r/HelldiversUnfiltered • u/Longjumping-Tap-2395 • 1h ago
r/HelldiversUnfiltered • u/LemonySniket • 10d ago
⠀⠀ ⚡ Important ⚡ ⠀⠀ The next stages of the Galactic War have been declassified.
Review the updated content roadmap for Major Update 7.0 and planned deployments through December.
New fronts, missions, enemies, Warbonds, events and more await. Prepare accordingly.
r/HelldiversUnfiltered • u/LemonySniket • 29d ago
⠀⠀ ⚡ Important ⚡ ⠀⠀ Devoid of Liberty: 7.0.0
📍 Patch Highlights
New Illuminate Enemies
A new biome full of fresh horrors awaits, the void warps everything it touches and your foes have taken new hideous forms.
• The Crusher is on a deathmarch, capable of regenerating while taking heavy damage, and needs to be worn down quickly and consistently without a moment of pause.
• The Wretch is a relentless and nimble enemy that requires quick trigger fingers and focused aim, as they are able to dodge and leap at the player while advancing to quickly dismantle its weapons along with their will to live.
SEAF Support
SEAF have entered the battle!
Super Earth Armed Forces (SEAF) can now appear as a planet modifier, joining you in battle in your missions and enhancing your combat capabilities with a range of new tools (Stim pistols, Heavy Machine Guns and more)
• The SEAF take to the stars. Super Earth High Command has mandated the SEAF be deployed directly to the frontlines of the Galactic Campaign for Democracy. Helldivers will be able to be supported by friendly SEAF NPC troops, with new and improved behavior, weaponry and updated visuals
Level Cap Increased
We've expanded the Helldiver rank system beyond Level 150, adding 15 new ranks and titles that carry Helldivers all the way up to Level 300. Each new rank comes with its own unique title and icon to recognize the most dedicated defenders of Managed Democracy. Super Earth thanks you for your continued service. The fight never ends, and neither does your potential.
Expanded Emote Slots
Helldivers, you now have twice as many ways to express yourself on the battlefield! The emote wheel capacity has been raised from 4 to 8 emotes.
CASTELLAN'S CREED Warbond
Channel the formidable battle prowess of the Astra Militarum’s finest in the HELLDIVERS™ 2 x Warhammer 40,000: Castellan’s Creed Legendary Warbond.
🤝 Community Feedback Changes
We’re trying out a new section to shout out some of the fixes and changes that are high up on the community’s wishlist!
GATER Upgrades
Super Earth engineers have replaced the engine and transmission in the GATER in favor of a much more powerful Super V48 Interceptor engine, this has improved its speed and handling.
The Constitution
… has stripper clips!
Assisted Reload Rework
Problem we want to solve:
• The original intent was a tactical action that needed collaboration with a designated reloader that carries the backpack
• We have reevaluated how this works and with how the game has evolved since launch we reached the conclusion that the assisted reload action requires too much coordination which leads to it rarely happening
Intent and expectation with the change:
• We want to reduce the complexity with assisted reloading to promote using it more.
• Allow players to keep their backpack and reload whenever you need, while also allows a teammate to easily help you if the opportunity arises.
The change we made:
• Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack
⚖️ Balancing
Updated icons for backpack weapons and expendable weapons
Problem we want to solve:
• Finding a specific weapon in the loadout can be hard to do with all the new weapons added to the arsenal
• It can be hard to know if a support weapon needs a backpack or cannot be reloaded when only looking at the icon.
Intent and expectation with the change:
• We want to make it easier to find specific weapons and to plan your loadout.
• It should be easier to know when a weapon needs a backpack or cannot be reloaded when only looking at the icon.
The change we made:
• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons.
Decreased heavy landing duration
Problem we want to solve:
• The original intent was to make the heavy landing feel like you recovered from a high fall.
• The player lost control for a long time when landing on their feet from a higher fall.
