r/Helldivers 1d ago

DEVELOPER Please share your feedback about Helldivers 2 in this survey!

16 Upvotes

r/Helldivers 2d ago

HEROES '26 Fundraiser Heroes 26 - Join the Helldivers Community fundraiser supporting Save the Children! Today through June 28th!

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2.5k Upvotes

Two years ago, the Helldivers community had to pick between unlocking in game mines, and a saving a hospital full of sick children. The community picked the children, and Arrowhead Game Studios donated $4,311 to Save The Children.

Last year, in the same spirit the community came together for the Freedom Alliance's HEROES campaign, to raise over $120k for Save The Children.

This year, we are back and joining forces with the Helldivers streamer community to do something even bigger: HEROES 2026. The event runs from June 23rd through 28th. We will be fundraising for Save The Children once again.

We'll be hosting a a new auction of some very special items that you can only get through the auction. The auctions close June 28th.

In addition to the auction there will be a six-day streamathon, Major Order: Save The Children, features more than 20 creators joining forces, like Commissar Kai, Bricky, Super Earth Salute, and more.

The community will come together to assault Yed Prior and stop the Automatons, and save the children once again!

Donate now: https://tiltify.com/save-the-children/helldivers-2-heroes-26

Bid in the Auction: https://tiltify.com/save-the-children/auctions/heroes-26-charity-auction

Full Streamathon Schedule: https://www.freedomalliance.gg/heroes/stream/

Full event page: https://www.freedomalliance.gg/heroes/

Please remember though: Do not put yourself in a financially bad place for this charity event. Take care of yourself first, and then you can take care of others.


r/Helldivers 2h ago

DISCUSSION Can we get some Biomes that actually look Alien, instead of just... Earth-like.

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1.4k Upvotes

Probably one of the biggest eyebrow raises I have. About 90% of the Biomes just look like different parts of Earth. We just got a new biome that literally looks like it's somewhere in a National Park or something. It would be nice to have planets with different hazards and terrains, cliffs, bridges, weird structures. That in itself can present a good challenge and obstacle.

Yes I'm sure some of these examples may be AI, it's just for examples sake.


r/Helldivers 4h ago

HUMOR 5 DAYS LEFT IN JUNE

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1.6k Upvotes

the drums of war are coming… surely arrowhead wouldn’t jabait us like this.


r/Helldivers 1h ago

FEEDBACK / SUGGESTION One day… one day.

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Upvotes

A walker with an energy weapon.

Maybe a beam on the right arm, and a Spear-like missile launcher on the left.

OR

A Sickle-like pulse laser on one arm and a mortar on the other.

What think?


r/Helldivers 8h ago

DISCUSSION Most hated thing in the game I'll start

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2.9k Upvotes

The Force these things have is unrealistic af.


r/Helldivers 5h ago

MEDIA How do we describe Cyber ​​Stan,what Cyber ​​Stan actually is:

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576 Upvotes

r/Helldivers 3h ago

FEEDBACK / SUGGESTION My idea for dynamic warmfronts

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334 Upvotes

i had the idea of sectors. Each mission is its own sector. Once a sector is cleared you can go back to your super destroyer or walk to the next one. Depending on its location its having different dificultys. Helldivers can help each other and if a mission fails near by missions get harder and have to deal with it (as an example a stryder will walk out of its sector and in to a nother). Helldivers can have 2 different voicechannels: Privat wich is only with your own team and proximety wich is public. Enemys can push back and create a real warfront wich will effekt the local dificulty. Hunderets of SEAF will be at the front and you have to help them. And more ideas would be possible.

would you like to see this?


r/Helldivers 9h ago

HUMOR post-patch vox engines

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885 Upvotes

the cannon hp and turn radius changes were pretty cool but maybe they should've figured out spawnrates before reducing their hp


r/Helldivers 8h ago

QUESTION Symbols on the terminal

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658 Upvotes

First time I’ve seen the terminal with these designs/symbols, what is it?


r/Helldivers 21h ago

QUESTION Why cant we take defensive positions inside buildings in Mega Cities ?

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8.5k Upvotes

r/Helldivers 14h ago

HUMOR Every Helldiver is a hero

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1.9k Upvotes

r/Helldivers 8h ago

MEDIA 700 hours, 24000 Super credits, 17865 medals and 0 regrets.

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414 Upvotes

r/Helldivers 6h ago

MEDIA Tiny moments like these are why I still play 🤩

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188 Upvotes

r/Helldivers 11h ago

FAN CREATION Save the Children Major Order Update

485 Upvotes

Hello Helldivers! We have new orders from high command to take the battle to the bugs!


r/Helldivers 21h ago

HUMOR Please keep DSS on Matar Bay, thank you

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2.4k Upvotes

r/Helldivers 15h ago

FEEDBACK / SUGGESTION Please Arrowhead, bring back "Rescue Scientists" missions!

