Automatons Tactical Combat Guide
Fighting Automatons requires precision warfare, not brute force. These cybernetic soldiers use cover, suppression fire, and coordinated reinforcements to pin you down. Unlike the Terminid swarms, bots punish aggressive play and reward tactical positioning, weak point targeting, and reinforcement denial.
This guide provides scenario-based tactics organized by your current combat situation. Scan to your scenario, extract your tactical response, and adapt to bot warfare. Difficulty scaling is marked throughout with 🟢 (1-3), 🟡 (4-6), 🔴 (7-9), and ⚫ (Helldive+).
Core Automaton Combat Principles
Before diving into scenarios, internalize these fundamental differences between bot and bug combat. Automatons operate on completely different tactical logic that requires a mindset shift.
🎯
Precision Over Volume
Bots have specific weak points that instantly kill. One accurate shot beats ten body shots.
🛡️
Cover is Survival
Bots use accurate suppression fire. Standing in the open means instant death at 🔴 7+.
📡
Reinforcement Denial
Bots call dropships via flares. Stop the flare = stop the reinforcements.
⚡
Energy > Ballistic
Bots are weak to energy weapons and arc damage. Exploit this consistently.
🎖️
Armor Penetration Mandatory
Medium+ armor pen required for all heavies. Light pen primaries struggle at 🟡 4+.
👥
Slow, Methodical Clears
Rushing gets you surrounded. Coordinate advances, clear systematically, watch flanks.
Watch Out:
Critical Distinction: Bots fight like YOU do. They use tactics, cover, and suppression. Treat every engagement like a PvP match where the enemy has aim assist. Aggressive Terminid tactics will get you killed against bots.
Scenario 1: Stopping Reinforcement Chains
Situation: You engage a patrol. A Trooper points skyward with a red flare beacon. Dropships incoming. More bots arrive. Another flare. Endless cycle.
Why This Happens: Bot reinforcements have a map-wide ~2-5 minute cooldown AFTER the dropship arrives. But if you can’t clear the first wave fast, another bot will call another dropship immediately, restarting the cycle.
Immediate Response
❌
- • Miss the flare-caller while shooting heavies
- • Flare launches, dropship arrives in 30 seconds
- • New bots immediately call another flare
- • 3 dropships later you’re overrun
✓
- 1. Scan for flare animation: Bot pointing flare beacon upward
- 2. Kill immediately: You have ~2 seconds before launch
- 3. If flare launches: Shoot dropship engines OR accept it and prepare
- 4. Clear fast: Kill dropship wave before another flare
Tactical Setup
Pre-Engagement Positioning (🟡 4+ difficulties):
- Identify cover BEFORE shooting
- Position team with overlapping firing lanes
- One player watches for flares specifically
- Have anti-dropship weapon ready (Railgun, Recoilless, Quasar)
During Engagement:
- Call out “FLARE!” immediately when you see it
- All players shift fire to flare-caller (usually Trooper/Raider/Marauder)
- If flare launches, designate one player to shoot dropship engines
- Other players focus on clearing infantry fast
| Enemy Type | Can Call Flares? | Priority |
|---|---|---|
| Trooper / Raider / Marauder | YES | HIGHEST |
| Commissar | YES | HIGHEST |
| Devastator / Hulk / Tank | No | Secondary |
| Scout Strider (pilot) | YES (if survives walker destruction) | Kill walker + pilot |
Tip:
Pro Tip: After a successful dropship spawn, there’s a ~2 minute map-wide cooldown before another can be called. Use this window aggressively to push objectives. Communicate when dropship arrives: “Bot drop cooldown active, push now!”
Loadout Recommendations
- ✓ Railgun (Unsafe Mode) — 1-shot dropship engines
- ✓ Recoilless Rifle — 1-shot engines, team reload
- ✓ Quasar Cannon — 1-shot engines, no backpack, slower
- ✓ EAT — 1-shot engines, disposable, call frequently
Best for: Dedicated anti-reinforcement role
- ✓ Arc Thrower — Chains through grouped bots
- ✓ Sickle — Accurate, infinite ammo for headshots
- ✓ Dominator — Medium pen, fast TTK on infantry
- ✓ Autocannon — Destroys everything fast
Best for: Clearing waves before next flare
Scenario 2: Heavy Unit Weak Point Targeting
Situation: You’re facing Hulks, Devastators, Tanks, or Factory Striders. Body shots ricochet. You’re wasting ammo. They’re not dying.
Why This Happens: Bot heavies have heavy armor plating everywhere EXCEPT specific weak points. Hit the weak point = instant kill or massive damage. Miss it = you’re tickling them.
