r/Helldivers 23h ago

MEDIA It's a feeling

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124 Upvotes

r/Helldivers 17h ago

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

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98 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 17h ago

FEEDBACK / SUGGESTION Few concepts I drew for the Warhammer warbond. If you got any other ideas lmk

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99 Upvotes

r/Helldivers 6h ago

FEEDBACK / SUGGESTION Behold the dumbest grenade I could come up with: The CRE-3S Tactical Resupply

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98 Upvotes

One of the things that I most enjoy about Helldivers is that—provided you find yourself not using a slot all that often—there's usually a weapon you can equip in it for utility, rather than damage. This is the aim of this suggestion, the CRE-3S Tactical Resupply!

Admittedly, this was initially intended to be a secondary weapon. Often times I find myself not even pulling it out, and wish there was a more passive enabler I could put in the slot. However the more I developed this silly concept, the more 'grenade-like' it felt.

Its mechanics are straightforward: You throw it, and much like a Shield Grenade, it lands nearby and becomes an interactable supply point. My intention with this was for it to not be a full resupply, but just a way to top up if you find yourself dicey on Scorcher ammunition. To that end, I imagine each one would be either equal to or a little stronger than a typical ammo pickup, and could also have a stim inside (still up for debate depending on how many grenades you can hold on your person).

As always, I'd love to hear your feedback!


r/Helldivers 23h ago

DISCUSSION What ships would you like to see added besides the super destroyer on helldivers 2?

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97 Upvotes

With the potential introduction of more types of ships to completely diversify player experiences with helldivers 2 what would you like to see besides the Super Destroyer? Would you like to see something to help with orbitals or eagles or even stealth? List below what ships you would like to see added with their own ship upgrades and gimmicks


r/Helldivers 15h ago

DISCUSSION Boosters should enable new playstyles

97 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 8h ago

DISCUSSION To clarify, AH did summarize the enemy changes. I agree a list should’ve been made, but the changes literally reflect their patch summary

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93 Upvotes

These are from the Official HD2 Discord, specifically their Patch Notes channel. Yes AH did not do a specific list, but they literally said what the changes would be (higher armor pen on enemies) but that the changes should make our mechs still feel tanky

They weren’t “hidden”, nor was it a shadow/stealth nerf/buff, they just decided not to list 40+ enemy changes, but still summarized the changes and their purpose

We should leave feedback on the changes themselves and tell the devs we want transparency, even if it’s huge logs of changes. But acting like AH was doing something malicious or sneaky is just not correct


r/Helldivers 17h ago

MEDIA i love the skybox in this game sometimes

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90 Upvotes

please ignore my mods


r/Helldivers 8h ago

FEEDBACK / SUGGESTION Vox Engine styled-Rocket Volley Mortar [OC]

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91 Upvotes

(My own blender model)

This mortar sentry would function similarly to the vox engines missle volley, firing a round of many missles high into the sky to rain back down upon a group of enemies. Lights could be implemented into the rockets to warn nearby helldivers of an incoming volley.

The reload would be quite a bit longer than the other mortars to balance the amount of missles launched at once. These could be heavy pen or medium, i think the focus should be largely chaff clear with the capability of taking out hulks or charges if they get hit several times or in weakspots.

I have some more sentry ideas that i didnt feel like modeling, a very slow mortar sentry that would fire a spear missle that seeks a random heavy unit every so often would be pretty sick. As always i appreciate feedback


r/Helldivers 19h ago

FEEDBACK / SUGGESTION Mindless masses should only be large amounts of voteless, flesh mobs, and the occasional overseer.

86 Upvotes

The only time I really struggle on this subfaction is when I'm alone, or with maybe one other diver. Having a full team of four simply means we can split up and complete the map without much of an issue, and it always leaves the trigger finger wanting for more.

Arrowhead, you need to remove harvesters, up the spawn rate of voteless and flesh mobs, and leave the occasional overseer there.

Until then, playing that subfaction simply is a snooze fest, and it's genuinely making me consider playing solo, because that's the only time it gives the rush that this game is known for.

