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Dabei seit: 08.01.2026 Beiträge: 11
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Verfasst am: Heute um 09:26 Titel: U4GM How to Master the Reprimand SMG in Helldivers 2 |
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Helldivers 2 SMG-32 Reprimand guide: 125 damage, medium AP, 490 RPM, burst-control recoil, and top CQC breakpoints for Devastators, Berserkers, and Striders in hives and trenches.
I used to lump most Helldivers 2 SMGs into the "fun, but not serious" pile. Great for running objectives, terrible the moment the sky fills with dropships and everything turns into a metal storm. Then I gave the SMG-32 Reprimand real time, real missions, real panic. It's the first SMG that made me rethink my loadout, and if you're already topping up medals or hunting gear upgrades through U4GM, this is the kind of weapon that actually rewards putting resources into attachments and practice.
Rate of Fire That Forces You to Play Smart
The Reprimand doesn't do that classic SMG "spray and pray" thing. At 490 RPM, it's got a steadier beat, almost like it's telling you to slow down and place shots. And because it hits for 125 ballistic damage with medium armor pen, those shots matter. You'll notice it right away versus Automatons: Devastators can drop from two clean headshots, and Heavy Devastators don't feel immortal anymore if you keep bursts tight. The downside is obvious the first time you get jumpy—25 rounds goes fast. If you hold the trigger when a breach pops, you're gonna reload at the worst possible moment. Tap, reset, tap again. It's not flashy, but it works.
Recoil, Attachments, and the "Oh, This Is Better" Moment
Out of the box, the vertical kick is spicy. You can muscle it down, sure, but you'll lose the sight picture when it counts. The gun changes once you tune it: a vertical foregrip and a compensator take it from feeling unruly to feeling like a weapon you can actually trust. After that, it starts behaving more like a compact rifle than an SMG. You can keep a weak point in view through smoke, track a moving head, and land the burst instead of drawing a line around the target. And the handling stays snappy—if something gets inside your bubble, switching to a Redeemer or grenade pistol feels instant.
Where It Shines (and Where It'll Punish You)
Against Automatons, it's a straight-up problem solver. Peek, burst, drop the Rocket Dev before the volley starts. You don't need a long exposure window, which is huge on higher difficulties. Terminids are trickier. You can absolutely delete priority threats—two headshots on a Stalker is real, and it saves lives—but you don't get much stagger. If you miss, you don't "control" the fight; you just invited chaos. This is a gun for divers who can keep their head when the audio turns into screaming and chitin.
Loadout Tips That Make It Feel Like a Primary
I like running it with a Shield Generator backpack so I can eat a hit while lining up the burst instead of flinching into a reload. Bring a heavy answer for real armor—Railgun or Quasar—and don't be precious about calling resupplies because this playstyle drinks ammo. If you treat the Reprimand like a precision tool, it pays you back every mission, and if you're browsing upgrades or trading for Helldivers 2 Items to round out the kit, it's worth building around: short bursts, head-level aim, and no panic holds on the trigger.
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