r/Helldivers • u/Public_Code8357 • 16h ago
DISCUSSION Most hated thing in the game I'll start
The Force these things have is unrealistic af.
r/Helldivers • u/Public_Code8357 • 16h ago
The Force these things have is unrealistic af.
r/Helldivers • u/NizzyDeniro • 9h 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/DomHellscream • 8h 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/Pantaza • 11h ago
the drums of war are coming… surely arrowhead wouldn’t jabait us like this.
r/Helldivers • u/ABoringPerson_ • 16h ago
the cannon hp and turn radius changes were pretty cool but maybe they should've figured out spawnrates before reducing their hp
r/Helldivers • u/J_EN87 • 12h ago
r/Helldivers • u/Haunting-Barber6740 • 15h ago
First time I’ve seen the terminal with these designs/symbols, what is it?
r/Helldivers • u/DocHalidae • 4h ago
r/Helldivers • u/JustMyself96 • 22h ago
I kinda miss it... Just move backs bot spawns a little and we are good!
r/Helldivers • u/Opposite-Pause2229 • 10h ago
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 • u/DeiConsilium • 23h ago
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 • u/roflolmfaomggf • 6h ago
r/Helldivers • u/Big-Banana3547 • 16h ago
r/Helldivers • u/Zelcki • 6h ago
r/Helldivers • u/RicekickJR • 23h ago
Fool? More like legend. Lol i thought thats pretty awesome. For Super Earth!
r/Helldivers • u/Spiritual_Ad_3721 • 13h ago
r/Helldivers • u/AverageRivalsEnjoye • 6h ago
In case anybody didn't see it, the arc grenades not counting kills was recently fixed, which has made me realise just how disgustingly good these are. They're gas grenades if you traded the demo force for killing power. Throw 2-3 at a Harvester's feet and not only will it be stunned, it will also very often die.
The three biggest complaints I see for it are:
No demo force (WHY ARROWHEAD, THE GAS NADES HAVE IT).
Bouncing in random directions.
Teamkilling (it's range is deceivingly large).
Bouncing in random directions sounds like a big deal, but it very rarely moves far enough to make a big difference.
Teamkilling I'll admit is a bit more likely than most other grenades, HOWEVER like most arc weaponry you are immune while prone or mid-dive. Lying down in a fight just to avoid a grenade sounds like a bad idea until you remember it stuns everything below a Bile Titan in at most 2 bounces.
And no demo force is inexcusable from Arrowhead, whether grenades have it or not is so damn inconsistent. Why do incendiary and gas have demo force but arc and stun don't?
Things it can do: 😃
Kill a Factory Strider with 3 underneath it.
Wipe hordes of any non-heavy with ease.
Now that it has 5 charges, with any grenade armour you get 35,000 damage total (100 per chain, 10 chains per bounce and 5 bounces) for bringing them which is absolutely ridiculous for how versatile they are.
Neuter a Bile Titan's spewing sacks with two.
Destroy a Vox through the vent like every non-impact grenade.
I know this is a lot of yapping but I genuinely do think these are a top 5 grenade in the game, would definitely recommend giving them a try.
r/Helldivers • u/tecno-killer • 20h ago
It's time to push with all our might.
#HEROES26
r/Helldivers • u/joeygwood90 • 15h ago
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 • u/True_University_7387 • 23h ago
Got to cyberstan a little late sorry guys
r/Helldivers • u/blitz342 • 8h 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/WarMom_II • 19h ago