Smarter Guard Dogs - Updates

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PC Smarter Guard Dogs 2.0.0

Updates for Helldivers 2
  • chfb
NEW IN 2.0 - THE DOGS KNOW WHAT THEY CAN HURT

- Skips armour it can't get through (optional)
The Guard Dog leaves Heavy armour alone: Hulks, Heavy Devastators (their shield eats its shots), Chargers, Impalers, Tanks, War and Factory Striders, mortar and anti-air emplacements, Harvesters and more. The Rover's beam bounces off Medium armour, so it also leaves Devastators, Scout Striders to you. The K-9's arc gets through nearly everything, so it skips nothing. It is its own option ("Armour skipping") in your mod manager, so you can leave it off if you prefer your dog to shoot everything.

- No shooting into cover
When an enemy ducks behind a wall or rock, your dog stops firing at the spot where it was and switches to an enemy it can see. Enemies that only pass behind something for a moment don't make it start over.

- Guard Dog range
The Guard Dog only opens fire within about 30 m, but it used to "line up" on enemies far beyond that while closer ones were attacking you. Now, while anything is in range, it deals with that first.

- Rover spreads its fire
The Rover lights the unlit enemies closest to you first, then works outward across the group, and keeps burning the last one when nothing else is left.

- Less hesitation in big fights
Fewer needless target changes when you're surrounded, so the dog spends more of its time shooting.

- Laser improvements
The laser follows the Guard Dog's barrel to where its shots land, points straight at the target for the Rover and K-9, and switches off while the dog reloads on your back.

- Lighter on your PC
About 70% fewer memory reads per frame than 1.1.