Complete Weak Point Matrix
| Enemy | Primary Weak Point | Secondary Weak Point | Best Weapons |
|---|---|---|---|
| Hulk (all types) | Red eye slit (face) Front-facing, glowing red | Orange heat sinks (back) Two glowing orange vents | Railgun (2-shot), Quasar, Anti-Materiel Rifle, precision primaries |
| Devastators | Red eye (head) Instant kill with headshots | Weapon arms Disarm then finish | Dominator (4-5 shots to head), Slugger, Scorcher, precision weapons |
| Scout Strider | Pilot (rear opening) Exposed from behind | Leg joints Destroy legs to immobilize | Any medium+ pen weapon on pilot, explosives on legs |
| Tank (Shredder) | Rear exhaust vent Behind turret, glowing | Turret itself Destroy turret to disable | EAT, Quasar, Recoilless (rear vent), Orbital strikes |
| Tank (Annihilator) | No obvious weak point Extremely durable | — | Orbital Laser, Orbital Precision Strike, 500kg Bomb, sustained anti-tank fire |
| Factory Strider | Face “eye visor” (front) Thin red strip between armor | Underbelly factory door When spawning Devastators | Railgun/Quasar (6 shots to face), rockets into belly when door opens |
Factory Strider Detailed Breakdown
Factory Strider (AT-AT)
Appears 🔴 Difficulty 7+ • Dropped by Dropships • Walking Devastator Factory
- 1. Chin-mounted miniguns — Shred Helldivers in 1-2 seconds. Destroy with medium pen primaries (4-5 shots each gun)
- 2. Dorsal laser cannon — 360° rotating turret, extreme range, ragdolls on near-miss. Destroy with 2 anti-tank rockets
- 3. Underbelly Devastator factory — Spawns 4 Devastators periodically. Shoot into open door when spawning
Designate roles: Player 1-2 destroy miniguns, Player 3 takes out dorsal cannon, Player 4 calls orbital strikes. After disarming, all players focus on face weak point or coordinate belly rush. Communication prevents wasted stratagems and ammo.
Tip:
Difficulty Scaling: Factory Striders start appearing at 🔴 Difficulty 7. At ⚫ Helldive+, expect them in PAIRS during certain objectives. Always eliminate Devastators it spawns immediately—they have jump packs at high difficulties and will overwhelm you.
Scenario 3: Under Heavy Suppression Fire
Situation: You peek from cover and immediately take sustained fire from multiple directions. Can’t return fire effectively. Team pinned down. Objective timer running out.
Why This Happens: Bots use suppression tactics. Devastators, Hulks, and heavy units coordinate fire to keep you in cover while infantry flanks or calls reinforcements.
Breaking Suppression: Tactical Options
- ✓ Throw smoke between you and enemy
- ✓ Sprint to new cover position during smoke
- ✓ Flank while they’re blind
- ✓ Reposition to better angle
Best when: You need to move, not fight
- ✓ Railcannon Strike (targets heavies)
- ✓ Precision Strike on grouped enemies
- ✓ 380mm Barrage on fortified position
- ✓ EMS Strike to stun, then push
Best when: Enemies are stationary/grouped
- ✓ Shield Generator Pack + advance
- ✓ Ballistic Shield + Revolver combo
- ✓ Shield Generator Relay for team
- ✓ Tank hits, team shoots from behind
Best when: You need to hold ground
Cover Movement Technique
Bots punish poor positioning. Master cover-to-cover movement at 🟡 4+ or die constantly.
| Cover Type | Protection Level | When to Use |
|---|---|---|
| Rocks / Large Boulders | Excellent | Best cover. Blocks all fire. Can’t be destroyed. Peek from sides, not top. |
| Trenches / Ditches | Excellent | Full protection when crouched. Beware: vulnerable to flanking. Watch entrances. |
| Building Walls | Good | Solid cover, but destructible by tank/cannon fire. Don’t stay if taking heavy weapons fire. |
| Metal Crates / Containers | Fair | Blocks most fire but can be destroyed. Temporary cover only. Move before destroyed. |
| Destroyed Dropship Wreckage | Good | Excellent improvised cover. Large, blocks fire. Be aware some bots can pin underneath it. |
| Hills / Terrain Elevation | Situational | Blocks line of sight when used correctly. Can also expose you if enemies on higher ground. |
Watch Out:
Critical Mistake: Do NOT peek from the same cover position repeatedly. Bots pre-fire peek spots. Peek left, duck, peek right next time. Vary your timing. Predictable peeking = instant death at 🔴 7+.