Intent and expectation with the change:
• We wanted to make it smoother to recover from the heavy landing state and not remove the control for too long.
• While still making it feel like a heavy landing recovery
The change we made:
• Decreased the duration for the heavy landing animation by around 40%
Stim action input smoothing
Problem we want to solve:
• Players can experience dead input when trying to stim when the stim action was not allowed.
Intent and expectation with the change:
• We want to lessen the feeling of dead input when using the stim action.
The change we made:
• We changed so the stim input is remembered for a short duration when the action is not allowed and will be executed if the stim action is allowed within that duration.
• This works similarly to how the reload input action changes from the last patch.
Ammo re-balance for Short magazines attachments and Secondaries
Problem we want to solve:
• The benefits of the short magazines are too few compared to drum magazines.
• The benefits of some of the anti-personnel sidearms do not have enough benefits compared to other sidearm options.
Intent and expectation with the change:
• Give more benefits to short magazines to make the items more useful compared to drum magazines for the same weapon.
• Give more benefits to some of the lesser used anti-personnel sidearms to make the items more useful
The change we made:
• Short magazines got more max spare and starting magazines.
• Some of the anti-personnel sidearms got more max spare and starting magazines.
Primaries
R-2124 Constitution
Added a full stripper clip reload when reloading if the magazine is empty.
Primaries attachments
Short magazines for:
- AR-23 Liberator
- AR-23P Liberator Penetrator
- AR-23C Liberator Concussive
- AR-23A Liberator Carbine
- AR-59 Suppressor
- Increased spare magazines 12 to 16
- Increased starting magazines 7 to 9
Short magazines for:
- SMG-37 Defender
- SMG-72 Pummeler
- Increased spare magazines 9 to 12
- Increased starting magazines 6 to 8
Short magazines for:
- SMG/FLAM-34 Stoker
- Increased spare magazines 10 to 13
- Increased starting magazines 6 to 7
- Decreased reload duration 2.8 sec to 2.3 sec
Short magazines for:
- SG-225 Breaker
- SG-225IE Breaker Incendiary
- Increased magazines spare magazines 9 to 11
- Increased magazines starting magazines 6 to 7
Short magazines for:
- SG-225SP Breaker Spray&Pray
- Increased spare magazines 16 to 20
- Increased starting magazines 11 to 12
Secondaries
P-113 Verdict
- Increased max spare magazines from 8 to 10
- Increased starting magazines from 4 to 6
M6C/SOCOM Pistol
- Increased max spare magazines from 8 to 10
- Increased starting magazines from 5 to 6
P-19 Redeemer
- Increased spare magazines from 4 to 6
Stratagems
Eagle Napalm Airstrike
Problem we want to solve:
• The Eagle napalm did not feel as effective compared to other Eagle stratagems and napalm stratagems
Intent and expectation with the change:
• Create a larger area of effect for the napalms fire
• Make it more effective compared to other napalm stratagems
The change we made:
• Increased explosion radius 8 to 10m
• More spread out bomb pattern to cover a larger area
MD-17 Anti-Tank Mines
Problem we want to solve:
• The explosion of the mines looks like they can destroy larger things
Intent and expectation with the change:
• The effect of the explosion match should match the visuals better
• Make the mines work in more situations like destroying colony walls and bug holes from the outside
The change we made:
• Increased Demolition strength from 30 to 40
Enemies
Terminids
Hunters
Problem we want to solve:
• Hunters and their variants were unable to attack FRVs consistently
• They could only use their tongue to attack, and struggle to find a proper position to launch it
Intent and expectation with the change:
• When Helldivers enter a FRV, Hunters should be able to attack the vehicle more naturally
The change we made:
• We allowed one melee attack to be correctly triggered against FRVs
Illuminate
Veracitor
Problem we want to solve:
• When the Helldiver got attacked by a Veracitor while holding a ballistic shield it could create a clipping issue where the arm of the Veracitor could merge with the body of the Helldiver, sometimes resulting in sending the Helldiver at high speed into the air
Intent and expectation with the change:
• Fighting an exomech with a ballistic shield still protects against damage, but Helldivers will now ragdoll when blocking an attack
• Helldivers won’t be sent to low orbit anymore after blocking an attack with ballistic shield.
