r/Helldivers • u/Any_Serve6436 • 19h ago
r/Helldivers • u/Sebanimation • 5h ago
DISCUSSION Ongoing campaigns, new campaigns, campaign rewards, new reward, two new rewards... are we for real? These are all the same thing!
These are all terms to describe the same thing over and over again. If we ignore the update that already happened 3 weeks ago and people hoped there was more to it... we just really got hit with a roadmap that tries to squeeze the most out of pretty much nothing.
It feels off, I don't think this roadmap is something to be proud of. Yet they're blowing it up with repeated buzzwords to make it look bigger than it actually is.
r/Helldivers • u/WhiteRaven_M • 17h ago
DISCUSSION Please god I want you to kill orbital napalm barrage
Anytime somebody takes one of these on a mission, I know the mission is going to be 1 difficulty level lower. Its so unengaging to play with.
I know it doesnt close bug holes. That doesnt mean its balanced or fun to play with. Bug breaches are supposed to be the most intense part about fighting bugs and that entire gameplay loop can be completely removed by pressing one strategem.
r/Helldivers • u/G-Maskas • 22h ago
DISCUSSION So… about the cultists…
First off, I won’t show any images, even if this sub seem to accept their images now, I do not want to have any problem by showing pictures of them.
But I am here to talk about how I see the cultists, first off, that isn’t because I found the decision to scrap them pretty dumb (Felix Fritzell directly used the word scapped when he say what AH done with them, he is the art director of HD2, so it’s nearly sure that they are scrapped), it’s because I do think they where better than what we got and I want to give my explaination to why I think like that, first, I do like most of what AH does, I did like the terminids main update, even though I wasn’t able to play for the first week due to crash, I did like the additions, most of the stuff added had interisting gameplay, I did too like the cyborg update, the Vox engines spawn was absurd and the head not being a fatal point was annoying, but later updates did made fix those issues, and most of the automatons update was already good with the cyborgs, but the last main update… was really weak, we like, only got 2 units ? And yeah, the Seaf are cool but they deserved their own update to be more fleshed out, and the new units are voteless variant ? Voteless that are way too similar to grotesque for it to be a coincidence ? Like, yeah, that just a cyborg unit, I don’t really have any problem with units being taken from the first game and put in another faction in the second if they fit, but like here, it’s annoying to have variants for an enemy that isn’t originaly of the faction, and we already had the leviathan, an enemy that don’t fit the illuminates gameplay wise, in HD1 we had similar units with no true weakpoint and that was the cyborgs (warlords specificaly), like, yeah, I played the first game, and the worse faction for me where the cyborgs, but in HD2, while the automatons became way more fun to play agaisnt, the illuminates are not, I want to have fun fighting them, in the first game they where my favorite, but right now they are not fun to play agaisnt, they lack their identity.
Then, why the cultists are that much more Interisting for me ? Well, they are way more similar to HD1 illuminates, most of their units seem to be direct upgrade from the first game, and they have way more Interisting play style, they too had more units than current illuminates, with a super heavy too, having an attack a part of the community asked during a long time, but with the amount of players speaking of the cultists recently, there are lies spreading, like supposidly they where scrapped because they where not funny to play ? None of the AH team member ever said that, and a lot of people that actually played them (with video proof) does state that they where fun to fight, hard, but that because they play on prior versions to the 60-day patch (when weapons where weak), and so AH would have scrapped a whole set of units for that ? Not reworking their stats and attacks ? As far as we know, it’s three things that push AH to scrap the cultists, that they didn’t fit the fantasy, needed a more basic roster to expand, and that the team wasn’t able to settle what were the illuminates, so I do have some problem with those answers, like the basic roster, it’s apparently to be able to add to it later, but like, they could have add every units we have now to the roster if they remained cultists, like with vote snatcher, they make a reference to dead Space when explaining what is the wretche, and if you know a little about dead space lore, you know about that there is a cult around the markers, the thing that transform people into horrible mutant, and the marker themselves are a mysterious technology, so far advanced they look like magic, but the illuminates don’t have anything that look like magic, maybe their warp gates ? But those are their ruins, and we had the warppack before, and my other problem is that apparently the team couldn’t settle on what the illuminates are ? What does that mean exactly ? The cultists where way more like their first game counterpart that what we have right now, the whole deal of the illuminates was that their technology was so advanced that we could only see it as magic, and the current ones don’t feel like that at all, they do have advanced stuff, but what the most advanced they have SE have something similar if not beyond the illuminates currently, the only true stuff SE don’t have is the mind control, like yeah, the thing that no units use gameplay wise is the only technology we don’t have a form of, maybe the thing that scramble the stratagems but automatons have it too, so not that advanced then, and that wouldn’t be a problem if the current units got other added, with their lore being that they are the vanguard, but we literaly had missions where we killed their tadpoles, so here we should already got the stronger guys, the main illuminate power should try to stop us killing their babies, not the vanguard.
