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Posted by - CrystalNova -
on - December 24, 2025 -
Filed in - Other -
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173 Views - 0 Comments - 0 Likes - 0 Reviews
The FAF-14 Spear is one of the most powerful—and misunderstood—support weapons in Helldivers 2. Unlocked at Level 20 from the Patriotic Administration Center, it promises the ability to delete the toughest enemies from range. In practice, using it effectively requires understanding its unique mechanics. This guide breaks down how it works, based on common player experience and the game's current state.
In simple terms, the Spear is a fire-and-forget, homing anti-tank missile system. Unlike the Recoilless Rifle or the EAT-17, you cannot simply aim and shoot. It must achieve a full lock-on on a specific type of target before it will fire. This makes it a specialized tool, not a general-purpose rocket launcher.
When you aim down sights, your reticle will turn yellow and a small triangle will appear. You must hold this over a valid target. As the lock progresses, the triangle spins faster and shrinks. Once it turns green and stops, you have a lock and can fire. The missile will launch, fly upward briefly, and then dive onto your target. If the lock is broken (by losing line of sight, or the target moving behind cover), the triangle will spin in reverse and expand.
This is the most critical question. The Spear does not lock onto everything. Its targeting computer is programmed for large, armored threats and certain structures. In general:
Automatons: It locks onto Scout Striders, all Hulk variants, Tanks, Factory Striders, and Dropships. A well-placed shot can destroy a Dropship before it deploys units. As of a recent patch, it can also now lock onto Anti-Air turrets.
Terminids: It locks onto Brood/Alpha Commanders, Chargers, Bile Titans, and Impalers. It can also target Bug Holes and Spore Spewers.
Illuminate: It locks onto Fleshmobs, Stingrays, Leviathans, and Warp Ships.
Structures: It can destroy Fabricators, Bunkers, Mortar/AA Emplacements, and Shriekers.
It will not lock onto smaller enemies like Hunters, Berserkers, or Infantry. It also cannot be dumb-fired at a target you haven't locked, like a cluster of enemies.
Strengths:
Extreme Damage: With 4000 projectile damage, it is a guaranteed one-shot kill on most of its target list if it hits.
Fire-and-Forget: Once launched, you can immediately take cover or switch targets; the missile guides itself.
Versatile Target List: Its ability to kill Dropships, Fabricators, and Bile Titan holes from a safe distance is unmatched by other portable weapons.
Ammo Efficiency: Since it one-shots most targets, its 1+3 missile capacity can handle several major threats.
Weaknesses:
Fussy Lock-On: The lock can be broken by thin objects, smoke, or terrain. It requires a clear, steady line of sight.
Poor Close-Range Performance: If a Charger or Hulk is right on top of you, even a successful lock will often cause the missile to overshoot as it tries to climb and dive. A distance of 30-50 meters is ideal.
Backpack Requirement: It uses a backpack slot for its spare missiles, limiting your utility options.
Single Shot Before Reload: You must reload after every shot, which leaves you vulnerable.
Most experienced players agree on a few key tactics:
Positioning is Key: Always create distance between you and the heavy target. Find a clear sightline without small obstacles in the way.
Lead Your Target: For moving targets like Tanks or Striders, try to lock onto the front. The missile's arc can sometimes hit the weaker rear armor as it dives.
Use the Curve: You can influence the missile's flight path by aiming slightly to the side of your target before firing. This can help it hit from a better angle.
Communicate with Your Team: Let them know you're handling the heavy armor so they can focus on clearing the smaller enemies that might swarm you while you're locking on.
Manage Ammo: A Supply Pack refills two missiles, and an ammo box on the ground refills one. The "Superior Packing Methodology" ship module is highly recommended, as it ensures you always get the max two rockets from a supply drop.
To optimize the Spear, focus on these modules:
Engineering Bay: Streamlined Launch Process. This makes the Spear's hellpod drop instantly, crucial when you need it now.
Patriotic Administration Center: Superior Packing Methodology. As mentioned, for reliable ammo refills.
Bridge: Morale Augmentation. Reduces all stratagem cooldowns, including the Spear's long 480-second default cooldown.
This depends on your squad's playstyle. The Recoilless Rifle (with a loader backpack) offers faster firing and more flexibility against structures and groups, but requires a two-player team for maximum efficiency. The EAT is a great disposable option. The Spear shines when you are the dedicated heavy armor hunter in a squad that can protect you. Its ability to kill key strategic targets (Dropships, Fabricators) safely is its unique advantage. However, its unreliability at point-blank range means you still need a backup plan for when a Charger gets too close.
A final note on progression: earning the Requisition Slips and Medals to unlock items like the Spear takes time through regular gameplay. While some players may be tempted to look for shortcuts, such as searching for cheap Helldivers 2 medals for sale on U4N or similar sites, most of the community advises against this. These practices can compromise your account and undermine the sense of achievement the game is designed to provide. The Spear is a reward for reaching Level 20, and learning to use it effectively is part of the journey.
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