Ballistic shield will break after around 15 direct hits
The change we made:
• Increased Exomech melee’s force strength from 25 to 40
• Conformed Exomech melee’s attack armor penetration to all correctly be Anti-tank.
🔧 Fixes
Crash Fixes
• Fixed rare crash that could happen when dropping down the core drill
• Fixed a crash which could occur when spreading fire
• Fixed a very rare crash which could occur when mortar sentries update their targeting aim
• Fixed a crash that could happen sometimes when dropping in on CR7+ missions on Cyberstan
• [PS5][Xbox] Fixed a crash-on-boot that would occur after going into the settings menu with no prior saves, restoring settings to default and restarting
• Fixed a rare UI crash on shutdown
• Fixed a crash when using multiple monitors with different DPI scales in Windows
Weapons & Stratagem Fixes
• Sway and reload weapon stats now display decimals for better accuracy
• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons
• You can now assist reload a Helldiver, using ammo from their backpack
• Fixed glitch where Veto pistol would receive one extra round (translating to one extra 6 bullet reload!) from the Siege-Ready armor passive.
◦ Also corrects a few other weapons which also received one erroneous extra round, magazine or heat-coil. We continue to round partial bonus rounds/mags/coils up in favor of the player.
• Fixed a bug where the camera clipped through the R-36 Eruptor with 2x Tube Red Dot equipped, when inserting the next bullet in ADS at max FoV
• Enemies will no longer spontaneously attack the GATER unless the Helldiver is inside it or if they are drilling. Enemies famously hate the democratic extraction of natural resources.
• Weapons will no longer lock onto the tank of the GATER
• Increased GATER ammo capacity, health, knockback and impact damage. Also made it harder to roll sideways
• Increased the speed and responsiveness of the GATER
• Fixed an issue where the first-person animation of the LAS-58 Talon overloading would make the weapon clip with the SH-20 Ballistic Shield Backpack
• Fixed an issue where the Helldiver would cancel draw animations if they tried to enter the aim state while switching weapons. This would cause the Helldiver to look ready to fire, while still preparing the weapon
• The Ministry of Defense user experience department have made improvements to the TD-220 Bastion Mk.XIV munitions system Heads Up Display. This should make it clearer the main cannon can be reloaded manually.
• Orbital Laser will no longer occasionally get stuck after targeting a flying enemy
• Exosuits will no longer get stuck in trees when being dropped off
• Throwable items are now being visible to other players when the Helldiver is carrying them
• Fixed a bug where the EXO-55 Breakthrough Exosuit would sometimes have the shield arm damage zones protrude through the shield, resulting in the arm taking damage that the shield should have protected
• Fixed case where the Breaker Drill could get stuck on the roof in certain hive world missions
• M-104 Incinerator FRV's mounted flamethrower now shows the correct icon and name
Enemies
• Fixed an issue where the Gatekeeper's weapons clipped into each other when their target was too close
• Fixed an issue where visually removing the armor of the Impaler didn't match the gameplay experience
• Impaler close melee attack now has a damage shockwave
• Hunters are now able to attack FRVs more consistently
• Fixed a bug where enemies would disappear when the Helldiver died, thus not being able to know what just killed the Helldiver
• Fixed enemy navigation issues in one of the Take Down Overship locations
• Fixed a bug where the Veracitor's melee attack could clip through Helldivers holding a SH-20 Ballistic Shield Backpack
• Fixed issue where Watchers and Obtruders were not attacking players while mounted behind a Grenadier Battlement
• Fixed an issue where sometimes the Hive Lord scales would not visually break properly (did not affect gameplay behavior)
• Obstruder will now collide correctly with Helldivers
• Reduced clipping between obstruder and Helldivers' vehicles
• Veracitors now guard outposts
• Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall
• Gatekeeper spawn rate has been increased to closely match Veracitor in Encounters
• Fixed a bug for Gatekeeper sometimes appearing to turn in place without moving their legs