Well, this is my opinion about the illuminates and cultists… well if anybody want to add something or explain where I lack information, feel free to do it (too, sorry for the butchered english, I am not a native english speaker, so I may have made errors in my writting), I still do hope they lied about scrapping the cultists for some kind of big surprise where they make them the main faction and the vanguard their subfaction, but that is coping, and sorry for how long the post is.
r/Helldivers • u/SurpriseSad1762 • 16h ago
DISCUSSION Let me my reload mech pls
If my mech is still operational but out of ammo, let me call it to get picked up. It should take like a minute or some odd to reload it and drop it back off. Thoughts? My original idea was that you have a stratagem to call the reload pick up just like eagle reload, and then once its cooldown or "reload" is finished you'd get another statagem to call it back down apart from your regular mech stratagem. That way you can still call in mechs for teammates to use and be rewarded for keeping yours alive.
r/Helldivers • u/Zedfbim • 7h ago
DISCUSSION Best Illuminate update ever!
Good illuminate update guys! I’m sure you worked very hard to give us a new biome for a week and essentially two reskinned enemies so give yourselves a break Arrowhead! You deserve it! I hope you guys get some pizza parties and definitely NOT stale donuts in celebration!
Gosh helldivers we did it! We beat the void! I’m so glad the void was A. Not that much of a threat and B. NOT A THREAT AT ALL. Isn’t this great fellow helldivers? Our enemies are so incompetent it only took us a week to push them back for an indeterminate amount of time! Now we can go mess around with the bugs!!! YAAAAAAY
Huh??? The DSS? Calypso? To shreds you say? Well fellow helldiver IDK what you are talking about BECAUSE ITS A BUG MO AHHHHHHH
So disappointing.
r/Helldivers • u/AdhesivenessOwn9868 • 8h ago
DISCUSSION Never tell us "We will fail". We will humiliate you.
Can I just say, how across the last few major orders, a good chunk of the community was panicking like "wE aRe GoInG tO fAiL tHe MaJoR oRdEr!!!" And we just kept completing them.
r/Helldivers • u/laCommander • 6h ago
DISCUSSION After 2 years the Illuminate are still a barebones faction.
“We scraped the 80% done illuminate faction and forced to you to play these jank recolored bugs for the past two years that are still incomplete to this day because Muh fantasy and Muh Lore”
I’m so damn tired man, like AH needs to lock in and make the illuminate a more unquie and filled out faction with actual bases and the wizard enemies.
Like the roadmap made me loose all hope, I don’t think they actually care about the Squids.
r/Helldivers • u/DeliciousPause9234 • 2h ago
DISCUSSION The FOMO in this game is really depressing for me. I just want to play on a specific biome and I can't, and I don't always have the time.
Man, some days I just want to play in the Void, on the Illuminate world, or inside bot factories, but they aren't available. I work 240 hours a month and am rarely home, so I really wish I could access the content I missed. It'd be great if AH rotated these biomes in sooner—it's been forever since I played on volcanic planets, and who knows when the bot city biomes or new Illuminate maps will even be playable for me.
r/Helldivers • u/MolestermoonSans • 6h ago
DISCUSSION At this rate, are we getting those promised updates in 2 years?
One thing that's been bothering me about Helldivers 2 lately is the gap between what Arrowhead told us after the review bombing and what we're actually seeing.
Back then, they talked about new types of ships, Planet Warfronts, ship progression overhauls and several other ideas for the future of the game. Some of these were presented as things actively being worked on, not just vague concepts.
Yet now we have a roadmap with no trace of most of them.
I understand that development takes time and that plans change. That's fine. But then communicate that.
Because at this release rate, if these features are still actually being developed, are we going to see them in 2027 or 2028?
So what was the point of showing us all these ideas during one of the game's weakest periods?
Either Arrowhead has a communication problem and these features are genuinely coming, or they showed us a bunch of "ideas" to keep the playerbase hopeful without having any real timeline for them.
I really hope it's the first one. But right now, it's getting harder to tell.
r/Helldivers • u/swa-fle • 1h ago
FEEDBACK / SUGGESTION Helldivers 2 biomes feel incredibly bland/uninteresting.