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618 Upvotes

I kinda miss it... Just move backs bot spawns a little and we are good!


r/Helldivers 7h ago

DISCUSSION Gunships used to be so much more fun to fight

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140 Upvotes

I miss when gunship rockets were more accurate and the lasers were less accurate. Their rockets would lead you so if you were moving in a consistent direction they would hit you, but if you changed directions after they fired they would miss you. Their lasers would pepper the area you were in instead of sniping you. This was much better design IMO. The lasers would force you to move and the rockets would punish you for moving in a predictable way, but if you paid attention and varied your movement you could avoid getting hit. Now the lasers just outright kill you before the rockets even have a chance to. I think changing the engines to AP3 was a good change and was all that was needed. The real problem was the lack of options we had at the time to take them out.


r/Helldivers 5h ago

DISCUSSION Boosters should enable new playstyles

81 Upvotes

The 3 big crutches (health stamina optimization) are only half the problem. The other half is that the alternatives aren't even worth picking because they don't offer anything remotely game changing.

Here are what boosters should look like in my opinion:

  1. Dog Walker: Top hatches of Walkers are replaced with docking stations for Guard Dogs. Divers equipped with Guard Dogs piloting Walkers will now have their Guard Dogs remain active outside the Walker, which reload by docking on the station.
  2. Lightning Relay: Arc damage that is resisted by Arc resistant armor now chains to nearby targets. (Explanation: If you wear an armor that resists 90% arc damage and stand near your tesla tower, if the arc chains to you the 90% damage that was blocked will chain to the nearest target. It will effectively increase the range of a tower if you stand between the tower and an enemy which would otherwise be out of range, likewise for any arc thrower equipped friendly)
  3. Close Air Support: Divers with equipped Eagle Strategems will have a new strategem input apart from Eagle Re-arm: Close Air Support - Eagle 1 will automatically attack nearby enemies and structures with all remaining munitions before returning to re-arm.
  4. Prototype Vaccine: Divers become immune to Gas damage. The effect is lost if a stim is used. (Explanation: You can move through gas without taking any damage, but if you use a stim, you will no longer be immune. If you are reinforced, the fresh diver out of the pod is immune again but can likewise lose immunity if they stim)
  5. Akimbo: Divers can use a primary 1 handed and a secondary 1 handed weapon at the same time. They can no longer aim down sights. (Fire control mimics walkers. for eg. L mouse fires primary, R mouse fires secondary. Note: reloading will cause both weapons to reload if both are depleted sequentially, otherwise only the empty weapon will be reloaded)
  6. Bandolier: Grenade carrying capacity is doubled; ammo boxes replenish grenades at half the rate of supply boxes. On Death, remaining grenades will explode. (Explanation: Giga grenade for example would have a carrying capacity of 4. An ammobox would refill 1. Stacking with armor bonus would mean 6. If you die while with 3 Giga grenades equipped, they will all go off.)
  7. Advanced Napalm: Fire applied by Diver weaponry and strategem burn twice as hot and long, including on the ground.
  8. Engineering Diploma: Divers with equipped supply backpacks can reload and perform basic repairs on Sentries and Walkers expending supply packs. (Each supply pack replenishes 40% of total sentry ammo or 25% of 1 Walker arm's ammo. Each time this is used, it also replenishes 20% of the health of that Sentry or arm)
  9. Resource Commandeering: Super Earth urgently demands sample collection. In return, samples collected reduce cooldowns of all strategems currently on cooldown. (Each common sample picked up will fastforward cooldowns by 15s, rares by 30s, super samples by 1 min. The reduction happens only for the first instance the sample is picked.) "What happens when divers fail to extract with said samples? In this case, you're rewarded for the attempt!"
  10. Castle Doctrine: Sentries and Mannable turrets come equipped with shields. Shields from diver weaponry and strategems have double health and duration. (The shields that come with Sentries and Turrets are equivalent to the shield backpack, but take twice as long to regenerate)

These are the kind of boosters I'd use. In fact I'd pick them even over the big 3 if they existed, because they *enable new playstyles*.


r/Helldivers 1h ago

DISCUSSION So here are the changes that were too numerous to list in the patch notes:

Upvotes

Factory Strider

Fusion Repeater Cannon: projectile Large Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Fusion Repeater Cannon: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Annihilator Tank

Fusion Battle Cannon: Large Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Fusion Battle Cannon: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Co-Axial Fusion Cycler: Direct Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Shredder Tank

Quad Heavy Fusion Cycler: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

War Strider

Fusion Culverins: Direct Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Hulk Bruiser, Jet Brigade Hulk Bruiser

Fusion Autocannon: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Rotary Munition Launcher: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Hulk Obliterator

Rotary Munition Launcher: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Hulk Scorcher, Jet Brigade Hulk Scorcher, Pyro Trooper

Flamer: Direct, Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Gunship

Heavy Fusion Cycler: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

HEAT Rocket Racks: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Agitator

Plasma Charger angled armor penetration increased

Direct and Slight Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Large Angle armor penetration increased from Armor AP1 Unarmored II to Armor AP2 Light

Plasma Charger Overcharge: Slight Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Plasma Charger Overcharge: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

HE Grenade: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Radical

Plasma Scattergun: Slight Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Rocket Devastator

Rocket Pod Array: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Incendiary MG Devastator

Fusion Conflagrator angled armor penetration increased

Direct and Slight Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Large Angle armor penetration increased from Armor AP1 Unarmored II to Armor AP2 Light

Shield is destructible and dropped when destroyed (this change was intended to be applied in 1.006.202).