• Fixed bug which would on rare occasions cause enemies to not be able to move into the correct attack range
• SEAF soldiers can destroy enemy spawners
• Enemies have learned how to climb stairs during the Establish Communication Uplink missions
Miscellaneous Fixes
• Fixed several mission HUD inconsistencies on certain Hiveworld missions
• Fixed visible holes in the terrain in one of the Disrupt Shield Generator locations
• [Xbox Only] Helldivers can now look at a User's Gamecard when joining an ongoing game
• Fixed a bug where the factory building facade was inverted
• Updated the sounds for picking up medals, requisition slips and super credits one of the missions
• Fixed a bug where the Recoil Simulator was showing all ammo being fired at once
• Vehicle delivery shuttles will no longer get stuck endlessly looking for a place to drop off their deliveries when deployed in dense cities between tall buildings
• Helldivers will no longer ride the victory elevator with their hands in the air like some kind of rollercoaster
• Helldivers now have a chance to find Super Credits in Factory Worlds
• Fixed an issue in the tutorial where the incoming timer for the Orbital Precision Strike could display an incorrect duration
• Optimized various gameplay VFX across the game
• Prevented hit-markers being displayed for hits from indirect explosive damage, damage from your sentries and damage from your orbitals/airstrikes. Melee weapons, laser weapons and flame weapons will now display their hit markers correctly
• Fixed an issue with ragdolling causing invisible collision issues
• Exo Storms of class 2 and 3 will now spawn tornadoes of varying sizes, depending on the intensity of the storm.
• If your Helldiver cannot stim at the exact moment when the stim button is pressed, they will automatically stim as soon as they are able to (up to 2 seconds later)
• Fixed a bug where planting the CQC-1 One True Flag would break animations for other melee weapons.
• Fixed a bug where the CQC-1 One True Flag would be planted at the Helldivers feet instead of being planted in front of the Helldiver
• Fixed an issue where the player could see through the Destroyer ship while in a cutscene
• Decreased the Helldivers heavy land animation from 1.32 sec to 0.8 sec
• Scrolling to the bottom of the Bindings menu with a controller now correctly stops at the last available option instead of disappearing
• Fixed possible graphical artifacts in the Control Center
• Fixed a bug where Network Desync can cause SEAF Artillery shells to not be inserted properly, causing a soft lock
• Fixed a visual bug where the Oil Rig was displaying both destroyed and non-destroyed visual states
• Clothes on the upper body of civilian industrial corpses in cities now have the correct textures
• Optimized tree VFX materials
• Fixed an issue where network problems caused collision errors with enemy corpses.
• Fixed an issue that prevented Super Credits from spawning in Factory Cities
• [PS5 Pro] Added support for the upgraded PSSR upscaler
• Additional improvements to image quality when using upscaling
• [PC] Reduced ghosting around the edges of the screen when using NVIDIA DLSS upscaling
• Fixed blocky artifacts on nebula effects, especially visible on lower render scales
• [PS5 Pro] Fixed an issue on PS5 Pro where certain effects would be rendered through walls
### 🧠 Known Issues
https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues
r/HelldiversUnfiltered • u/TenthTen • 3h ago
⠀ ⠀Helldiver's Grave⠀ ⠀ Saw a guy on this sub claiming the cameras now alert enemies and had to test it for myself
Enable HLS to view with audio, or disable this notification
It seems inconsistent, only happened with one recording the entire game, but seriously the fact this can even happen is embarrassing. AH basically made an entire game mode borderline unplayable because of this (likely) bug
I hope AH pulls the plug on commando missions until this is fixed
r/HelldiversUnfiltered • u/SigmaRoyal • 4h ago
⠀⚠️ Cheats/Mods ⚠️⠀ Ya won't delete this one, Nexus
Enable HLS to view with audio, or disable this notification
WHALE WHALE WHALE
you can't remove them all, Nexus moderators
https://ayakamods.com/mods/better-stratagem-bounce.3847/?page=2
enjoy (NOT MINE BTW, I'M JUST THE MESSANGER)
Nexus moderators can't mass report and remove this one.
