Helldivers 2 How to Defeat Automaton Gunships

Guide: helldivers2 · Published · 3,009 words · 16 min read

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Quick Answer: In Helldivers 2, beat Automaton Gunships by spotting the factory, prioritizing anti-air or high-penetration weapons, focusing fire on the engines, and treating the fight as a position check rather than a straight brawl.

What Gunships Are

Automaton Gunships are airborne patrol threats that force you to control space, not just aim well. They punish open-ground teams, punish slow target swaps, and punish squads that carry only light anti-infantry tools. In practical terms, they function like a mid-mission tempo check: if your team cannot answer flying armor quickly, the bot front starts dictating your movement.

The game itself is a cooperative third-person shooter built around fast, frantic battlefield decisions, with the official Steam description calling it “The Galaxy’s Last Line of Offence” and framing the action as a hostile-galaxy war effort Source. That matters here because Gunships are not an isolated encounter type. They are part of the wider Automaton pressure package, where patrols, fabricators, heavy walkers, and artillery all combine to deny safe rotations.

A beginner should think about Gunships in three layers:

  • Detection: see the source before the source sees you.
  • Disruption: break line of sight and deny their firing angle.
  • Execution: bring enough armor penetration to remove them efficiently.

This guide is built around that loop. If you understand why Gunships appear, what tools kill them, and how to avoid wasting time in the wrong part of the map, the Automaton front becomes much more manageable.

First-Hour Checklist

Your first hour should be spent learning mission flow, unlocking one reliable anti-armor answer, and building the habit of checking the sky every time the Automaton front gets loud. The goal is not to “optimize” your account immediately; the goal is to avoid dead-end loadouts and bad habits that make Gunships feel unfair.

1. Run low-risk Automaton missions on purpose

Pick lower difficulty bot operations and stay focused on survival, extraction, and reading enemy behavior. You want repeated exposure to:

  • Fabricator clusters
  • Heavy bot patrols
  • Rocket and cannon pressure
  • The sound and silhouette of Gunship-related threats

A couple of short missions against Automatons teach more than one long mission on a front you cannot yet read. If you rush into high difficulty too early, you often misdiagnose the problem as “Gunships are overpowered” when the real issue is that your team lacks target prioritization and anti-armor coverage.

2. Unlock at least one dependable anti-armor option

You need a tool that answers armored targets consistently, not a loadout that only clears infantry well. In the early game, examples of the kind of answers you want are:

  • Support weapons with strong armor penetration
  • Stratagems that delete or heavily damage durable targets
  • Team loadouts that can focus fire on a single priority target

For Automaton Gunships specifically, the key is not just raw damage. You want something that can hit weak points or apply sustained armor damage fast enough to prevent the gunship from loitering over the squad.

3. Practice weapon swapping under pressure

Gunship fights punish players who stay committed to the wrong weapon. During your first hour, deliberately practice:

  • Primary to support weapon swaps
  • Repositioning before re-engaging
  • Reload timing after cover breaks
  • Calling targets out instead of free-aiming in silence

If you are using a general-purpose rifle, a backpack utility, and a support weapon, you should know which slot is responsible for anti-armor and which slot is for cleanup. Beginners often lose fights because they keep firing a light weapon into an armored target long after the fight is decided.

4. Learn one safe extraction pattern

Gunships are most dangerous when the squad is already stressed. Build the habit of extracting from the edge of the fight rather than from the center of it. A safe extraction pattern usually looks like this:

  • Move to cover before the timer gets tight
  • Clear the closest patrols first
  • Save at least one heavy answer for the final push
  • Do not stand still to finish a reload if you can break contact instead

That pattern carries into almost every Automaton mission. It also helps against other bot threats, so the time you spend learning it pays off immediately.

5. Test one squad role, not four

In your first hour, do not try to be the entire team. Pick one role and learn it well:

  • Anti-armor responder
  • Crowd control and area denial
  • Objective runner
  • Support and recovery

If you are the player carrying the anti-air answer, your job is to delete Gunships or force them off the squad’s angle. If you are not carrying that role, your job is to create safe space for the player who is.

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Resource Priority Order

Your resource priority should favor tools that improve mission consistency first, then comfort, then style. In Helldivers 2, early spending mistakes tend to come from buying for novelty instead of buying for coverage, especially when you are still learning how Automaton fights actually unfold.

