Automaton MG Emplacement

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The Automaton MG Emplacement are weapons often found at Automaton structures, such as Automaton Outposts. Broken up into 2 distinct variants, being the Light Fusion Cycler and Heavy Fusion Repeater. The single barreled Fusion Cycler has a high rate of fire, while the double barreled Heavy Fusion Repeater version has a lower rate of fire, but shoots through both barrels at the same time.

Both also have metal gunshields, protecting the user from incoming fire. Helldivers must have precise aim or use explosives if they wish to defeat the enemy behind it. When no enemies are using it, Helldivers can control either Automaton MG Emplacement similarly to the HMG Emplacement.

Anatomy

Heavy Fusion Repeater

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 500 Armor AV3 Icon.png Medium NO IMAGE 100% - None Yes 0%
* Parts with their HP listed as "Main" do not have their own individual health. All damage dealt to these parts is transferred to the enemy's Main health pool.
** Refer to armor values and enemy durability as defined in Damage.
*** The percentage of damage that is applied to the enemy's Main health pool. At 0 HP, the enemy dies. Unless the enemy has constitution, then it will bleedout and die.
**** ExDR means explosive damage resistance, this is a percentage between 0 and 100. If this value is 100%, the part is explosive immune, meaning explosives cannot damage it. Explosions will only directly damage Main health if it is internal.


Weapon Stats

Heavy Fusion Repeater (Mounted)

The mainstay heavy automatic weapon of the Automatons. The Heavy Fusion Repeater is capable of delivering accurate, devastating firepower at a reasonable rate of fire. Often augmented with gunshields to protect its user from return fire

Stat Value
Damage.png Durable Damage.png Damage 60 Ballistic Damage
15 Durable Damage
Ballistic AP Medium.png AP 3/3/3/0
Firerate.png Fire Rate 300RPM (8-Round Burst)
1.8s (Heat Cooldown)
Spread.png Spread (Mrad) ↔[4.00] ↕[4.00]
Demo Force.png Demo Force 20
Stagger.png Stagger Force 20
Push Force.png Push Force 15


Light Fusion Cycler

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 300 Armor AV2 Icon.png Light NO IMAGE 100% - None Yes 0%
* Parts with their HP listed as "Main" do not have their own individual health. All damage dealt to these parts is transferred to the enemy's Main health pool.
** Refer to armor values and enemy durability as defined in Damage.
*** The percentage of damage that is applied to the enemy's Main health pool. At 0 HP, the enemy dies. Unless the enemy has constitution, then it will bleedout and die.
**** ExDR means explosive damage resistance, this is a percentage between 0 and 100. If this value is 100%, the part is explosive immune, meaning explosives cannot damage it. Explosions will only directly damage Main health if it is internal.


Weapon Stats

Light Fusion Cycler

Capable of unloading a hail of bolts at a significant rate. These "Cyclers" or sometimes "Fusion MGs" fire as fast as they eat up energy, limiting their use to either large vehicles or as emplacements. Nonetheless, they serve the role admirably.

Stat Value
Damage.png Durable Damage.png Damage 35 Ballistic Damage
4 Durable Damage
Ballistic AP Medium.png AP 2/2/1/0
Firerate.png Fire Rate 1200RPM (2.2s Burst)
1s (Burst Delay)
5s (Cooldown Time)
Spread.png Spread (Mrad) ↔[40.00] ↕[40.00]
Demo Force.png Demo Force 10
Stagger.png Stagger Force 10
Push Force.png Push Force 15


Tactical Information

  • Both the single-barreled and double-barreled variants of the Automaton MG Emplacement can very quickly kill an unaware Helldiver.
    • Because of this, it is recommended to note any manned MG Emplacements before assaulting the area.
  • If it is impossible to defeat the MG Emplacement itself, a headshot towards the Automaton manning it can render it useless.
  • Helldivers are only recommended to use the MG Emplacement when there is no other option, due to its low damage and lack of armor piercing rounds.
  • If the MG Emplacement is used for too long, it will overheat and be rendered useless for a few moments.
  • The single barrel variant fires rounds which deal light penetration damage, AP2, whereas the double barrel variant fires rounds dealing medium penetration damage, AP3.

Videos

https://youtube.com/clip/Ugkx5BSUACipdf5ED94xq6Yb0F-GbCPS0WuV?si=SCrcB4K73RpaDfSA