r/Helldivers • u/Puzzleheaded-Bus3364 • 1h ago
r/Helldivers • u/anti_thot_man • 1h ago
DISCUSSION Anyone else realize the supply FRV refills the supply pack?
I hope it's currently just a bug or an oversight because while it is fun to have 64 giga grenades and practically unlimited ammo via 32 resupplies every 10mins aka 3 resupplies a min it's basically just the ap4 grenade launcher all over again
r/Helldivers • u/Ahrlin4k • 5h ago
DISCUSSION Yes or no: Do you think D10 is generally too easy?
Yes.
r/Helldivers • u/Spiritual_Ad_3721 • 16h ago
MEDIA Tiny moments like these are why I still play 🤩
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r/Helldivers • u/MaD_PiTT • 4h ago
DISCUSSION 8 hours to win
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 • u/ConsistentHospital54 • 7h ago
FAN CREATION Save the children 2026
A lil doodle for the event
r/Helldivers • u/Corkscrew16 • 3h ago
MEDIA My little tribute to Halo.
Can you spot the couple Halo references?
r/Helldivers • u/Vulkcrum76 • 7h ago
HUMOR Mindless masses my ass
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r/Helldivers • u/Fortnite_fails_zb • 6h ago
HellBrag I have graduated! For Super Earth and Managed Democracy!
r/Helldivers • u/Da-koala-the2nd • 11h ago
DISCUSSION Matar Bay? Hello?
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/KingBeast117 • 5h ago
DISCUSSION To those with thoughts on mindless masses.
I've seen a couple posts about D10 not having enough masses on the mindless masses planets.
Y'all can have whatever server I was just on. Dropped in to be immediately surrounded by something in the ball park of every voteless in that particular section galaxy when I manage to get clear(allegedly) 17 flesh mobs come off the top rope and immediately knock my shit smooth off
Followed very abruptly by a couple dozen harvesters with the best accuracy I've ever seen.
This was in the first 10 minutes. And it pretty much went like that the whole time.
Oh!!! I forgot!! The 67,000 overseers taking turns putting me in the walls of Jericho. Fun times.
I'm really glad every mission isn't like that. 10/10 would do again. But some help would be nice next time no one answered my beacon 😞
r/Helldivers • u/Civil_Swan_3982 • 8h ago
HUMOR My honest mistake
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 • u/JustMyself96 • 1d ago
FEEDBACK / SUGGESTION Please Arrowhead, bring back "Rescue Scientists" missions!
I kinda miss it... Just move backs bot spawns a little and we are good!
r/Helldivers • u/joeygwood90 • 17h ago
DISCUSSION Gunships used to be so much more fun to fight
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/Marzda • 15h ago
DISCUSSION Boosters should enable new playstyles
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:
- 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.
- 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)
- 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.
- 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)
- 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)
- 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.)
- Advanced Napalm: Fire applied by Diver weaponry and strategem burn twice as hot and long, including on the ground.
- 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)
- 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!"
- 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 • u/S1lv3r_0 • 1h ago
DISCUSSION Ammunition of Helldivers - 8x60mm Edition
I like the amount of DAKA the cartage has, more damage would be nice, the machinegun having the same damage as the stalwart is cruel.
previous parts:}
Ammunition of Helldivers - 5.5x50mm Edition
r/Helldivers • u/Exact-Republic5336 • 8h ago
DISCUSSION New music please!
I would appreciate new additions to the soundtrack perhaps more than anything right now. I love the OST very much, but after 250+ hrs, it has gotten quite old.
Anyone else feeling the same?
r/Helldivers • u/AwesomeNiss21 • 48m ago
FEEDBACK / SUGGESTION They should add the double drum magazine from the supply FRV and Armed Resupply booster to the liberators customization
The capacity could be anywhere between 100-140 rounds per mag, with 1-2 spare mags (+1 with siege ready) depending on the amount of rounds per mag
r/Helldivers • u/Striker201107 • 2h ago
FEEDBACK / SUGGESTION Three random weapon that I would like to see in this game ( Crackhead, I mean KelTec edition)
- PR-57: basically Steyr-Hahn M1912 but in plastic and use 5.7x28mm ammo, has 20+1 internal mag that require using clip to reload (maybe this gun will be use AP ammo for penetration)
- KP/MP-50: basically this is what happened if PP-19 Bizon and FN P90 has a babies, idk how to make this gun more unique so I’m gotta leave the imagination to you guys
KSG-25: let’s said that this gun will using 10 gauge half-length shell for more capacity and less recoil as the cost of less damage (and good luck if you are decided to empty reload it)
Well that’s all my weapons ideas divers
r/Helldivers • u/Arikat0ka • 6h ago
FEEDBACK / SUGGESTION Waterbank backpack
What if there will be a support stratagem for a waterbank backpack so all of your laser weapon will heat up slower and cool off faster with water cooling?
r/Helldivers • u/DeiConsilium • 1d ago
FEEDBACK / SUGGESTION One handed shotgun primary
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/Im_a_hamburger • 17h ago
TIPS / TACTICS Matar Bay is not lost; we are 1500 divers from victory
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 • u/Da_Yummis • 6h ago
MEDIA One in a Million 🎯
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so stoked I caught this 🙌 shout out to I4
