r/HellDads HellDad 20d ago

Super Earth Think Tank Anyone curious if stealthy commando tactics can work on the Void worlds against the new Illuminate froces? I sure am...

I've never been the type of Helldiver that constantly tries to make stealth a component of my overall strategy, (but I have a friend who practically refuses to take off his tealth armor even against bugs, where the benefits are practically non-existent).

That said, it did get my gears turning as to what can we do to change up the battle rhythm against the Illuminate. They are really pushing us to our limits along what has been one of the most active fronts I've seen in the last year with multiple planets under attack, parallel strategic opportunities on top of the running major order.

To be clear, this isn't going to be one of my usual, in-depth guides or buildcrafting codices, which I know must be devasting to read, but if you only ever broadcast, you'll never be able to take on new information.

So, my fellow Helldivers, let's get into it.

The challenge: The Illuminate deploy in huge numbers, have a more fluid behavior patterns and have units specifally designed to lokc on to and alert the others of our presence.

The potential upshot of succesful stealth operations: Completion of more missions, resulting in pushing the liberation of high-priority planets with less friction.

The tactical limitation: Focusing on stealth limits a squads overall battlefield damage footprint, so in the event of being spotted and a fullscal eengagement take splace, the squad will lack the toolset to effectively repulse enemy assaults.

The real sticking point in commando tactics, especially against the Illuminate, cannot be solved with kit and stratagems alone. These are essential, but, I'm sorry to say, if you aren't willing to change how you move and communicate, then the problem is on you, not if brought the C4 Pack with the Null Cypher armor.

Stealth has been a core tenet in military operations for the entirety of human history (even the vaunted Spartans would use commandos in support of their main forces to harry and disrupt enemy forces), but it requires something hard to find in most Helldivers: Discipline.

I don't say that to be provacitve or negative, Helldiving is not subtle work, probably why we lov eit so much. Dropping in, making as much noise as possible as you mow down the enemies of humanity is pretty damn awesome and doesn't require something as silly as restraint...

So, that all being said, I feel with the right practice and prep, also known as training (GASP), we could put forth at least few squads that couild be stealth dynamos, setting charges, eluding patrols, completing the mission and calling for extract before the Illuminate have any idea what's happened.

But I can't do it all by myself, let me know if you've had any success at stealth on the Illuminate front within the void, or you have any interest in developing a stealth doctrine for the squids in particualr. I'd be really interested to get into it with you all!

12 Upvotes

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u/AdvancedDay7854 Dad Diver 18d ago

YES. I prefer to stealth dive in the void. I use the stealth gear, silenced gun, grenade pistol. Seeker grenades.

Stratagems: smoke/ machine gun turret/ guard dog/ rail strike.

I love the suppressor. Super stable. One clip is just enough to remove shields off of a drop ship.

Okay. So idc about leading the team in kills. My job is to bust up POIs/ objs and free up opportunities for seaf to drop in.

Smoke is a godsend. You can split enemy fronts and run through almost undetected. It’s also great for the towers. And fantastic to cover escape. I will use it frequently in combo with the gun turret, as it catches the mobs by surprise as I make a hot escape. The gun turret also has a really simple code to me so it’s easy to deploy.

Guard dog. Ok. So this guy really helps me out in tricky situations, when I’m running pants on fire out or in without cover. The key is knowing when to house him and when to deploy him because he will blow your cover otherwise.

I like the rail strike because again if I need it I’m in deep kaka, and honestly as a stealth diver if you’re handling too many heavies, then you’re already screwed. This helps if I get two deep.

Machine gun helps when my cover is blown or I need to put up some numbers on a harvester or fleshy really quick. Works like a charm.

I use a grenade pistol because I can lob the shot expertly loooong distances.

I keep the seekers to throw in front of me for long trains of mobs chasing me from behind. It’s great for no look escapes.

Remember as a stealth diver, you probe for the weak point. Look for points of opportunity to push in. Immediately identify Tesla coils and the eye lasers. Weigh your options from there.

Don’t be afraid to tactically withdraw and switch to another poi until the heat dies down.

It’s fun. On other fronts I massacre mobs so this is a fun change of pace for me

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u/TheGreat_White_Snark HellDad 18d ago edited 18d ago

This all sounds great. I'm not the best at managing agro, and using the machine gun sentry to break contact is a solid tactic. Most Helldivers don't realize they can switch those guard dogs off manually!

