Helldivers 2has plenty of devastating weaponry to pick from (especially after the most recent patch), but for Helldivers looking for the best handheld rocket launcher without a cumbersome reload, the EAT-17 andCommando Rocket Launcherare their two best options.

These two rocket launchers fulfill a similar niche – turn large targets into a shower of shrapnel, guts, and freedom. At first glance, there’s very little difference between these two. The EAT-17 and Commando hit similar damage break points, are both disposable, and don’t require a backpack slot or a reload in the same way as theGR-8 Recoilless Rifle. Despite their similarities, Helldivers may be wondering which of these two rocket launchers is better. The Commando and its multi-use magazine? Or the one-shot power of the EAT-17?

EAT-17 in Helldivers 2

  • High burst in damage
  • Only one shot; don’t miss

Commando rocket launcher in Helldivers 2

  • Low cooldown time
  • Has drop over long distances

Helldivers 2 Tag Page Cover Art

  • Each pod has a pair
  • Can only carry one at a time

Helldivers 2 Press Image 1

  • Great to use with a partner

  • High velocity projectile

Helldivers 2 Press Image 2

Best Targets:

TheEAT-17 Expendable Anti-Tankis the best rocket launcher for those moments when a huge burst of damage is needed on a single target. TheEAT-17 is best used against Bile Titans and Chargers since it only takes a single rocket to their heads for a kill.Dropships can also be taken down by a single EAT-17 shot to its engines, while Hulks will go down with a single shot into their eye.

However,Helldivers 2’s EAT-17has two drawbacks:it is only a single shot and Helldivers can only carry one at a time.This makes it less useful for hordes, but better equipped for large targets. Luckily, its fast cooldown (60s) helps offset this weakness, since players can continually summon the EAT so they can always have a steady supply of these rocket launchers. These rockets also don’t despawn, so calling for more EATs is always a good strategy on the off-chance players will return to that area.

Helldivers 2 Press Image 3

  • Multiple shots
  • Damage is okay

Helldivers 2 Press Image 4

  • Rockets follow cursor
  • Long cooldown

Helldivers 2 Press Image 5

  • More efficient with break points
  • Missile can be a little slow

Helldivers 2 Press Image 6

  • Projectile doesn’t drop

In comparison to the EAT-17, theML5-4X Commandohas more shots per rocket launcher and ismore flexible with how it’s used. Unlike the EAT-17, it has a 4-shot capacity, its rockets are laser-guided so they’ll move toward the cursor’s location, and these projectiles also won’t slowly drop over long distances.

A general rule of thumb, two Commando rockets tend to equal one EAT-17 shot.

The Commando’s increased rocket capacity is also great for damaging break points against enemies with lots of HP. For the EAT-17, these targets will usually take two rockets, butthe Commando can take anywhere between 1 -3 rockets, leaving the player with an extra rocket to use.Examples of this include Hulks (1 Commando rocket to the eye), andFactory Striders(2 or 3 Commando rockets to the face, three rockets to the belly), which usually require one or both EAT-17 shots to take down. Impalers will also be taken down by one EAT-17 shot or one Commando rocket to their crit spot or their glowing backside.

Best Times To Choose The EAT-17

Best Times To Choose The Commando

Despite the similar damage numbers,the EAT-17’s one-shot nature and heavy reliance on constant call-downs make it best for stationary fights.Missions that require a team of Helldivers to remain in a specific location for a long period, like defense or evacuation missions, are perfect for the EAT-17. This way, the player can call down pods for themselves and their team to use and will always have access to the second rocket when it’s needed.

The EAT-17’s ability to one-shot Bile Titans and Chargers efficiently also makes it perfect to use against bugs. Even if the mission isn’t a stationary one, it’s not a bad idea to call down the EAT-17 on the off-chance the team will revisit that location. Otherwise, fighting against Terminids gives the player plenty of situations to one-shot a Bile Titan and then pick up the second eat just in case something else appears later.

Players who are particularly good at tagging enemies with the call-in beacon will also prefer using the EAT-17 because of its lower cooldown. Weaponizing the drop pod and the frequent call-in will make the EAT-17 extremely useful in more situations.

If a team of Helldivers needs something more friendly for mobile operations, then the Commando’s the better choice. This way,one Helldiver can get the equivalent of two EAT-17 shots from one rocket launcher, without the need to go back to the pod to get the second rocket launcher. This comes at the cost of a higher cool down, but for missions that require plenty of moving around, skilled Helldivers should be able to cycle through their other stratagems and equipment enough times to get the Commando rocket launcher again when it’s needed.

TheCommando shines particularly well against bots, where a single rocket to the eye of a Hulk is a more efficient kill than using a single EAT-17. Against Factory Striders, it usually requires two EAT-17 shots to the undercarriage to bring these behemoths down, but it only takes 3 Commando rockets to achieve the same effect. Since it’s easier to bring a single Commando into a fight with a Factory Walker than juggling two EAT-17s, the Commando tends to be the more efficient weapon against these enemies.