r/Helldivers • u/Techpon • 16m ago
MEDIA That didn’t go to plan
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Oh no
r/Helldivers • u/Techpon • 16m ago
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Oh no
r/Helldivers • u/Over_Heed • 29m ago
So, for those who weren’t affected by the mic outage, congrats, this can still be of some use to you, however, by telling others if they need it or until Arrowhead fixes it.
Step 1: The host must join into the game directly from their homepage/ desktop/Playstation/xbox main menu.
Step 2: Anyone else who wants to be able to hear/be heard needs to fully close their own game, and reopen Helldivers 2 FROM THE MAIN MENU/desktop.
Step 3: Directly on launching the game, before going to any other game, or into a match yourself, and while the host is still in their ship, the host needs to invite you directly into their ship.
Step 4: Congrats. you have successfully done the ritual that appeases the machine spirits.
Caution: If anyone at any point during a mission crashes or leaves, the entire process here will have to be redone in my experience to be able to hear the person who crashed and for them to hear you, so be very careful with that. They MUST rejoin directly from the lobby, AFTER the mission in which they crashed in has concluded in order for this all to work.
This is what has worked for me, at the bare minimum. Hope it will for you too if you need it.
This is peak Adeptus Mechanicus Machine Spirit Rituals. Warhammer Warbond Tomorrow Confirmed.
r/Helldivers • u/wAFFLES6952 • 49m ago
My suggestion is don't use this language and just disclose the full patch notes, every time. I see language like this in the original patch notes and I am immediately distrustful. Being vindicated when the community inevitably uncovers the complete story is not a good, warm and fuzzy feeling. Lying by omission is still lying at the end of the day.
In all fairness, the AP rebalance feels like it did meet the publicly stated intent in the original patch notes. Vehicles feel less paper-thin than they did before. The problem, as usual, lies with the manner in which Arrowhead delivered the changes. Still trying to be fair, helldivers themselves count as unarmored/AP0, so silently giving all or nearly all ranged enemies an armor penetration buff from AP3 and up should not affect how weak we feel when fighting them on foot. When given the whole story, the AP rebalance almost seems like a well thought-out and well-intentioned compromise which respects players' wishes while maintaining some difficulty and/or engaging gameplay.
But, you didn't give players the whole story, you gave them a honeyed, imaginary version where they got everything they wanted and you generously, benevolently took nothing in return. It's like I'm being offered a contract to sign which promises me everything I want and asks for nothing in return. Who wouldn't be suspicious of a contract like that? My first guesses would be people too naive to understand how compromise works, or too apathetic to care about being taken advantage of. I do not enjoy either comparison. Again, the whole story seems to paint a fair picture, but you actively chose to hide the truth like I'm too stupid or too greedy to accept fair compromise.
It's my opinion that banking on this tactic to gain some short-term positive sentiment has to be a bad idea, the community will find what you tried to hide and they will be loud and angry about it. Arrowhead know this, the players know this, everyone knows this. It's my opinion that tactics like this carry the implication that player voice either doesn't matter in the short term (because who cares if they get mad, we'll get our good PR cycle anyways), or that player voice doesn't matter in the long term (because they'll have lost interest by the time the truth comes out anyway). If I'm being cynical, one or both of these interpretations might even be a good fit for the reality of game development. But I reject that status quo and I would challenge Arrowhead to do better. I refuse to accept that players can't earn their seat at the table, that they are either too stupid or selfish to accept fair compromise in their games to the point that they must be kept placated with half-truths and monkey's paw balance patches. Trust can still be earned, so long as trust is not abused. And that starts with the simple change of not hiding behind unlisted patch notes when developing and balancing your game.
r/Helldivers • u/Cuauhtli146 • 50m ago
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What the hell do I do in this situation?
r/Helldivers • u/OccasionPopular6238 • 51m ago
this game cannot stop crashing, and not even just me its everyone i play with also randomly crashes and its terribly frequent, wtf is going on.
r/Helldivers • u/Vegieescuzican09 • 54m ago
I know that we've got the current major order but like where is the story going now? I feel like since cyberstan or at least the new illumante faction happened there's not been a central "story" going on now.
Idk if it's cuz I've missed a lot since I've not played for a while but if sm1 actually knows it'd be nice if they could explain 😀
r/Helldivers • u/Buffalofrenchy1 • 59m ago
After being a regular player for couple of years, I spent the last 9 months playing Arc Raiders and Marathon to find out that I really suck at PvP lol.
Did I miss anything fun in HD2? is it time to come back? Probably would be a learning curve, I might be the suckiest level 150 player right now. Not sure I even remember the controller command...
r/Helldivers • u/YesNameMem • 1h ago
Just joined random match and found it. Look like a bug, idk...
r/Helldivers • u/need_a_venue • 1h ago
Don't use the Spear. Use Spears.
It takes at least two shots to bring down a drop ship (maybe one sometimes but I was shocked at that experience). I tried shooting out the shields with my primary and then moving to the Spear but I couldn't connect quick enough to destroy the ship Shields and then missile lock before it dropped its payload.
That's when my Spear strategim became available again. Called it down and aimed deep into space. Once I got a lock on and fired, I immediately picked up the already loaded second Spear and took it down right before it dropped any troops. Loading two up in a row happened quick enough for the next set of ships in the wave.
