VG-70 Variable

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Last updated: 1.005.000
Current patch: 1.005.001


A speed-loaded volley gun with three different firing modes and three different RPM options. Warning: recoil varies significantly between firing modes.

— Armory Description

VG-70 Variable is a Primary Weapon. It is a seven-barrelled volley gun with three different firing modes: Auto, Volley, and Total, as well as variable rpm options.

Procurement

VG-70 Variable is unlocked on the 1st page of the Control Group Premium Warbond for Medal.svg 35 Medals.

Detailed Weapon Statistics

VG-70 VARIABLE
Fire Rate 550 rpm
Recoil 6.75
Horizontal Recoil 4.5
Vertical Recoil 9
Spread ↔[5.00] ↕[5.00]
Sway 1
Ergonomics 25
Capacity 49
Spare Magazines 7
Starting Magazines 6
Mags from Supply 7
Mags from Ammo Box 3
Attacks
*VG-70 P Projectile
VG-70 P
Projectile
Caliber 9 mm
Mass 7 g
Initial Velocity 320 m/s
Drag Factor 60%
Gravity Factor 100%
Penetration Slowdown 25%
Damage
Standard Damage Ballistic Icon.svg85 Ballistic
vs. Durable Damage Ballistic Icon.svg23 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 10
Stagger Force 10
Push Force 4

Attachments


Functionality

The VG-70 Variable, as its name suggests, is a weapon system with variable firing modes and rpm options.

  • Auto: Fully-automatic with three available rpm options; 300, 550 & 750.
  • Volley: Fires one round from each barrel simultaneously, totaling 7 rounds on target with one trigger pull.
    • This firing mode is semi-automatic, but is affected by the selected rpm. Produces significant recoil.
  • Total: Fires all remaining ammunition in the magazine.
    • Using this mode will deal 15 damage to the Helldiver's right arm and ragdoll them if not prone and when firing more than 22 rounds at once.
    • This mode has the added usecase of acting as a mini jump pack if the helldivers dives while firing towards the floor. This is most useful for getting up some small ledges or over city walls when already on an elevated position (such as a garbage skip).

Tactical Information

  • The Variable, as implied, comes with 3 fire modes.
    • Auto: Fully-automatic, like a standard assault rifle, with 85 normal damage per shot.
      • Recommended for infantry or fodder.
    • Volley: Fires one round from each barrel simultaneously. 595 damage (85 x 7).
      • Recommended for tough medium enemies (eg. Alpha Commander heads).
      • You may find Volley mode can be slightly inaccurate, but you can ADS (Aim down sights) to reduce recoil and make precise weakpoint shots.
    • Total: Fires all remaining loaded ammunition from all barrels. Maxes out at 4,165 damage (85*49) when fully loaded. On 100% durable enemy parts the maximum durable damage of TOTAL mode is 1,127 damage.
      • Recommended for the weak spots of heavy enemies, like Charger butts, Hulk vents, Impaler heads, Fleshmob heads or Harvester eye sockets.
        • Firing a TOTAL salvo at a Fleshmob's upper head chunk deals a theoretical 5108 damage. Due to damage falloff, this value will be slightly lower in practice, but will still one shot a Fleshmob at closer ranges and leave it severely wounded at longer ranges.
        • Charger Behemoth butts can be consistently one shot at closer ranges, but at ranges >10m you may need two TOTAL shots due to the variable's steep damage falloff (from projectile drag coefficient).
      • Firing while leaning out of the FRV's doors will not ragdoll you, but will still deal damage.
      • Diving backwards and firing or using a jump pack and firing backwards midair in this mode enables players to "jump" much greater distances thanks to the recoil, useful when a quick escape or a large gap must be crossed. With skill, jumps can be made in excess of 50 meters, though significant damage may be incurred.
  • It is worth noting that the variable's projectiles have much higher drag% than other assault rifles - resulting in a noticeable decrease in damage per bullet over ranges. This is slightly compensated by the variable's firemodes that fire more bullets at a time.
  • The gun suffers from low Ergonomics, as well as high recoil when using Volley mode.
  • The Variable is an extremely effective gun when fighting Illuminate forces. The automatic firing mode is good for fighting Voteless, the volley mode enables a quick double-tap kill to an Overseer torso, firing in Total fire mode can down a Fleshmob in 1 salvo plus a shot or two, and it downs a Harvester with 1 salvo to the eye.

Media

Trivia

  • The Variable's seven-barrelled configuration resembles the 18th century Nock gun, a flintlock muzzleloader.
  • The Variable's functionality appears inspired by the "Bertha" prototype volley gun developed by Metal Storm, which electronically fires projectiles superposed inside each of its barrels. Like the Variable, Bertha could adjust its rate of fire, even to the point where it could fire all of its ammunition in a fraction of a second.
  • The Variable seems to share some parts with the RS-442 Railgun, hinting at a shared manufacturer or a shared purpose

Change History

Patch
Description

1.005.000
2025-12-02

Change

  • Increased durable damage from 20 to 23

Fix

  • Fixed a visual issue on VG-70 Variable during the reload animation when aiming down sights

1.003.201
2025-07-17
(Mid-Patch)

Addition

  • Added to the game.

1.003.104
2025-07-10
(Mid-Patch)

Announced.