Priority What to spend on Why it matters against Automatons Early examples
1 Reliable combat unlocks Gives you a real answer to armored targets and Gunships Support weapons, damage stratagems, armor-penetration tools
2 Ship upgrades with direct combat value Improves the loadout you bring every mission Module upgrades that strengthen offensive or survival tools
3 Warbond progression that fills loadout gaps Expands your role options and gives you a second plan Weapons, grenades, armor traits, utility picks
4 Cosmetic or preference-driven unlocks Good later, not urgent for survival Skins, style picks, convenience extras

Spend early on capability, not convenience

The first thing to buy should be whatever makes your mission success rate more stable. On the bot front, that usually means an answer to heavy armor or flying armor, not a comfort pick that only feels good when the lobby is already winning. A beginner who buys for personal preference first often ends up with a loadout that clears infantry but folds to the first serious pressure spike.

Concrete examples of good early spending logic:

  • If your current kit struggles against Hulks and Gunships, prioritize armor penetration over another generalist rifle.
  • If you already have a decent damage setup, invest in ship modules that improve the value of the loadout you already use.
  • If your squad lacks utility, grab a tool that supports objectives and revives instead of doubling up on the same weapon type.

Hoard the resources that unlock flexibility

Do not drain every currency the moment you earn it. Keep some reserve so you can pivot when your current setup stops working. That matters because Automaton missions can swing from infantry-heavy to armor-heavy, and a loadout that feels strong on one map can feel bad on another.

A practical hoarding rule is simple:

  • Keep enough on hand to finish the next upgrade tier you actually want.
  • Avoid spending into a dead end just because a new unlock is available.
  • Save flexibility for the moment you realize your current answer is too slow to kill Gunships cleanly.

Upgrade around your core role

If you are the player the squad relies on to answer armored threats, your resources should reinforce that responsibility. If you are the objective runner, spend to improve survivability and mobility. If you are the support anchor, upgrades that improve utility and team uptime are more valuable than pure damage.

That is the main beginner trap on Helldivers 2’s bot front: building a little of everything and becoming excellent at nothing. Gunships expose that weakness immediately because they are a hard check on loadout focus.

How to Defeat Automaton Gunships

You defeat Automaton Gunships by forcing them into bad angles, hitting them with armor-ready tools, and finishing them before they can sustain pressure on the squad. There is no single “magic” button that solves the encounter every time, but there is a reliable structure that works in the current meta.

Use the right damage profile

Gunships are not meant to be solved by basic light fire. You want high-impact, armor-capable options. The exact weapon you bring depends on your unlocks and squad composition, but the logic stays the same:

  • Use heavy support weapons when available.
  • Use stratagems that can punish durable targets.
  • Focus on weak points instead of dumping damage into the center mass.

Good examples of the kind of answers players often lean on are anti-armor support tools, explosive stratagems, and team fire concentrated on one target. If one player is already engaging a Gunship, your best contribution may be to keep the surrounding bots off their back so they can stay on target.

Fight from cover, not in the open

Gunships punish players who stay exposed long enough for repeated volleys. Your default movement should be cover to cover, with brief windows to fire and then relocate. The useful sequence is:

  1. Break line of sight.
  2. Reposition a short distance.
  3. Re-engage only when you can actually connect shots.
  4. Repeat until the Gunship is down or forced away.

This matters because a Gunship fight is often decided by who controls sightlines first. If you let it hover over open terrain while your squad stands still, you are giving it time to stack damage and panic.

Prioritize engines and sustained focus fire

When players miss Gunships, it is often because they waste ammunition on low-value hits. Aim for the parts of the craft that let you collapse its combat effectiveness fastest, and keep the team’s damage synchronized. Even if your squad is not fully built for anti-air, coordinated fire is far better than three players shooting different threats at once.

Two useful scenario examples:

  • One player kites nearby bots while another dumps anti-armor into the Gunship.
  • Two players focus the Gunship while the third clears rockets, devastators, or infantry from the flank.

If the Gunship is already damaged, do not switch to a new target unless your team is about to be overrun. Finishing the threat is usually the correct tempo play.

Treat the source as the real objective

Gunships are often a symptom of an unsafe area rather than the entire problem. If they are spawning near a fabricator cluster or a fortified bot position, the real answer is to clear the source and remove the spawning pressure. Beginners often win the immediate air duel but lose the mission because they leave the factory area intact and trigger the same problem again.

