Helldivers 2 Armor Passives: A Comprehensive Guide & Tier List
HellDivers 2 categoriseert pantser in licht, medium en zwaar, dat van invloed is op mobiliteit en verdediging. De echte game-changer ligt echter in de pantser passieven-krachtige voordelen die de gameplay aanzienlijk veranderen. Deze gids biedt een complete overzicht en een lagerlijst om u te helpen uw loadouts te optimaliseren.
Alle pantser passieven en hun effecten
HellDivers 2 heeft momenteel 14 pantser passieven, die elk van invloed zijn op uw strategie en gevechtseffectiviteit. Vergeet niet dat alleen body pantser passieven bezit; Helmen en capes zijn standaard.
Armor Passive | Description |
---|---|
Acclimated | 50% resistance to acid, electrical, fire, and gas damage. |
Advanced Filtration | 80% resistance to gas damage. |
Democracy Protects | 50% chance to survive lethal attacks (e.g., headshots); prevents chest injuries (e.g., internal bleeding). |
Electrical Conduit | 95% resistance to lightning arc damage. |
Engineering Kit | +2 grenade capacity; 30% recoil reduction while crouching or prone. |
Extra Padding | +50 armor rating. |
Fortified | 50% resistance to explosive damage; 30% recoil reduction while crouching or prone. |
Inflammable | 75% resistance to fire damage. |
Med-Kit | +2 stim capacity; +2 seconds stim duration. |
Peak Physique | 100% increased melee damage; improved weapon handling (reduced weapon movement drag). |
Scout | 30% reduced enemy detection range; map markers generate radar scans. |
Servo-Assisted | 30% increased throwing range; 50% additional limb health. |
Siege-Ready | 30% increased primary weapon reload speed; 30% increased primary weapon ammo capacity. |
Unflinching | 95% reduced recoil flinching. |
Armor Passive Tier List (versie 1,002.003)
Deze laaglijst beoordeelt passieven op basis van de totale waarde, nut en effectiviteit tussen verschillende missies en vijandelijke typen.
Tier | Armor Passive | Why? |
---|---|---|
**S** | Engineering Kit | Extra grenades are invaluable for diverse tasks: sealing bug holes, destroying fabricators/warp ships, using Thermites, and stun-locking enemies. |
Med-Kit | Significantly improves survivability, especially when combined with the Experimental Infusion booster, effectively cheating death. | |
Siege-Ready | Significantly boosts ammo capacity and reload speed, crucial for managing large enemy groups, particularly with high-ammo weapons. | |
**A** | Democracy Protects | Provides substantial early-game defense, increasing survival against lethal damage. |
Extra Padding | Offers consistent armor rating increase for broad damage resistance. | |
Fortified | Extremely useful generally, but especially effective against Automatons, enhancing survival against explosives and improving weapon effectiveness against robotic foes. | |
Servo-Assisted | Highly effective against Terminids; increased throwing range allows for safer stratagem deployment and grenade use, while increased limb health mitigates claw attacks. | |
**B** | Peak Physique | Less useful as melee combat is generally avoided; the weapon handling improvement is beneficial against mobile enemies, but other options often prove more effective. |
Inflammable | Ideal for fire-based builds, particularly useful in environments with fire tornadoes; effective against Terminids and Illuminate. | |
Scout | Useful for revealing enemy positions, but limited by its lack of highlighting points of interest or side objectives. | |
**C** | Acclimated | Limited utility as you rarely face all four elemental damage types (acid, electrical, fire, gas) simultaneously. |
Advanced Filtration | Only beneficial for gas-focused builds, and even then, the overall impact is relatively minor. | |
Electrical Conduit | Primarily useful against Illuminate, but other options often provide superior benefits, unless friendly fire is a major concern. | |
Unflinching | Minimal impact on combat effectiveness; the reduction in camera shake and recoil is negligible. |