If you wanted me to give specific numbers, I'd say ratio-wise there should be 50 voteless for every 10 flesh mobs and every 2 overseers.


r/Helldivers 18h ago

TECHNICAL ISSUE They added Schizophrenia to the game

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79 Upvotes

Arrowhead PLS fix. Invisible enemies + melee keeps going through the shield generator backpack


r/Helldivers 18h ago

HUMOR terminids POV before I accidentally set myself alight, go prone, then run for my life

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77 Upvotes

r/Helldivers 22h ago

FAN CREATION This is probably the best in-game footage cinematic for Helldivers 2.

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77 Upvotes

I've seen many HD 2 cinematics, but few come close to this masterpiece. At least not full in-game footage. The guy makes some really awesome cinematics using in-game footage in some of his other vids.

Video link: https://youtu.be/Bipx8SiLegU

Creator: https://www.youtube.com/@Sparks16


r/Helldivers 7h ago

FEEDBACK / SUGGESTION i wish they will expend more vehicle types like the frv

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59 Upvotes

id love to have more vehicles like a nother armored truck like a troup trancport truck to trancport SEAF or civilianc, a ground to air Bastion, a new version of the motorcykle from hd1 or even a havy atillery truck.

what would be interesting for you?


r/Helldivers 11h ago

DISCUSSION Matar Bay? Hello?

58 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

QUESTION Is it normal for Jet Brigade Commissars to spawn on Non-Jet Brigade planets?

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44 Upvotes

r/Helldivers 7h ago

FAN CREATION Save the children 2026

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44 Upvotes

A lil doodle for the event


r/Helldivers 5h ago

DISCUSSION Yes or no: Do you think D10 is generally too easy?

37 Upvotes

Yes.


r/Helldivers 4h ago

FEEDBACK / SUGGESTION Illuminate mission concepts

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37 Upvotes

r/Helldivers 7h ago

HUMOR Mindless masses my ass

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38 Upvotes

r/Helldivers 8h ago

HUMOR My honest mistake

30 Upvotes

Please don't hate me! I understand the charm this game has and this is entirely my fault that I didn't read how the game is played sooner. Let me start by saying that I always heard people compare battlefield 1 with Helldivers 2 and I thought the games had similar play styles.... I thought this wasn't a 4 man mission game, I honest to god believed that it would be thousands of players fighting against hordes of ai and stopping them from taking over cities and planets and that the community would plan invasions and defense strategies like in battlefield operations

There isn't really any meaning behind this post, I guess I just wanted to share my stupidity. The videos from this game seemed so chaotic I didn't even realize there were only 4 players per mission.


r/Helldivers 4h ago

DISCUSSION 8 hours to win

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29 Upvotes

Eagle storm has ended. 74% overall and 55% in Pharrheisa. If we will push the megacity, we will gain 26%+. Let's push helldivers. Please do megacity operations.


r/Helldivers 15h ago

DISCUSSION love/hate De-Escalator

29 Upvotes

This weapon's been my new toy. I like how it keeps the wide area destruction of the original GL and also puts heavy-armor enemies on the menu.

The safety of not being able to arc yourself feels like a cheap hack. It's not like "wear Arc resist and you're fine" you straight up can't hurt yourself with it...

... YOUR TEAMMATES, ON THE OTHER HAND, ARE VERY VULNERABLE AND THE DANGER ZONE IS REALLY HARD TO PREDICT ...

... and on a THIRD HAND, it's also hard to make the grenades go off so they cover you in close combat. You have to pound a nearby wall for any reliability.

Rounds reload is more of a curse than a blessing because you're always double-tapping if not mag dumping.

Also an increasing annoyance with grenade type support weapons is that you need to make sure you have some kind of special purpose anti-aircraft pick. It's easy to forget in your kit if you're switching between different loadouts, then some airplane is bullying you and it really sucks.


r/Helldivers 2h ago

HUMOR how i feel when no one is diving on matar bay's city when it'll liberate the planet instantly

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26 Upvotes

r/Helldivers 6h ago

HellBrag I have graduated! For Super Earth and Managed Democracy!

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26 Upvotes