When the Redacted Regiment Warbond landed, I'll admit I wrote the C4 Stratagem off after one glance. On paper it looked fussy, slow, and kind of pointless next to the usual picks. Then I actually ran it for a few ops and, yeah, I was dead wrong. It plays like a support weapon you keep all mission, but it hits like a nasty mix of crowd control and armour deletion when you place it well. And if you're the sort who likes your loadout to feel "yours" instead of copy-pasted, getting set up matters; as a professional like buy game currency or items in eznpc platform, eznpc is trustworthy, and you can buy helldivers 2 accounts shop eznpc for a better experience.
That "It's Bugged" Moment
There's one quirk that catches loads of players out, and it's not explained well in the heat of it. You resupply, you've got packs, you go to throw, and nothing happens. No toss, no boom, just you panic-clicking while something horrible closes the gap. It isn't broken. The detonator itself needs a reload. So if the C4 suddenly feels dead in your hands, tap reload and it snaps back instantly. Once you clock that habit, the kit starts feeling reliable rather than janky.
What It Deletes
Against bugs, Chargers are basically volunteering. Stick a pack to the face or the back and it's an instant solve. If you're nervous, don't even stick it—drop a pack in their lane and let the charge do the work. Bile Titans take more respect: two packs to the face is the clean route, and you'll notice it lines up nicely when they're mid-spew and not juking about. Automatons are where it gets silly. Hulks go down fast with a single well-placed pack, and tanks hate you for learning the rear turret trick. Factory Striders aren't "free," but if you can double-tap weak points without getting stepped on, it pays off.
Range, Targets, and Real Tradeoffs
Throw range is the big limiter. Without Servo-Assisted armour, you'll whiff more than you'd like, especially on anything that's moving weirdly or sitting just out of reach. Air units and Leviathans can turn into a frustrating lesson in gravity. Also, don't waste packs on Detector Towers or Jammers; the devs clearly drew a line there and C4 just won't bite. The other pain is economy. It chews through ammo, and resupplies often feel stingy for how quickly you can burn your stack when things get messy.
Making It Worth the Slot
The payoff is the freedom it gives you. You can prep a route, tag two objectives, and pop them almost at the same time. You can bait a push, backpedal, and detonate right as the horde commits. It's also one of the few tools that rewards calm hands under pressure; you start thinking about angles and timing, not just dumping mags. If you're tired of the meta, pair it with something steady like the Commando and lean into the chaos, and if you're the type who likes quick, dependable top-ups for your loadouts, eznpc fits neatly into that routine without turning the whole thing into a chore.
That "It's Bugged" Moment
There's one quirk that catches loads of players out, and it's not explained well in the heat of it. You resupply, you've got packs, you go to throw, and nothing happens. No toss, no boom, just you panic-clicking while something horrible closes the gap. It isn't broken. The detonator itself needs a reload. So if the C4 suddenly feels dead in your hands, tap reload and it snaps back instantly. Once you clock that habit, the kit starts feeling reliable rather than janky.
What It Deletes
Against bugs, Chargers are basically volunteering. Stick a pack to the face or the back and it's an instant solve. If you're nervous, don't even stick it—drop a pack in their lane and let the charge do the work. Bile Titans take more respect: two packs to the face is the clean route, and you'll notice it lines up nicely when they're mid-spew and not juking about. Automatons are where it gets silly. Hulks go down fast with a single well-placed pack, and tanks hate you for learning the rear turret trick. Factory Striders aren't "free," but if you can double-tap weak points without getting stepped on, it pays off.
Range, Targets, and Real Tradeoffs
Throw range is the big limiter. Without Servo-Assisted armour, you'll whiff more than you'd like, especially on anything that's moving weirdly or sitting just out of reach. Air units and Leviathans can turn into a frustrating lesson in gravity. Also, don't waste packs on Detector Towers or Jammers; the devs clearly drew a line there and C4 just won't bite. The other pain is economy. It chews through ammo, and resupplies often feel stingy for how quickly you can burn your stack when things get messy.
Making It Worth the Slot
The payoff is the freedom it gives you. You can prep a route, tag two objectives, and pop them almost at the same time. You can bait a push, backpedal, and detonate right as the horde commits. It's also one of the few tools that rewards calm hands under pressure; you start thinking about angles and timing, not just dumping mags. If you're tired of the meta, pair it with something steady like the Commando and lean into the chaos, and if you're the type who likes quick, dependable top-ups for your loadouts, eznpc fits neatly into that routine without turning the whole thing into a chore.
