Helldivers 2 Armour Passives: Kompleksowy przewodnik i lista poziomów
Helldivers 2 klasyfikuje zbroję do typów światła, średnich i ciężkich, z których każdy wpływa na mobilność i obronę. Jednak prawdziwa moc leży w pasywach pancerza - silne profiki znacznie zmieniają rozgrywkę. W tym przewodniku opisuje wszystkie pasywne i zawiera listę poziomów, aby pomóc Ci zoptymalizować zużycie.
Wszystkie pasywne pancerze i ich efekty
Poniższa tabela zawiera wszystkie 14 pasywów zbroi (w wersji gry 1.002.003) i ich opisy. Pamiętaj, że te pasywne są związane tylko z pancerzem; Hełmy i peleryny nie oferują żadnych dodatkowych bonusów.
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. |
Lista poziomów pasywnych zbroi
Ta lista poziomów (wersja 1.002.003) zajmuje pasywne pasywne na podstawie ogólnej wartości, użyteczności i skuteczności w różnych misjach i typach wroga.
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. |