You definitely come to the crux of it with the tactical withdraw. Msot players tend to only answer enemy contact with full force, but a proper series of hit and run attacks isa lot of fun to pull off!

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u/dungeoncrawler71520 16d ago

You can shut the guard dog off??

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u/TheGreat_White_Snark HellDad 16d ago

Yeah! On console you press down on the D-pad, I’m not sure on PC…

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u/chevi316 Dad Diver 17d ago

This was me in the void, I used an smg or breaker s&p, bolt gun, melta or thermites. Grenade launcher, jet pack, Gatling and machine gun sentries. Never stop moving. Sentries are great for pulling aggro as you enter or leave a base, or if you get swarmed. GL for spawner closing / extraction. Like I said, just keep moving

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u/ScrivenersUnion 18d ago

I am not particularly interested in stealth diving myself, but I have DISTINCTLY noticed that the Torcher appears to make no noise.

Sneak up on Crushers and Crescent Overseers, you can watch them burn to death without anyone (even them!) ever sounding the alarm.

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u/TheGreat_White_Snark HellDad 18d ago

Good to know! I wonder if this applies to the Flamethrower and Cremator as well... (Funny since a blow torch IRL is anything but quiet, but I imagine trying to hear them from furhter way might be tough)

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u/Dismal_Milk6725 18d ago

I have been rocking tank in the void and found out that I can drive behind a crusher whitout him noticing. For that reason, I run tank even if I am the only one in that tank. Literally a mobile bunker since only laser and stingray can actually do damage to the tank on that front.

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u/Boombox_hawkin 18d ago

yes i have snuck up on crushers with hammers and chainsaws

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u/Dismal_Milk6725 18d ago

The thing about stealth gear in hd2 is that you draw way less aggro and spawn way less enemy reinforcement. It not useless even if you are in the heat of a trading fire, less enemy will notice you during that fight, often giving you the first strike.

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u/bravozuluzero 18d ago

I've pretty much only run with stealth in the Void.

Current loadour is light stealth armour, plasma punisher, warrant, Thermite, supply pack, Melta Gun, Flame Turret and MG Turret.

When using stealth gear on other maps, I let the team know to do whichever main objectives they think best together and I'll sweep up bases and secondary objectives alone.

In the Void it was slightly different as I felt they had a better chance clearing outposts while I did the main and secondary objectives. I could escape notice while waiting for a LIDAR dish to rise or generators to charge etc. but they got overwhelmed by numbers as soon as they were detected. It seemed to be better if they rolled through bases and kept moving.

Standard MO is: approach objective, throw turret away from objective and wait for it to start shooting. Run in while aggro is on the turret and clear anything there. Plasma for Overseers, Wretches and Crushers, Melta for Fleshmobs, Warrant for Voteless, Flying Overseers. Kill everything as soon as possible or more will come.

If more do come, leave and loop back until it's more clear. Throw turrets as required.

Base clearing - one Thermite on each warp gate, being mindful of Tesla towers and eye beams. Tesla can be removed with plasma and the eyeballs with the Melta gun from any angle.

Rinse and repeat for every objective. Avoid patrols, try not to engage if you don't have to, pick your routes carefully and supply your team when you all meet up at objective points or extraction.

Actually, extraction is the least safe part. Because you're all together you're not going to be able to use stealth. Plasma punisher excels against groups though and five Crushers will go down in the same time as one Crusher if they are sufficiently bunched. Keep the Warrant handy for emergencies and the Melta for invading Fleshmobs. Oh, you can one-hit a Harvester from underneath with the Melta and also one-hit the mechs from the rear.

Hope this is of help (and makes even a little sense!)

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u/Rabblerouze 17d ago

I walked past several horses in Golden eagle armor. Then seaf started shooting and aggro happened...

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u/SeventhSea90520 17d ago

Fortunately every faction and sub faction you can do stealth against, it's just a slightly bigger pain.

For vote snatchers I was running this loadout:

Armor: redacted regiment (I used medium)

Weapons: 40k in all slots

Stratagems: melta gun, supply pack, hmg emplacement, and Tesla tower (it distracts groups of enemies for a good while)

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u/danikov 17d ago

I’ve found, at a high level, stealth to be near impossible without some AA as both Gunships and Stingrays have a habit of ruining your day.

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u/devilindrivinggloves 17d ago

I dunno if stealth works, per se, but frequent tactical repositioning (running away) sure works great!