The Helldivers 2 Recoilless Rifle is a powerful support weapon in the Helldivers’ arsenal, and it isn’t alone. The Recoilless Rifle is a part of the anti-tank launcher family, which includes four other launchers. But with so many anti-tank launchers, which launcher should you use to spread managed democracy?
The Helldivers 2 Recoilless Rifle is said to be the best anti-tank launcher, but is that actually true? The Recoilless Rifle is a powerful anti-tank launcher; however, it still has flaws that other launchers don’t have. So, who are the members of the anti-tank launcher family, and how do they compare?
The Family Of The Helldivers 2 Recoilless Rifle And Their Uses

The Helldivers 2 Recoilless Rifle and the various other anti-tank launchers serve the same purpose despite their differences. They specialize in destroying heavily armored enemies and fortifications, leaving them a pile of ash. However, if they perform the same job, then why should you take one over the other?
Fortunately, each member of the anti-tank launcher family has traits that set it apart from the others. These can include minor traits like how the weapon aims, or major traits like how it works in its entirety. To start us off, let’s talk about the launcher in the title, the Helldivers 2 Recoilless Rifle.
The GR-8 Recoilless Rifle: The mentioned GR-8 Recoilless Rifle is an 84mm recoilless rifle that fires both HEAT and HE projectiles. The GR-8 is a reloadable support weapon; however, this is only possible with the given ammo pack. The ammo pack for the GR-8 contains five shells, which amounts to six shells if you count the shell already in the GR-8.
The penetration and damage that each 84mm shell is capable of destroying most heavily armored enemies. The GR-8 can destroy anything short of a Hive Lord in a single shot, quite an impressive damage output. But with such power comes a few downsides; you can’t have a single weapon do everything now, can you?
The downsides of the Helldivers 2 Recoilless Rifle are that it occupies the support weapon and backpack slot for one Helldiver. Since many players prefer to wear the pack and use the launcher for convenience, this is a downside for many. When reloading on your own, the GR-8 requires you to kneel, leaving you exposed to enemies.
The LAS-99 Quasar Cannon: This next entry sets itself apart from its kin with its curious and unique projectile. The Quasar Cannon fires an energy projectile that streaks through the air without bullet drop. Think of the Quasar Cannon as a sniper launcher; however, firing this weapon is also a unique experience.
The Quasar Cannon requires a Helldiver to charge up each shot for three seconds before it can fire. The Quasar Cannon will immediately overheat after firing and cool down for 15 seconds. The Quasar Cannon can destroy Hulks, Chargers, and anything below them with no trouble, but anything bigger might give it a challenge.
The FAF-14 Spear: This familiar weapon is perfect for those whose aim isn’t the best amongst their peers. The Spear features one of the most powerful projectiles in the game, but at a cost. The projectile of the Spear comes in the form of a 66mm guided missile that tracks its target until impact, sound familiar?
Each projectile can destroy or heavily damage anything it hits, as each missile deals 4,000 damage. Unfortunately, enemies with precise weak spots will require several missiles, as each missile targets the main body. Another weakness of the Spear is that it contains four missiles, which combine with the pack and Spear itself.
The EAT-17 Expendable Anti-Tank: The EAT is the first of several expendable launchers in the Helldiver arsenal, and one of two anti-tank expendables. The EAT exchanges ammo packs for a short cooldown that rivals every launcher listed here. With a fully upgraded ship, you can call down the EAT, which contains two launchers, every 59.85 seconds.
Each EAT launcher shoots one 75mm projectile before needing to be discarded, hence the expendable in the name. Each EAT projectile deals 2,000 damage like the LAS-99 Quasar Cannon, which can destroy most enemies. Unfortunately, if you miss with both launchers, you’ll have to wait for the cooldown before going tank hunting again.
The MLS-4X Commando: The Commando is the last of these dedicated anti-tank launchers; it’s also the last of the expendable anti-tank launchers. The Commando is the first weapon in Helldivers 2 to use laser guidance for its projectiles, until the Solo Silo arrived. The Commando can also fire without laser guidance, dumb firing, as many would call it.
The Commando comes loaded with four 66mm missiles that deal 1,100 damage each. So, two shots from the Commando do slightly more damage than one EAT launcher. The Commando has a marginally higher cooldown timer than the EAT, so be careful with your shots lest you want to be left defenseless.
Should I Use The Helldivers 2 Recoilless Rifle Or Something Else?

The Helldivers 2 Recoilless Rifle is definitely a great anti-tank weapon, but it still has its downsides. That is why you should look at the other anti-tank weapons present in the Helldivers 2 arsenal. For example, if you want to use a backpack but need a launcher, use the expendables or Quasar Cannon.
So, examine your loadout to see what you need and choose accordingly before you deploy. And once you’re done selecting your loadout, get ready to spread some managed democracy, Helldiver!
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