For Helldivers looking to diversify their sidearm options, the P-92 Warrant is a unique tool that often gets misunderstood. It's not a standard pistol, and using it effectively requires knowing its specific strengths and limitations. Here’s a breakdown of how it works in practice.
What Makes the P-92 Warrant Unique?
The Warrant is currently the only loadout weapon that can lock onto enemies when you aim down sights. This defines its entire role. It operates in two distinct modes: Guided and Non-Guided. You switch between them with the mode-select button (default 'V' on PC). Most players treat it less as a primary damage dealer and more as a specialized utility tool for specific situations.
How Does the Guided Mode Actually Work?
When you aim in Guided mode, the sight flips up and the weapon will only fire if it has a lock. It locks onto Small, Medium, and Large enemies incredibly fast—often in under half a second. Once locked, your bullets will curve in the air toward the target's center mass. However, this curve is limited; bullets won't make extreme turns beyond about 40 degrees. The lock will hold until you stop aiming, lose line-of-sight, or the enemy dies. A key point most players note is that because it targets center mass, it rarely hits weak points like heads or glowing vents, which can lower its effectiveness against tougher foes.
When Should I Use Guided Mode?
Guided mode excels in a few clear scenarios:
Against Agile, Annoying Foes: It's excellent for hitting Watchers, Shriekers, or Elevated Overseers that are hard to track manually.
In Poor Visibility: On night missions, during sandstorms, or in heavy fog, the lock-on helps you hit enemies you can barely see.
As a Scouting Tool: The lock-on circle will highlight enemies at range, even cloaked Stalkers, alerting you to threats you might have missed.
What Are the Drawbacks of Guided Mode?
The guidance system isn't a magic solution. It has several practical limitations:
Close-Quarters Confusion: At very close range, the lock can snap to an enemy at the edge of your reticle, but the bullet curve can't compensate. You'll likely miss unless you manually aim more precisely.
It Doesn't Lead Fast-Moving Targets: Against enemies moving sideways at range, you still need to lead your shots manually. The guidance works best on targets moving directly toward or away from you.
Problems with Cover: Enemies behind partial cover may not be exposed enough for a lock. In these cases, you're vulnerable to their fire unless you switch modes.
It Slows You Down: You must be aimed down sights to use it, which means walking pace. Against charging enemies like Berserkers, this can be fatal. Most experienced players quickly switch to Non-Guided mode to fire while backing up.
So, When Do I Use Non-Guided Mode?
Think of Non-Guided mode as your standard, if somewhat weak, pistol. The sight flips down, and you can fire freely while moving. Use this mode when enemies are too close for the lock to be reliable, when you need mobility, or when firing at Massive enemies (like Bile Titans) that the gun cannot lock onto. There's an odd benefit: due to a known issue, its Non-Guided rounds can sometimes penetrate and damage hitboxes under armor, like a Charger's legs, though this is inconsistent.
What Is the Warrant Actually Good For Killing?
Despite having medium armor penetration, the Warrant is best used against lighter enemies. On lower Difficulties, it can clear groups efficiently. Typically:
Scavengers and Pouncers die in one shot.
Automaton Troopers take one or two shots.
Most Terminid Warriors can die in under three shots, but only if their head is facing you, allowing the center-mass shot to hit it.
It struggles significantly with heavily armored targets. For instance, a Heavy Devastator can be locked onto, but its shield often blocks the curving projectile, making it a poor choice for that fight.
Any Other Practical Advice?
A common warning among veterans is not to over-rely on lock-on weapons like the Warrant, the ARC throwers, or the Guard Dog drone. Using them exclusively can atrophy your manual aiming skills, which are crucial for higher difficulties and most primary weapons. The Warrant fits a niche support role in a loadout; it's not a carry weapon. For players who want to access it faster without grinding the free Warbond, they might look to buy Helldivers 2 super credits online at U4N, but it's generally recommended to earn it through regular gameplay.
Has It Been Changed Since Release?
Yes. The most important update allowed it to lock onto Large enemies (like Hulks), significantly increasing its utility. Other patches have fixed bugs, like the reticle behaving oddly in Non-Guided mode. A later update also buffed the Guided projectile's speed and trajectory, making it more reliable.
The Bottom Line
The P-92 Warrant is a situational sidearm. It's powerful for cleaning up scattered, light enemies and invaluable in bad weather or against specific annoying targets. However, its limitations in close combat, against heavy armor, and its requirement to slow down make it a tool for specific moments rather than a universal sidearm. Most players who enjoy it use it to cover a very specific weakness in their loadout, not as their go-to secondary for every mission.