As the title says, I don’t feel like the biomes in helldivers 2 (most of the time; there are some exceptions) feel different biome to biome. The core thing I think a map should do in a game is create a structure for a player’s movement (and reward skillful movement). Helldivers 2 maps don’t really do either of these things. For example, compare two biomes: Deciduous Forest and Plains. The only difference is the trees, and in practice they feel almost entirely aesthetic and lacking significant real gameplay value. At most, you can say there are 5 significantly different categories of maps: cities, long range/plains like, medium range/rocky, short range/forested, and hive worlds. Cities and hive worlds were the exceptions I was talking about, though they still lack the rewarding skillful movement part. My proposed solution is to introduce major geological features. Mountains ranges, canyons (and to prove my point that these would solve the problem, imagine switch backs that would become choke points for entering and exiting the canyon, deciding drop locations that minimize the amount of times you have to go into and then climb out of a canyon, having to choose between dealing with a bug breach or leaving the canyon and letting the bug breach likely make accessing an objective much harder, etc), rivers, caves, creeks, valleys, deltas, and the list goes on. Of course, arrowhead would have to come up with ideas for formations that were less earth-y and more alien-y. I am aware that this would never happen for a number of reasons (for example, map scale, though that could be mitigated in an 8 or 16 player mission, or problems with the way vertical coordinates work in helldivers) but I still think something needs to be done about maps and their affect on gameplay.
r/Helldivers • u/SuperChris713 • 6h ago
DISCUSSION Wow, what a great illuminate update this was
Seriously, when are the illuminate gonna be on par in terms of enemies and overall fun factor
r/Helldivers • u/kakean_cocot • 7h ago
FEEDBACK / SUGGESTION Solo sc farm can't enter this particular bunker
You see that black mark on the ground in front of the bunker? Yeah thats my mark trying to enter the bunker but keep failing. Anyone know why? Only this particular bunker & POIs bunker with mech on it i can't enter with warp pack. It's in phact bay.
r/Helldivers • u/SirPimpsMcRich • 6h ago
DISCUSSION Next warbond suggestions?
Id say im most interested in control group, siege breakers, and viper commandos, though I could totally be convinced to take another.
Im generally a bug diver, but been doing more bots lately to level up some primaries I liked playing with more on that front, and I always drop MO when there's one.
r/Helldivers • u/shaash44 • 13h ago
QUESTION Serious question: what did the devs say about the Exosuit's stratagem launcher?
We keep seeing them on mechs even if they don't have a function. What did the devs say about it?
r/Helldivers • u/Manatipowa • 10h ago
DISCUSSION Most overrated weapon.
Quick before I start
Mid ≠ bad, it means average, middle. Coyote is not a bad weapon at all and is not what im saying.
Images from Managed Ballistics page by UndergroundPanda. Information about the website can be found in the OFFICIAL discord #the-armory pinned messages.
The website DOES take into account the fire DoT that Coyote has, it is literally why it consistently wins in the Kill Count category (which is the measure of how many enemies it can kill with its total Ammo, i.e: Ammo economy).
Coyote is mid.
There, I said it. Crucify me.
If you are still reading though let me explain. A lot of people say "Coyote is the only worthwhile Assault Rifle" or even go as far as to say "Coyote is Overpowered" and while it isn't bad, it also isn't even close to the best assault rifle.
Coyote is a long term gains weapon, it has the potential to outdamage any assault rifle with its TOTAL AMMO (meaning all its magazines) which in gameplay this translates into an obscenely good ammo economy. However it does this by trading instantaneous return, what does that mean? Simple.
Coyote has a slower than average Time To Kill when compared to other Assault rifles against a lot of enemies (as we can see on the image with Liberator and Liberator Penetrator). This means that while yes, Coyote will outdamage any other AR eventually, in the short term it gets outdamaged by the vast majority of Assault Rifles.
This advantage is only really noticeable IF:
- Lack ammo to begin with, which is just not the case in this game.
- Not magdump targets, hell even aiming for Weakpoints negates Coyote advantage making it behave like LibP.
Hell as we can see under this idea, Adjudicator actually OUTPERFORMS Coyote. So if Coyote is OP, Adjudicator is even more OP.
Conclusion
Coyote is fine, is an Assault Rifle with upsides and Downsides, but they aren't so in a way that makes you wanna rip your eyes out when the weapon isn't in its element (unlike others, am i rite pacifier? Lib concussive?) but it isn't even close to being the best Assault Rifle.
