AC-8 Autocannon

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Last updated: 1.004.100
Current patch: 1.005.001

Support WeaponHellpodBackpackHeavy Armor PenetratingStationary Reload

A fully-automatic cannon effective against light vehicle armor. Includes support backpack required for reloading.

— Ship Management Terminal

The AC-8 Autocannon is a support weapon that fires explosive, armor-piercing APHET projectiles which can be changed into flak rounds for crowd control.

Stratagem Statistics

General
Call-in Time Standard 7.75 seconds
Upgraded 4.75 seconds
Uses Unlimited
Cooldown Standard 480 seconds
With Morale Augmentation 456 seconds
With Streamlined Request Process 432 seconds
With All Upgrades 410.4 seconds


Detailed Weapon Statistics

AC-8 AUTOCANNON
Fire Rate 190 rpm
Recoil 188
Horizontal Recoil 101
Vertical Recoil 275
Spread ↔[2.00] ↕[2.00]
Sway 1
Ergonomics 17
Capacity 10
Spare Rounds 10
Starting Rounds 10
Rounds from Supply 5
Rounds from Ammo Box 2
Attacks
*20mm APHET ROUNDS P Projectile
*20mm FLAK ROUNDS P Projectile
**20mm APHET ROUNDS P IE Explosion
**20mm FLAK ROUNDS P IE Explosion
***SHRAPNEL P Projectile
20mm APHET ROUNDS P
Projectile
Caliber 20 mm
Mass 120 g
Initial Velocity 820 m/s
Drag Factor 30%
Gravity Factor 100%
Penetration Slowdown 55%
Explosion On Impact 20mm APHET ROUNDS_P_IE
Damage
Standard Damage Ballistic Icon.svg325 Ballistic
vs. Durable Damage Ballistic Icon.svg260 Ballistic
Penetration
Direct Armor AP4 Icon.png Heavy
Slight Angle Armor AP4 Icon.png Heavy
Large Angle Armor AP4 Icon.png Heavy
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 30
Stagger Force 30
Push Force 20
20mm APHET ROUNDS P IE
Area of Effect
Inner Radius 2 m
Outer Radius 4 m
Shockwave Radius 5.5 m
Shrapnel Count 0
Shrapnel SHRAPNEL_P
Damage
Damage Element None
Inner Radius Damage Explosion Icon.svg150 Explosion
Inner Durable Damage Explosion Icon.svg150 Explosion
Outer Radius 149 - 0
Outer Durable 149 - 0
Penetration
Direct Armor AP3 Icon.png Medium
AoE Effect
Demolition Force 30
Stagger Force 40
Push Force 40
SHRAPNEL P
Projectile
Caliber 10 mm
Mass 100 g
Initial Velocity 30 m/s
Drag Factor 40%
Gravity Factor 100%
Penetration Slowdown 25%
Damage
Standard Damage Ballistic Icon.svg110 Ballistic
vs. Durable Damage Ballistic Icon.svg35 Ballistic
Penetration
Direct Armor AP3 Icon.png Medium
Slight Angle Armor AP3 Icon.png Medium
Large Angle Armor AP2 Icon.png Light
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 10
Stagger Force 10
Push Force 20
20mm FLAK ROUNDS P
Projectile
Caliber 40 mm
Mass 130 g
Initial Velocity 820 m/s
Drag Factor 30%
Gravity Factor 100%
Lifetime 0.899999976 sec
Penetration Slowdown 25%
Explosion On Impact 20mm FLAK ROUNDS_P_IE
Damage
Standard Damage Ballistic Icon.svg150 Ballistic
vs. Durable Damage Ballistic Icon.svg150 Ballistic
Penetration
Direct Armor AP2 Icon.png Light
Slight Angle Armor AP2 Icon.png Light
Large Angle Armor AP2 Icon.png Light
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 20
Stagger Force 30
Push Force 30
20mm FLAK ROUNDS P IE
Area of Effect
Inner Radius 2 m
Outer Radius 7 m
Shockwave Radius 8 m
Shrapnel Count 30
Shrapnel SHRAPNEL_P
Damage
Damage Element None
Inner Radius Damage Explosion Icon.svg190 Explosion
Inner Durable Damage Explosion Icon.svg190 Explosion
Outer Radius 189 - 0
Outer Durable 189 - 0
Penetration
Direct Armor AP3 Icon.png Medium
AoE Effect
Demolition Force 20
Stagger Force 25
Push Force 40