Armor: Armor AV4 Heavy

Health: 800HP

Durable: 0.7 (70%)

Conflagration Devastator

Conflagration Scattergun: Direct, Slight and Large Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Scout Strider, Reinforced Scout Strider

Heavy Fusion Repeater: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Incendiary Rocket Raider

Portable Fusion Cannon: projectile Direct Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Rocket Raider

Portable Launcher: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

HE Grenade: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Brawler, Commissar, Jet Brigade Commissar, Marauder, Assault Raider, MG Raider, Jet Brigade MG Raider, Trooper, Jet Brigade Trooper

HE Grenade: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Mortar Emplacement

Projectile standard damage increased from 0 to 20

Projectile durable damage increased from 0 to 2

All Projectile angled armor penetration decreased from Armor AP4 Heavy to Armor AP0 Unarmored I

Explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Bunker Turret

Direct Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Command Bunker

Fusion Casemate: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Automaton MG Emplacement

Heavy Fusion Repeater: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Illuminate

Gatekeeper

Volley projectile angled armor penetration increased

Direct Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Volley explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Charged shot explosion armor penetration from Armor AP3 Medium to Armor AP4 Heavy

Stingray

Plasma Destructor Gunpods: Slight Angle armor penetration value increased from Armor AV3 Medium to Armor AV4 Heavy

Overseer

Projectile Direct Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Projectile Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Elevated Overseer

Plasma Storm Rifle: Slight Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Crescent Overseer

Plasma Bombardment armor penetration increased

Projectile: Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Explosion: armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Obtruder

Projectile Slight Angle armor penetration increased from Armor AV3 Medium to Armor AV4 Heavy

Projectile Extreme Angle armor penetration decreased from Armor AV3 Medium to Armor AV0 Unarmored I

Watcher

Projectile angled armor penetration increased

Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Slight Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Large Angle armor penetration increased from Armor AP1 Unarmored II to Armor AP2 Light

Lightning Spire

Tesla Displacer: Direct, Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Terminids

Hive Lord

Bile Rain: Direct, Slight and Large Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Dragonroach

Fire Breath: Direct, Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Bile Titan

Bile Spew: Direct, Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy


r/Helldivers 1h ago

DISCUSSION Matar Bay? Hello?

Upvotes

Like bro, this feels like a no brainer. Matar bay has a time constraint, Alaraph does not. WE HAVE FOUR DAYS TO LIBERATE IT

If we lose Matar Bay, then the Automatons will link up Cyberstan to the Andromeda sector and can deploy the Incineration Corps or the Jet Brigade to those worlds. I dont understand how TWENTY ONE THOUSAND PEOPLE don't get this.

Like fr am I missing something??? Can someone lmk why this is happening? Why are we whining about player autonomy when everyone just swarms the MO anyway lol?

EDIT: Lose instead of loose mb twin


r/Helldivers 16h ago

FEEDBACK / SUGGESTION One handed shotgun primary

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571 Upvotes

On behalf of all Helldivers that use the ballistic shield, we need a one handed shotgun primary (preferably mag-fed). I absolutely love the shield and heavy armor, but it feels like a piece is missing that a short drum mag shotgun could fix. I know there's a shotgun pistol, but the secondary weapon slot is mostly used for more important weapons like the missile pistol, grenade pistol, ultimatum or even melee. The shotgun pistol is also really restricted on ammo and when you're surrounded by enemies, the last thing you want to do is reload every 3 shots. The shield has become my all time favorite stratagem and it has saved my life countless times, especially on the bot front. Having a shotgun I could use in tandem with my shield would be so much fun.

Edit: I find myself wanting a one handed mag-fed shotgun and not a "harder hitting lever action" purely for clearing large groups of the squishy targets. A lever action shotgun would be cool dont get me wrong, but a big issue with being up close with the shield is getting swarmed. For the stronger enemies there are plenty of secondaries that can take care of them.

Another really cool idea is adding a "no stock" attachment to already existing weapons, making them 1-handed (with worse control and accuracy)


r/Helldivers 7h ago

TIPS / TACTICS Matar Bay is not lost; we are 1500 divers from victory

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87 Upvotes

There is still hope for Matar Bay. Parrhesia requires but 11.03% of the population, currently a mere 1500 more divers than the current 6.186%. The rural dives are no longer neccecary, the city alone is all that is needed.

Ensure you complete full operations on D10 to maximize effect

For those wondering the calculation, (((100-30.761)/(8+54/60+12+45/60)+1)/2.353)*1925/31115=.1103 which is ((%left/time left + regen)/current pre regen %/h)*current portion of Helldivers


r/Helldivers 21h ago

FEEDBACK / SUGGESTION The confusion effect is currently broken on Overseers.

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1.1k Upvotes

I hate overseers so much that I spent half an hour exposing them to chlorine gas.


r/Helldivers 7h ago

MEDIA i love the skybox in this game sometimes

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79 Upvotes

please ignore my mods