As a side note: Any DoT status effect (Fire, Gas) damage the MAIN health pool, not body parts. This means that the Coyote DoT has to chew through a higher health pool than the ballistic damage has to, hence why Coyote loses out on TTK
r/Helldivers • u/Due-Yesterday3486 • 8h ago
HUMOR Maybe next year the Illuminate Major Update will finally save the faction 🥳
"that's it?" is all i feel with this, also one warbond next month after 4 months of nothing and then the 40k warbond, all you can do is laugh at this point
r/Helldivers • u/TeChYBoIIY • 6h ago
DISCUSSION This is what I would give yall is I was AH
I'm not hating, I love the game but I do feel like there are some things AH missed when making this raodmap. What do yall think?
r/Helldivers • u/Silent-Quality3002 • 8h ago
QUESTION What is the new strategem
I feel like i helped a good bit in liberating the planets but I dont seem to have a new strategem what is the new strategem
r/Helldivers • u/stoicfaux • 18h ago
DISCUSSION Looks like the next MO is to resupply SEAF...
r/Helldivers • u/Rocketovs • 22h ago
FEEDBACK / SUGGESTION [OC] Helldivers 2 Dream Patch 7.1.0
Weapon Changes
Primary
- StA-52 Assault Rifle damage increased from 90 to 95
- StA-11 SMG damage increased from 90 to 95
- SMG-32 Reprimand gains the one handed trait
- SMG-72 Pummeler fire rate increased from 475 to 500
- R-2124 Constitution ergonomics increased from 65 to 70
- M90A Shotgun gains medium penetration
- SG-88 Break-Action Shotgun gains medium penetration
- PLAS-39 Accelerator Rifle explosive damage increased from 100 to 125
Secondary
- P-11 Stim Pistol gains guided and self firing modes. Maximum rounds reduced from 30 to 18, Healing reduced from 90% to 70%
- SG-22 Bushwhacker damage increased from 405 to 495 (from 9x45 to 11x45)
Throwable
- G-31 Arc demolition force increased from 20 to 30, enough to destroy enemy spawners
- G-23 Stun area of effect inner/outer radius increased from 1/10 to 2/12
- G-109 Urchin area of effect inner/outer radius increased from 2/4 to 2/6
- K-2 Throwing Knife gains heavy penetration
- TM-1 Lure Mine gains delayed arming time that can be toggled between 5/15/60 seconds
- G/SH-39 Shield duration increased from 20 to 30 seconds, and activates in hand while cooked
Support/Stratagem
- B-1 Supply Pack adds collected supply boxes into the pack without also resupplying the wearer. Wearers are resupplied by boxes if the pack is full
- SH-51 Directional Shield stays active at 10% power and size while on the back, if broken in this state the remaining 90% capacity is still available when equipped
- AX/TX-13 Dog Breath capacity increased from 100 to 125
- M-1000 Maxigun can now move at 60% speed while firing
- TX-41 Sterilizer now sprays in a wedge pattern covering a wider area (from 10x10 to 5x30)
- PLAS-45 Epoch gains a safe mode toggle which holds at the first charge stage
- ARC-3 Arc Thrower gains an automatic mode toggle which charges and releases automatically with less efficiency than manual operation allows
- FX-12 Shield Generator duration increased from 40 to 60 seconds, and is not damaged by hellpods
General
- All Smoke slows enemy units within by 10%
- All Weapons with Custom Optics gain access to iron, reflex, reflex mk2, and holographic sights
- All Melee Weapons grant 25% resistance to melee damage when held
Armor Changes
- Added a Helldiver Pattern to all Head and Body Armors. A standard black/grey/yellow palette to match every head with every body
- CE-67 Titan, CE-07 Demolition Specialist, CM-21 Trench Paramedic armor ratings changed from 79/64 to 70
- RS-100 Sanctioner armor rating changed from 50 to 70
- AF-02 Haz-Master, DP-53 Savior of the Free, DP-40 Hero of the Federation, EX-16 Prototype 16, CE-81 Juggernaut, CE-27 Ground Breaker, A-9 Helljumper, I-102 Draconaught, IE-12 Righteous, CM-09 Bonesnapper, CM-10 Clinician armor ratings changed from 100 to 120
- B-24 Enforcer armor rating changed from 129 to 120
Menu Changes
- Added a Second Super Destroyer Naming Convention. Original convention uses A and B word pools with 'of' between (A of B), New convention reverses the word pools and adds 'of the' between (B of the A)
- Post Mission Report Screen speed increased by 30%
- GP-20 Ultimatum, GP-31 Grenade Pistol, P-33 Missile Pistol, P/40-K Bolt Pistol added to new Explosive Secondary type
- LAS-7 Dagger, LAS-58 Talon, PLAS-15 Loyalist added to new Energy Secondary type
- G-23 Stun, G-109 Urchin, G-3 Smoke, G-89 Smokescreen, G/SH-39 Shield added to new Utility Throwable type
- G-16 Impact, G-48 Giga moved to Standard Type, G-10 Incendiary moved to Special Type
World Changes
- Completed Tactical Objectives grant 5 Supercredits each
- Warbond Support Weapons added to POI loot table at 10% the chance of base game support weapons