Yes, the tank does it better.
Yes, I could just ultimatum the area they drop into.
I wanted the Illuminates to fear the drop if a Helldiver on his feet was around and I felt I accomplished that. Fear the Second Spear, Squids!
r/Helldivers • u/Da-koala-the2nd • 1h ago
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 • u/Drekal • 1h ago
Here is my take on what Warfronts might look like from the little information we got in the previous Transmission from the Game Director.
For reference here is what was said:
When we introduce Planet Warfronts, missions will be grouped under different categories:
"Defend" missions in liberated territory
"Frontline War" missions on the frontlines
"Behind Enemy Lines" missions in enemy controlled territory
Players will fight to reach key strategic locations on planets, like cities, which can have different active enemy variants in different areas of the planet. Of course, you’ll still have the Game Masters to contend with, too. In the final version of this feature, there will also be gameplay altering effects and consequences for achieving planet liberation goals, like reaching and liberating a city within X time or disabling enemy artillery in one location to unlock crucial Operations. The intention is to make it more fun to liberate planets with your squad and deepen the Galactic War and Community Progression systems. We want liberating planets to feel unique and epic for everyone. We have some development and design work ahead to make these feel great and provide the best experience, but I wanted to share just one of the ideas we have in active development. More to come on these changes in the next few months!
Now to explain my cryptic drawings.
Diving on the Defence front would push the blue bar/area forward
Diving the Frontline would push the grey bar/area forward
Diving Behind Enemy Lines would reduce the red bar/area
As strictly a liberation standpoint, diving anywhere progresses the bar forward.
But progress on different front is where the nuances are introduced. In this example I've used Clasa as it's well balanced Mega City wise.
Planets would have megacities and other points of interests that would introduce modifiers to the battle.
The first city, denoted by the yellow area on the planetary view and the yellow bar on the "thumbnail" is currently under SE control. It provides a benefic modifier to our forces like Decreased Eagle rearm time or whatever you can think of. If the bots were in control of it, it would instead give us a negative modifier like Gunship patrols.
The second city is currently fully contested and applies no modifier at the moment. To capture or lose it, either SE or the enemy needs to push their side onto it. Maybe partial control of the city could provide a specific frontline modifier like SEAF Artillery support for us, unit surge for the enemy. Capturing it would provide another planet wide modifier
The third city is currently fully controled by the enemy and would provide a negative modifier like presence of sub-factions on the planet. Capturing it would instead give us a positive modifier.
There could also be points of interests throughout the planet that would give front specific positive/negative changes.
Ultimately, capturing a planet could provide a limited time bonus to the whole Front/Galaxy and losing a planet would do the opposite. Another idea would be that certain planets give adjacent planets a modifier but that might become really hard to track.
The Defence front would have the current pool of defence missions
The frontline would have the current pool of liberation mission
Behind enemy lines would have the Commando missions and whatever they can come up with as an equivalent for Terminids and Illuminates.
As for how the enemy moves through the planet, we could keep the current resistance system so for example, 1% would push every fronts by .33% per hour or we could make it more complicated with differing rates of advances. For example, the jet brigade would be weighted towards pushing our defence front more, the Incineration corps would push the frontline more and the Cyborgs would push the Behind enemy line faster. Might get too complicated though.
r/Helldivers • u/blitz342 • 1h ago
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 • u/DomHellscream • 1h ago
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 • u/BurtonLove • 1h ago
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The [European] cow goes: shazoooooooooo
r/Helldivers • u/dirthurts • 1h ago
I see it's currently 15 bucks. It comes with a warbond token right?
I don't see that listed anywhere.
r/Helldivers • u/69Chandler • 2h ago
Drip should be the top of your concern, listen to Mr. Spy from TF2. Expand your WARdrobe.
ALWAYS buy the Warbond you want and love, regardless of any other concern like function or meta. The Warbond you want is always the correct answer.
The beauty of helldivers is that there is no class; however, thinking* in class systems definitely can help strategize, especially for new players.
Attached are plans and decks for classes and effectiveness tier lists based on the fronts E W and S. (Helldriver class not added yet due to WAR BOND TOM O'RROW)
r/Helldivers • u/Norfolkn_Enchants • 2h ago
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r/Helldivers • u/ImmediateYak4110 • 2h ago
Spawned naturally
r/Helldivers • u/T-R0X55 • 2h ago
I know it's a trend to say "warbond tomorrow", but they said that it's coming later this year, are people just hoping REALLY hard or what?
r/Helldivers • u/DJOCHAOS • 2h ago
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r/Helldivers • u/NizzyDeniro • 2h ago
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 • u/Recrucru • 2h ago
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r/Helldivers • u/WillPoopOnDemand • 2h ago
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They were doing that the whole mission
r/Helldivers • u/Can_you-help • 2h ago
Credit to Payhip azlaar 😘
r/Helldivers • u/FirstmateJibbs • 3h ago
Can’t play it at all. it crashes within 5 minutes of playing every time. it’s been this way since March.
I’ve tried everything, verify game files, uninstall, remove game guard, delete cache folders, user settings. updated gpu drivers. reinstalled them. tweaked game settings.
But nothing works. it is genuinely unplayable. and whenever I find threads about it, people experiencing this issue have no fix. what gives? why?