Tactical Information

The AC-8 Autocannon can fire heavy Armor-Piercing High-Explosive Tracer (APHET) shells or can switch to Flak Shells for use against crowds and airborne enemies ( eg. Gunships, Shriekers, Elevated Overseers, etc)

  • The Autocannon has a 10-round internal magazine that is reloaded via 5-round stripper clips pulled from the backpack.
    • Reloading while carrying the backpack causes the Helldiver to drop to one knee and remain immobile during the animation.
    • Reloading a single clip takes 2 seconds, but reloading the entire magazine from empty takes about 5 seconds, due to the Helldiver needing to cycle the bolt.
      • It is advised to never let the magazine run empty to avoid a longer reload time.
    • If the magazine is empty, Helldivers may choose to only load half the magazine and cancel loading the other clip
    • The Autocannon's wielder can carry the ammo backpack, but if a teammate carries that backpack instead, Team Reloading is much faster.
  • Ammo Boxes will add 2 clips to the backpack, and a Resupply box will add 5 (10 if Superior Packing Methodology has been unlocked).
  • Like all explosive weaponry, Helldivers are advised to not fire at enemies at point-blank range. The explosion from the Autocannon's explosive rounds will kill the wielder.
  • It is highly advised to crouch or go prone when possible to fire the weapon for reduced recoil.
  • The Autocannon can be switched over to fire flak rounds, which are proximity-triggered projectiles that explode into shrapnel. They deal less direct damage and have lower armor penetration than the default APHET rounds, but deal more area damage with a larger explosion radius.
    • They can be used against the underbelly of Dropships to eliminate most, if not all, of the lightly-armored Troopers and Commissars before they get deployed.
    • They are also highly effective for clearing out Shriekers, thanks to the proximity trigger effect.
    • When compared to APHET, Flak rounds have more damage potential when used against large unarmoured targets such as a Shrieker Nest, Spore Spewer or Fleshmob and unarmored weakspots such as the Impaler's face or a Charger's Abdomen.
    • Flak shells have a range safety that will prevent them from detonating too close to the user, and which allows them to be safely fired past nearby allies.
      • Even with the range safety, caution is advised when firing flak shells at close range as shrapnel is liable to fly back toward the user and cause critical injuries or death.

Applicable Ship Modules

The following Ship Modules affect the AC-8 Autocannon:

Department Ship Module Effect
Patriotic
Administration
Center
Streamlined Request Process Decreases Support Weapon stratagem cooldown by 10%.
Superior Packing Methodology Resupply Stratagem boxes refill Support Weapons with the maximum number of carriable magazines.
Payroll Management System Reduces reload time for all support weapons by 10%.
Bridge Morale Augmentation Reduces cooldown time for all Stratagems by 5%.
Engineering
Bay
Streamlined Launch Process All Support Weapon stratagems launch immediately once called in, reducing overall deployment time.

Media

Change History

Patch
Description

1.004.100
2025-10-23

Change

  • Damage increased from 260 to 325

1.003.101
2025-06-10

Fix

  • Fixed firing mode icons being overwritten by the Warrant's "Guided/Unguided" Mode.

1.003.000
2025-05-13

Change

  • Increased Shrapnel spawned from 25 to 30

1.002.203
2025-04-04

Fix

  • Fix for the Auto-Cannon reload bug, it now reloads as intended.

1.001.104
2024-10-15

Changes

  • New weapon function: Programmable ammunition now allows you to switch between normal projectiles and flak projectiles
    • Flak projectiles are proximity triggered shrapnel explosions with a larger explosion radius

1.001.100
2024-09-17

Change

  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks.

1.000.300
2024-04-29

Fix

  • Explosive weapons no longer pull players inward from the blast.