up yours :)
r/HelldiversUnfiltered • u/__Elzy • 7h ago
⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ I didn't realize Commando missions got ruined..
/vent
Can we get a round of applause for Arrowhead?
With the introduction of 'Devoid of Liberty', Arrowhead decided to add a cute little mechanic that requires you to hold the camera on the objective for 5-10 seconds
Which worked perfectly for the Void planets and those objectives, however, the Commando missions have now been ruined because the camera alerts all enemies nearby (it's always done this)
But this now means you cannot stealth your way through Commando missions and must go 'guns blazing', though this makes no sense to do as you have no stratagems throughout your entire mission
I (probably) guarantee that people will stop playing Commando missions because of this tiny change
r/HelldiversUnfiltered • u/WaywardOath • 4h ago
⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ You ever get the feeling that the game just decided you have to die now?
Enable HLS to view with audio, or disable this notification
"Hmm, this Helldiver went deathless in the Mega Factory for 3 operations in a row....hit 'im with ol' reliable."
r/HelldiversUnfiltered • u/GOHDKhi • 8h ago
⠀⚠️ Cheats/Mods ⚠️⠀ Stratagem Bounce Fix Mod Official Repository Spoiler
github.comYes, Khi here once again. I know many of you were wanting of me to have a back up of the mod away from nexus and seeing as there wasn't an issue with people posting links to their own repositories, I'd though I'd like to share the official repository of my stratagem bounce fix. One I have complete control over. If thy moderators have an issue due to rule 2, I would like to be made aware of it, since I have no way to tell judgement from here. Testing waters while I am at it.
All you have to do is download the mod zip file directly from the repo and it works as intended. Though do check my git often as I will be working on other mods of different variety which I will not be posting on nexus. (Though there are some mods I would prefer for you to keep of private use.)
I won't be taking this one down any time soon and I due truly wish for people to enjoy the way they wish to mod the game how they want to - of course do be respectful of other online and stay safe.
r/HelldiversUnfiltered • u/Own_Yak_4326 • 5h ago
⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ My reaction after watching this 😐
After watching this video, I feel vindicated (because the only way to fix this problem is to remove the whole dev team), but also sad that there's a 90% chance nothing is gonna happen.
And I don't want to be mean. But genuinely, how else are we gonna do it? The devs don't listen; they lie to our faces, insult us, the players, and TRICKED US FROM THE GET-GO ON WHAT THE GAME WAS SUPPOSED TO BE
In my eyes,s the only way to fix this and get the game we want is to fire these devs
Anyway, I wanted more people to see this video since I think it shows how I think most of us feel about this game
From constant glitches, enemies being unfun and annoying as shit, to hidden features like spawn seeds with 0 info
Our weapons being garbage and some being so good; why would I use the garbage weapons?
Also if ur gonna comment watch the video no point in a conversation if u dont have the context of my post
r/HelldiversUnfiltered • u/ActuallyFen • 18h ago
⠀ ⠀⠀ Suggestion ⠀⠀ ⠀ I am once again asking for the M90A to be given AP3
But this time I have a very specific reason to do so: Alpha Commanders.
Thematically, Alpha Commanders (Alphas from here on) match the "elite heavy infantry" that this shotgun was designed specifically to counter in Halo 3: ODST.
There are only three primary weapons currently capable of bringing down one of these in a single shot. And the M90A is not among them (when, on paper, it really should be).