Loadout Recommendations
- ✓ Shield Generator Pack + Any primary
- ✓ Ballistic Shield + Senator/Verdict
- ✓ Shield Generator Relay (team stationary defense)
- ✓ Smoke grenades for repositioning
Drawback: Less offensive firepower
- ✓ Autocannon — Destroys cover, kills everything
- ✓ Grenade Launcher — Flushes enemies from cover
- ✓ Machine Gun — Sustained suppression fire back
- ✓ Eagle Airstrikes — Multiple for constant pressure
Philosophy: Best defense is offense
Scenario 4: Breaching Fortified Bot Outposts
Situation: You need to destroy a bot fabricator/outpost. It’s surrounded by turrets, patrols, and defensive structures. Direct assault gets you shredded.
Why This Happens: Bot outposts are designed as defensive fortresses with overlapping fields of fire. Frontal assault without strategy fails at 🟡 4+.
Breach Options by Difficulty
🟢
Tactic: Run in, shoot everything, throw Eagle Airstrike on fabricator. Minimal strategy needed.
🟡
Step 1: Scout outpost perimeter, identify turrets
Step 2: Destroy turrets from range (Railgun, Autocannon)
Step 3: Clear perimeter patrol
Step 4: Breach, destroy fabricator with explosives
🔴
Best approach: Don’t breach at all. Use 380mm Barrage or Walking Barrage from outside outpost range.
Alternative: Destroy Stratagem Jammer first (if present), THEN orbital strike
Cleanup: Clear survivors with team, avoid staying inside outpost
⚫
Preferred: Stealth past outpost entirely if not required objective
If required: Multiple orbital barrages + Eagle strikes simultaneously. Team coordinates to hit from outside during bombardment window
Extract immediately: After fabricator destroyed, don’t linger. Reinforcements incoming
Stratagem Jammer Towers (Highest Priority)
Stratagem Jammer Towers
Tall forked towers that prevent stratagem use in large radius
If jammer active, you cannot call reinforcements, support weapons, or strikes inside the radius. You’re fighting with only your loadout. Locate tower (usually center of outpost), destroy from outside jammer radius using anti-tank weapon or primary fire.
When you try to call stratagem and it shows red/blocked icon with “JAMMED” indicator, there’s a tower nearby. Look for tall structure with forked top, often glowing red.
Detector Towers (Automatic Reinforcement Trigger)
Detector Towers
Rotating searchlight beams that trigger dropships when you’re spotted
Red searchlight beam rotates. If beam touches you, instant dropship called. Can retrigger IMMEDIATELY after dropship leaves (no cooldown like regular flares). Creates endless reinforcement spam if not destroyed.
- • Destroy from outside beam range (anti-tank weapons)
- • Avoid beam while sprinting through (risky)
- • Use cover to block line of sight
- • Orbital strike the tower before entering area
Tip:
Pro Strat: At ⚫ Helldive, coordinate full team orbital loadouts for outpost clearing. Player 1: 380mm Barrage. Player 2: Orbital Laser. Player 3: Walking Barrage. Player 4: Multiple Eagle Airstrikes. Call everything simultaneously from outside outpost, wait for explosions to stop, then quick in-and-out to confirm fabricator destroyed.
Quick Reference: Priority Target Matrix
In any engagement, kill in this order. Adjust based on immediate threat, but this is the baseline priority system.
| Priority | Target | Why |
|---|---|---|
| 1 | Bots launching flares (Trooper/Raider/Commissar) | Calling dropship = more enemies. Stop this first or get overwhelmed. |
| 2 | Devastators (Rocket/Gun types) | High DPS, accurate, can kill you in 2-3 seconds. Headshot kills them instantly. |
| 3 | Berserkers | Fast melee, will flank and kill you from behind. Shoot head or waist weak point. |
| 4 | Hulks | Tanky, high damage, but slow. Kill after immediate threats handled. Hit eye or heat sinks. |
| 5 | Scout Striders | Mobile, shoots over cover. Kill pilot from behind or destroy legs to immobilize. |
| 6 | Tanks / Factory Striders | Highest HP but slowest. Kite while killing other threats, then focus with anti-tank. |
| 7 | Troopers / Raiders / Marauders (not launching flares) | Basic infantry. Low threat individually. Clean up last after heavies dead. |
Info:
Context Override: This priority list assumes standard engagement. Override if: Tank/Strider is about to kill teammate (save them first), Hulk is in your face (kill it immediately), or you’re extracting and need to focus on immediate threats blocking escape.
Recommended Loadouts by Role
Anti-Armor Specialist
Role: Dedicated heavy killer. You delete Hulks, Tanks, Striders, and dropships.
