Helldivers2アーマーパッシブ:包括的なガイドとティアリスト
Helldivers 2は、鎧を軽く、中程度の、重いタイプに分類し、それぞれにモビリティと防御に影響を与えます。ただし、実際のパワーはアーマーパッシブにあります。強力な特典はゲームプレイを大幅に変更します。このガイドは、すべてのパッシブを詳しく説明し、ロードアウトを最適化するのに役立つティアリストを提供します。
すべての鎧のパッシブとその効果
次の表には、14個のアーマーパッシブすべて(1.002.003ゲームバージョンの時点)とその説明を示します。これらのパッシブはボディアーマーのみに結び付けられていることを忘れないでください。ヘルメットとケープは追加のボーナスを提供しません。
Armor Passive | Description |
---|---|
Acclimated | 50% resistance to acid, electrical, fire, and gas damage. |
Advanced Filtration | 80% resistance to gas damage. |
Democracy Protects | 50% chance to survive lethal attacks (like headshots); prevents chest injuries (like internal bleeding). |
Electrical Conduit | 95% resistance to lightning arc damage. |
Engineering Kit | +2 grenade capacity; 30% recoil reduction when crouching or prone. |
Extra Padding | +50 armor rating. |
Fortified | 50% resistance to explosive damage; 30% recoil reduction when crouching or prone. |
Inflammable | 75% resistance to fire damage. |
Med-Kit | +2 stim capacity; +2 seconds additional stim duration. |
Peak Physique | 100% increased melee damage; improved weapon handling (reduced weapon movement drag). |
Scout | 30% reduced enemy detection range; map markers generate radar scans revealing nearby enemies. |
Servo-Assisted | 30% increased throwing range; 50% additional limb health. |
Siege-Ready | 30% increased primary weapon reload speed; 30% increased primary weapon ammo capacity. |
Unflinching | 95% reduced recoil flinching. |
アーマーパッシブティアリスト
このティアリスト(バージョン1.002.003)は、さまざまなミッションや敵タイプにわたる全体的な価値、効用、および有効性に基づいてパッシブをランク付けしています。
Tier | Armor Passive | Why? |
---|---|---|
**S** | Engineering Kit | Extra grenades are invaluable for various tasks: closing bug holes, destroying fabricators/warp ships, using thermites, and stunning enemies. |
Med-Kit | Increased stim capacity and duration drastically improves survivability, especially when combined with the Experimental Infusion booster. | |
Siege-Ready | Significantly boosts ammo capacity and reload speed for primary weapons, making it easier to handle large enemy groups, particularly with high-ammo weapons. | |
**A** | Democracy Protects | Provides a substantial early-game defense boost, increasing survival against lethal attacks. |
Extra Padding | Offers straightforward, consistent armor rating increase for improved defense against all damage types. | |
Fortified | Extremely useful overall, but especially effective against Automatons, improving survivability against their explosive attacks. | |
Servo-Assisted | Particularly beneficial against Terminids; increased throwing range allows safer stratagem deployment and grenade use, while extra limb health mitigates claw attacks. | |
**B** | Peak Physique | Less useful as melee combat is generally avoided; the weapon handling improvement is helpful against mobile enemies, but other options often provide better solutions. |
Inflammable | Ideal for fire-based builds and situations with fire-based hazards (like fire tornadoes); effective against Terminids and Illuminate. | |
Scout | Useful for revealing enemy positions, but its value is limited by its lack of highlighting points of interest or side objectives. | |
**C** | Acclimated | Provides limited value as you rarely face all four elemental damage types in a single mission. |
Advanced Filtration | Only useful for gas-based builds, and even then, the overall benefits are not substantial. | |
Electrical Conduit | Primarily useful against the Illuminate, but other passives are often more effective, unless friendly fire is a major concern. | |
Unflinching | The reduction in recoil flinching provides minimal impact on combat effectiveness. |