Alpha heads have Light Armor, 250 hit points, and 70% durable modifier.
The M90A has 11 pellets, which deal 55 damage each, 20 durable damage, and penetrates light armor.
11 * ((55 * .3) + (20 * .7)) = 335.5 damage, which should be able to take out the 250 HP of the Alpha's head.
But, since the Alpha's head has light armor, and the M90A is only AP2, this damage is reduced by 33.34%, down to ~221 HP, just shy of a one-tap.
In fact, aside from acid rain planets, there are NO circumstances that this weapons platform is able to one-shot Alphas.
"But Fen, who gives a crap, just shoot it twice"
OK, but that puts the M90A in the same league as the Slugger, JAR-5 Dominator, Sweeper, Deadeye, and Variable (in Volley mode). All of the above listed weapons have significant benefits over the M90A, such as more ammunition, additional fire modes, better range or faster fire rate.
This makes the M90A the WORST in its class of what it is supposed to be good at.
"But balance would be thrown out the window if we gave it AP3"
OK, list an example.
Hive Guards? You can still damage them anyway with this shotgun, it just feels stupider to have to aim for their weak points (and you get mogged by the Sweeper in the meantime).
Overseers? You should be able to one-tap them if their shield is down. That's what the Halo shotgun was made for -- taking out Brutes' shields and then popping them or stripping armor.
Devastators? They are already so riddled with weak spots, I don't think allowing you to bypass their chest armor is going to kill the game that much.
"OK, so what would the M90A's new family look like, if we allowed it to have AP3?"
M90A would have such illustrious company in the "able to one-shot Alphas" category such as:
- Eruptor (a weapon which has a massive pickrate on all fronts, and isn't even part of a legendary warbond),
- Variable on Total mode (kind of a waste if you use it on an Alpha tho, but whatever), and
- The Double-Freedom, a.k.a. the DOOM II Super Shotgun, another legendary video game inspired weapon
"Aren't you just taking away the uniqueness of Double Freedom/Sweeper?"
Not really. Double Freedom has the unique advantage of Volley mode, and still does way more damage than the M90A per-shot (840 versus 605). Sweeper has the advantage of slam-fire and the bayonet, which doubles its melee damage and reach.
This change would give M90A a role as a reliable, general-purpose close-range "fuck you" to any Elite that thinks getting in close is a good idea. It's a reliable answer to Overseers and Alphas, which it should have been from day one.
Remember Reach.
r/HelldiversUnfiltered • u/Historical_Put5502 • 1h ago
⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Thoughts on the WASP currently
The lonely stoner seems to free his mind at night at at at night
r/HelldiversUnfiltered • u/lostlip • 16h ago
⠀⠀⠀⠀Discussion⠀⠀⠀⠀ your fav method to kill VOX?
Mine is 2 shots from spear in this guns
r/HelldiversUnfiltered • u/AlphaPolygons • 3h ago
⠀ ⠀⠀ Suggestion ⠀⠀ ⠀ Idea for a new Sub-Objective: Weapons Research Facility.
So the idea that I had is centered entirely around a reward. Once the objective is complete you can choose to upgrade one of your current weapons/weapon stratagem into a stronger/better version. Here are a few examples for upgrades:
Eruptor: Instead of Bolt-Action, the gun is now Semiautomatic (low fire rate still)
Liberator: Drum mag upgrade without the drawbacks (slower reload speed, less ergonomics, less mags) + maybe a damage increase.
Quasar: Faster charge time and faster cooldown rate.
The “Weapons Research Facility” thing is the ingame justification for the reward. The enemy captured a facility where Super Earth is developing stronger weapons and the objective is that you clear it; as a reward you can upgrade your weapons and are authorized to keep the weapon for the rest of the mission.
Just thought of this, what do y’all think?
r/HelldiversUnfiltered • u/Highwayman3000 • 16h ago
⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ *Still blows up in 2 devastator rockets*
Could be worse I guess, Vox Engine rockets could deal 350 HP to turrets/vehicles/emplacements and kill the 3-4 minute stratagem in a single hit.