That is why this encounter is as much about map control as it is about shooting. If you can identify the source, deny the angle, and delete the threat in a controlled window, the rest of the mission becomes much calmer.

Common Mistakes

Most beginner failures against Automaton Gunships come from bad positioning, poor loadout coverage, or target fixation. The good news is that each mistake has a clean correction if you catch it early.

1. Bringing only anti-infantry tools

Players do this because the early game teaches them to value clear speed, and clear speed feels good until armored air units appear. The fix is to include at least one real anti-armor answer in every bot loadout, even if it costs some crowd-clear comfort.

2. Standing in the open while shooting

This happens because newcomers want continuous DPS and do not trust repositioning. The fix is to shoot in short bursts from cover, then move before the Gunship or its support fire locks you down.

3. Ignoring the source and chasing the target

Players often tunnel on the Gunship itself and forget the fabricators, patrols, or fortified bot positions feeding the fight. The fix is to identify where the pressure is coming from and clear the source after the immediate threat is under control.

4. Splitting fire across too many targets

This happens when the squad panics and everyone picks a different problem. The fix is to assign one player or one burst window to the Gunship while the rest of the team keeps the battlefield stable.

5. Saving strong stratagems too long

Beginners often think they need to “wait for the perfect moment,” and the moment never comes. The fix is to use your strongest tool when the Gunship is active, visible, and threatening your team’s movement. A dead Gunship is better than a perfect stratagem held for a fight you may not survive.

6. Fighting after the squad has already lost tempo

This is the hidden beginner mistake on the bot front. Players keep shooting even when they are out of position, low on ammo, or already boxed in. The fix is to break contact, reset behind cover, and re-enter on your terms instead of trying to salvage a losing angle.

Pro Tips

These are the habits that separate a beginner bot squad from a group that can consistently handle Gunships without burning every resource in the mission.

Tip 1. Treat high ground as a weapon, not a comfort

If you can fight from elevation with clear retreat space, Gunships have a harder time converting their angle into pressure. Use ridgelines, ledges, and broken terrain to limit how much of the squad they can see at once.

Tip 2. Keep one player on cleanup duty

In a squad of four, at least one person should be watching for infantry, rockets, and flankers while the anti-armor player commits to the Gunship. This prevents the classic wipe where everyone focuses the air target and gets deleted by ground threats.

Tip 3. Pre-aim the lane before the Gunship appears

If you already know the likely approach path, do not wait until the craft is above you to start aiming. Pre-position your camera, reload early, and be ready to fire the instant the target becomes actionable.

Tip 4. Use the mission timer as a pace check

Gunships become more dangerous when teams are already under time pressure and making rushed decisions. If the mission is getting late, tighten your positioning, reduce unnecessary map detours, and finish objectives before the fight becomes a retreat.

Tip 5. Build around one answer and one backup

A strong beginner loadout usually has one primary answer to armored threats and one backup if that answer is on cooldown or out of ammo. For example, a support weapon can be your main anti-Gunship tool while a stratagem or explosive option gives you a second window.

Tip 6. Learn when not to shoot

If you cannot connect cleanly, your fire may be better spent clearing the bots that are forcing bad movement. A Gunship you cannot meaningfully damage for five seconds is less urgent than a Rocket Devastator about to pin your squad in place.

Graduation Threshold

You are out of the beginner phase when you can read Automaton pressure, build for it deliberately, and handle Gunships without scrambling your whole squad. That does not mean you know everything; it means your decisions are no longer accidental.

A good self-check is whether you can do the following consistently:

  • Bring at least one loadout that answers armored air or heavy ground threats.
  • Explain why each stratagem slot is in your kit.
  • Survive bot missions without relying on panic revives or random luck.
  • Identify when the fight should be reset instead of continued.
  • Defeat Gunships while still maintaining mission tempo.

Another useful milestone is comfort across multiple mission types. If you can move from a normal operation to a more punishing Automaton assignment and keep your loadout logic intact, you are no longer guessing. At that point, you are making deliberate role choices, which is the real jump out of beginner play.

You can also use achievement behavior as a rough sanity check on how deep the game’s systems go. Steam’s global achievement stats show the rarest tracked achievement at only 10.7% of players Source, which is a reminder that a large share of the player base never fully transitions from casual participation into mastery. In other words, getting comfortable with Gunships, armor checks, and clean mission resets already puts you ahead of the average learning curve.

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