- Primary: Scorcher or Sickle (for infantry cleanup)
- Secondary: Senator or Verdict
- Support: Railgun (Unsafe Mode) or Quasar Cannon
- Grenade: Thermite (sticks to heavies)
- Stratagem 1: EAT (backup anti-tank)
- Stratagem 2: Orbital Railcannon Strike
- Stratagem 3: Orbital Laser
- Stratagem 4: Supply Pack or Shield Generator Pack
- • Position at range, use Railgun/Quasar on weak points
- • Call EATs frequently as backup ammo
- • Save Railcannon/Laser for Factory Striders or Tank emergencies
- • Communicate heavy targets to team
- • Don’t rush into frontline (you’re support)
Infantry Shredder
Role: Fast clear of Troopers, Raiders, Devastators. Stop flares, mop up infantry.
- Primary: Dominator or Slugger (medium pen, 1-tap headshots)
- Secondary: Redeemer (high ROF close range)
- Support: Autocannon or Arc Thrower
- Grenade: Stun or Gas (crowd control)
- Stratagem 1: Machine Gun Sentry (constant pressure)
- Stratagem 2: Autocannon Sentry
- Stratagem 3: Eagle Cluster Bomb
- Stratagem 4: Eagle Airstrike
- • Place sentries at choke points before engagements
- • Focus fire on flare-callers immediately
- • Headshot Devastators on sight (instant kill)
- • Use Arc Thrower on grouped infantry (chains kills)
- • Save Eagle strikes for dropship arrivals
Defensive Support
Role: Tank damage, revive team, hold ground during objectives.
- Primary: Purifier (energy weapon, good vs bots)
- Secondary: Grenade Pistol
- Support: Shield Generator Pack
- Grenade: Smoke
- Stratagem 1: Shield Generator Relay
- Stratagem 2: Mortar Sentry
- Stratagem 3: EMS Mortar Sentry
- Stratagem 4: Orbital Gas Strike or EMS Strike
- • Deploy Shield Relay at objective BEFORE starting it
- • Place Mortars to cover approaches
- • Use personal shield to revive downed teammates
- • Smoke grenades for emergency repositioning
- • Focus on keeping team alive, not max kills
Flexible All-Rounder
Role: Adaptable loadout for any situation. Good when team composition unknown.
- Primary: Sickle (infinite ammo, medium pen)
- Secondary: Senator
- Support: Autocannon (kills everything)
- Grenade: Thermite or Stun
- Stratagem 1: Orbital Precision Strike
- Stratagem 2: Eagle 500kg Bomb
- Stratagem 3: Eagle Airstrike
- Stratagem 4: Resupply or Shield Pack
- • Sickle for infantry headshots (never reload)
- • Autocannon for heavies and dropships
- • Orbital strikes for fortified positions
- • Eagle strikes for emergency crowds or heavies
- • Adapt tactics based on what team needs
Team Booster Recommendations
Boosters stack team-wide but cannot duplicate. Coordinate before drop for maximum efficiency.
| Booster | Effect | Priority vs Bots |
|---|---|---|
| Hellpod Space Optimization | More resupplies and support weapons from drops | HIGH |
| Localization Confusion | Increases cooldown between bot reinforcement calls | HIGH |
| Stamina Enhancement | Faster stamina regen for sprint/cover movement | MEDIUM |
| Muscle Enhancement | Faster throw speed for grenades/stratagems | MEDIUM |
| Flexible Reinforcement Budget | More reinforcements available (deaths matter less) | LOW (learn not to die instead) |
Final Tactical Mindset: Bots vs Bugs
Fighting bots requires a complete mental shift from fighting bugs. Here’s the philosophical difference:
Terminids: Reactive combat. Bugs come to you. You respond with area denial and crowd control. Constant motion required.
Automatons: Proactive combat. You engage on YOUR terms. Plan before shooting. Use cover religiously. Precision over speed.
The single biggest mistake players make transitioning to bots is bringing bug tactics to bot fights. Against bugs, you can be aggressive, sprint through enemies, and overwhelm them with firepower. Against bots, that gets you killed in seconds.
Bots punish:
- Staying in the open
- Predictable movement
- Ignoring flares
- Poor positioning
- Wasting anti-tank on infantry
Bots reward:
- Cover usage
- Weak point accuracy
- Reinforcement denial
- Coordinated orbital strikes
- Patience and positioning
The difficulty gap between bugs and bots at high levels comes down to this: bugs test your ability to handle chaos and maintain awareness. Bots test your ability to execute tactics and coordinate with your team.
One final note: Stealth is viable against bots in ways it isn’t against bugs. If an objective doesn’t require combat, consider bypassing patrols entirely. Avoiding detection means no flares, no dropships, no attrition. Sometimes the best fight is the one you never start.
Now get out there, Helldiver, and show these tin cans that flesh beats steel when backed by Superior Firepower and Tactical Superiority. For Democracy!