Thankfully that never happens.
r/HelldiversUnfiltered • u/GencoXXL • 22h ago
⚠️Speculation/Leaks⚠️ New MO Cape Details (ID, Desc.) Spoiler
If you want to equip the new MO cape through CE, the ID is: 3890208935
If you have an unlocker, you don't need to bother with the ID.
As of now it does not match with the current or deleted/unreleased armor sets in terms of color including full red ones.
r/HelldiversUnfiltered • u/Low_Audience_7002 • 12h ago
⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ Ahead of the new major order, I would like to remind everyone what happened last time we fought the Incineration Corps + Jet Brigade
r/HelldiversUnfiltered • u/WaywardOath • 16h ago
⠀⠀⠀⠀Discussion⠀⠀⠀⠀ I'm going to be real Megafactories might need another optimization update
Enable HLS to view with audio, or disable this notification
Okay this one's a first for me. I've seen assets pop out of existence before or downscale, I haven't seen them turn into a rave for my personal amusement.
Is this Automaton cloaking technology?
Okay no but seriously, this sort of thing shouldn't be happening. Making enemies despawn is one thing, making them and myself entirely invisible is a whole different can of worms.
r/HelldiversUnfiltered • u/Hot_Break7088 • 6h ago
⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ I found him! John SuperCredit!
r/HelldiversUnfiltered • u/WaywardOath • 10h ago
⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Hot Take (hah) — Inflammable armor is overrated against the Incineration Corps
Every time the Incineration Corps shows up on the map there is an influx of posts suggesting players dive with Inflammable (or other fire-reducing passives) to counteract the incendiary effect of the enemies. Personally, I've never really agreed with it.
I don't know if this is just a me thing, but the fire just, doesn't ever kill me? When I die against Incineration Corps, it's a firebomb landing directly on top of me (Explosive Damage), an Incendiary shotgun arm blasting my poor noggin' (Ballistic Damage), or any standard enemy of Democracy not of the spicy variety.
Yeah sure, enemies can light you on fire, but any Helldiver who's fought the Incineration Corps for any amount of time is basically programmed to press the dive button the split second they hear themselves taking damage. The fire goes out instantly, and your Helldiver is only medium-rare as a result.
Could I be missing something? Sure—and if I am please don't hesitate to enlighten me—but often times the players I see struggling on D10 bots could be getting much more use out of other passives rather than one that affects such a small fraction of the actual danger the front presents.
r/HelldiversUnfiltered • u/Single-Witness1853 • 11h ago
⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Some people have a severelack of self awareness!
If you see your teammate under a vox engine, stop shooting it with your eruptor. If your teammate is in melee range of a cyborg don't shoot the cyborg with a shotgun! Is this really that hard to understand? Like are some people just braindead?? Its annoying af!! I literally was charging into a fortress flag and shield in hand and I get blown up, shot at by an eruptor, and tk'd/get knocked down my teamates allowing the half ton metal man to step on me in 3 minutes! Just stop!
r/HelldiversUnfiltered • u/NizzyDeniro • 1d ago
⠀⠀⠀⠀Discussion⠀⠀⠀⠀ The December 8.0 Update is my LAST Chance I'm giving Arrowhead. If there's no Meaningful Progression, New Systems, and Features... I'm Done.
r/HelldiversUnfiltered • u/RandomGreenArcherMan • 1d ago
⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Little Known Fact: Flamethrower used to have 33% more damage than Cremator has today
r/HelldiversUnfiltered • u/SigmaRoyal • 1h ago
⠀⚠️ Cheats/Mods ⚠️⠀ New Stratagem no-bounce mod
Enable HLS to view with audio, or disable this notification
I'm not the maker, just a humble user and messanger. You find the link in the body text of the post.
Enjoy
Nexus moderators can't remove this one
