Commissar flares and the larger problem of Automaton reinforcements in Helldivers 2

Helldivers 2 bots landing with jump packs

Bot patrols can be a nightmare on almost any difficulty, thanks in no small part to their proclivity to regularly summon reinforcements. For Helldivers 2 veterans, this wasn’t always the case. With a careful approach to taking them down, you could destroy the patrol before they got more bodies in. However, somewhere along the game’s many updates, that role – before firmly held by Commissar bots – has been expanded, and now almost any bot can call in their friends.

A never-ending tide of robots presents a problem

Once upon a time, mainly Commissars were able to call in reinforcements. Armed with their flare and an energized blade, these distinct enemies were prime targets for strategic removal. It added an approach to tackling patrols that vastly differed from tactics used against Terminids. However, due to some changes, it seems that now nearly any bot can summon reinforcements, which makes fighting bots a bigger swarm than even the bugs.

Reddit user Obvious_Ad4159 has posted a thread explaining this issue in detail. It is a long read, but well worth it. It fully explains why this was not a good change and why it made the approach to fighting Automatons such a hassle:

“Somewhere in the past, the ability to pop a flare and summon a bot drop was an ability ONLY the Commissar Automatons had. The ones with a pistol and a sword.
At some point that ability became widespread so that all enemies can do it. MG Raider, Rocket Marauders, Marauders, those jetpack suicide bots etc. And worst of all, when you kill a bot while it’s priming a flare, the one next to it will immediately pop a flare. If you kill him, the next one after it will do it. Basically, that cherry is getting popped whether you like it or not. Meaning there is no strategic approach to preventing a bot drop should you get discovered, the best you can do is throw down artillery, check your special weapon for ammo, throw down turrets, grab your rosary and pray for the best. Which is stupid. The bots are a front that is supposed to somewhat be the opposite of the bugs. A more calculated approach to warfare, as opposed to endless, mindless hordes.”

Helldivers 2 Defense Mission Automatons HMG
Image captured by N4G

Give Automaton Commissars their flare back

This hits the crux of the matter – why are Commissars even there? Besides their slightly different armament, there is nothing unique about them to set them apart from regular drone troopers. In fact, we’d say that they’re weaker since they have to get into melee with you while sporting a rather flimsy frame. At least compared to other Automaton melee variants. The obvious solution is to make their formerly unique ability unique again. As the OP continues:

“So, I propose that the Commissar Automatons get their flare ability back and that ability remains exclusive only to them. That way Helldivers can have an added degree of control over the mission, by taking them out first when approaching objectives. They should look a bit different from the other Raiders and Marauders, perhaps have a little hat or something idk, if the sword and pistol aren’t enough to already tell them apart. That way not taking them out would feel more annoying since they would call in a bot drop, but then the fail would be of the diver who wasn’t quick enough on the trigger, and the fault of the game for making it impossible to avoid a bot drop. It would also add more towards the stealth aspect of the game, that a lot of bot divers are craving. Return the Commissar Automaton to its former rightful place and give it back its glorious and unique function.”

Helldivers 2 image of a Helldiver in front of a downed Automaton Gunship
Image via N4G Unlocked

Were Commissars always unique? Some disagree

While the Commissars were always the first to fire the reinforcement flare, other bots could do it too. Not with the same frequency as nowadays mind you, but we remember Troopers being able to call in as well. Now it just seems that they’re quicker on the trigger. Many comments reflect that sentiment, and user HKJGN goes a step further and gives some advice on how to deal with the issue:

“All bot infantry are able to call in dropships. this has been this way since day one afaik. Commissars are just more likely to do it as part of their kit just like they’re most likely to throw grenades”

“Always focus infantry before taking out support units. Walkers next since the pilot of the Scout Walker can also call a drop if its Walker gets destroyed but survives. Then you can focus on Devastators, Hulks, Tanks, etc. Infantry are the groundwork to a successful army after all, and removing them cuts the rest of these forces off from any form of protection. Ambushes work best in these scenarios and if you can work together, create situations where you can fusillade fire against patrols or guard bots.”

“If a dropship gets called in, there’s a delay of around 2 minutes where nobody can call in dropships for a while. use this opportunity. As a squad eliminate the dropship reinforcements as fast as possible. If done correctly you won’t have any further issues for a bit. You can also use this by having players be a diversion while assaulting objectives. Have them stir some s**t at another area like a POI or side mission. The other 3 can complete the main objective with little or no interference from enemy forces. One player in light scout gear can often be able to handle an entire dropship force by using stealth and movement to keep them busy.”

This is all sound advice and makes us think of different approaches to dealing with bot reinforcements. So while misinformed, the OP did have a few good points. Namely, that Commissars really need a more unique role and the way bots call down their reinforcements should differ from bugs. In our opinion, the Automatons shouldn’t at any point be a bigger swarm than Terminids. What are your thoughts on the matter?

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