate them however caution and staying near cover is advised. Using stun grenades is highly recommended when facing Hulk Scorchers to immobilize them for easy shots to their visor.
- Static Automaton Emplacements like Anti-Air Emplacements and Mortar Emplacements can be effectively destroyed by the Autocannon with 4 shots to any part of each turret.
- Can take down Gunships with 2 shots to one of the engines.
- Can destroy a Factory Strider with 7 shots to their underside, this is highly risky, and Helldivers should attempt this only when the Factory Strider isn't alerted. Immediately run once destroyed to avoid being crushed.