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The MLS-4X Commando is one of the stratagems available to the player. Returning to action after deployment during the First Galactic War, plans for this four-round multiple missile launcher were recovered from planet X-45 during a defense campaign (along with those for an interplanetary battle station). Unlike its original incarnation that utilized heat-seeking guidance, the new weapon relies on laser guidance. Each missile steers itself into the user's line of aim, and into the user's aimed target if one is painted with the laser.
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 single-use Stratagem during a mission:
Stats[]
- Call-in Time: 8 seconds
- Uses: Unlimited
- Cooldown Time: 120 seconds (2 minutes)
Gameplay Tips[]
- Like the EAT-17 Expendable Anti-Tank, the MLS-4X Commando is a disposable anti-tank launcher with a fast cooldown meant to be called down repeatedly. However, each pod only contains 1 launcher, rather than two.
- The launcher also cannot be reloaded. Unspent missiles are advised to be shot at something important before replacing it with a fully-loaded launcher.
- Laser guidance begins roughly 30 meters after launch, when its main motor fires. If multiple missiles are fired, all of them will be slaved to the laser.
- The missiles are quite agile, and are capable of making wide turns in an instant.
- The laser sight can be turned off by holding the reload button, which turns the missiles into standard dumb-fired rockets.
- When engaging multiple distant targets, it is advised to turn off the laser guidance, as sighting down on the weapon again will cause the missiles still in-flight to suddenly veer off their original course and go to the laser's newest target instead.
- Unlike most other missile launchers, the Commando has no projectile drop-off (all missiles have no drop off, as all missiles are guided, otherwise they would be rockets (the only other missile launcher in Helldivers 2 is the FAF-14 Spear, which is required to lock on, all other launchers are rocket launchers :) )), it's missiles will fly as far as the user can see. This means that they can snipe distant targets and objectives from as far as 400m away, and hit them accurately aswell.
- Consequently, the Commando also has the slowest missiles of any launcher, requiring a higher degree of skill to compensate for moving targets. This also forces the user to ensure there are no nearby enemies as they are guiding the missile towards their mark, as being staggered can cause one to miss.
- Each missile is only 55% of an EAT-17's total damage. However this also means that the Commando deals 10% more damage than two EAT-17s combined. [1]
- With some skill, multiple rockets can be brought to bear on the same target in short succession. This gives the Commando the highest burst-damage potential among all other anti-armor rocket launchers.
- Due to its 4-shot capacity and rapid cooldown rate, the Commando is the most versatile missile launcher in the Helldiver armory. While most missile launchers are typically only reserved for big and heavy threats due to their long reload rate and/or single-shot capacity, the Commando can deal with all these threats, ranging from a measly Berserker and Stalker to a bigger threat such as the Harvester and Bile Titan or enemy tactical assets such as a Mortar Emplacement and Spore Spewer.
- The Commando has very little AoE, which makes it useless against hordes. However, this does also mean its relatively safe to use up-close in an emergency. A minimum distance of 5-10 meters between the target is still encouraged.
Strategy[]
- The MLS-4X Commando's modest demolition power allows it to destroy bug holes and bot fabricators with one and two rockets respectively from great distances, making it very useful for clearing nests and outposts. Other structures can also be accurately engaged from long distances.
- Bot fabricators can be destroyed with one shot by targeting the vents. Otherwise, it requires two hits to the building itself.
- Illuminate Warp Ships can be destroyed with a single missile to their entrance platform. However, it takes 3 missiles to deplete their shields at full health.
- Barring the Factory Strider, it takes two direct missile hit to kill all heavy targets outside of their weakpoint. This includes the Bile Titan, but requires two headshots.
- Automaton dropships still require two hits to an engine.
- Spore spewers require two missiles to destroy. Each dwelling in a shrieker nest requires two missiles each, a total of six for all three towers.
Trivia[]
- While the launcher itself is based on the M202 FLASH, it's name is more closely associated with the 1985 movie: Commando, where John Matrix (played by Arnold Schwarzenegger) uses one during his one-man commando raid on Arius' island compound.
References[]
- ↑ MLS-4X Commando Stress Test & BREAKDOWN in Helldivers 2 – Eravin, YouTube