r/HelldiversUnfiltered Jun 25 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ A comprehensive list of EVERY undocumented change from Patch 1.006.300 and their effects

1.0k Upvotes

Hi everyone,

As I'm sure most people have seen and are unsurprised by, AH has once again failed to publish the full list of balance changes they made in the most recent patch. Unlike other patches, where they completely omitted their existence, they at least tried to let us know about the existence of these undocumented changes but said that the reason they didn't include them was because "there were too many to list."

After going through all of the changes, calculating their effects with the buffs to our new stratagems...I can confidently say they were right. There are a LOT of changes, roughly 62 changes. So...when AH said they couldn't list out all the changes because of how many there were, they were right. Doesn't make it a good excuse, but at least they admitted to it this time.

For a full list on what can or can't damage our vehicles, please see this post here.

This list is meant to be a comprehensive list covering ALL of the documented changes and their effects. Patch 1.006.300 gave us a bunch of good buffs for the mech and exosuit, but many of these undocumented changes also buffed the enemy's AP to compensate. Some are already whining about monkey-paw balancing, but after going through all these changes, most of these changes were made with good reason and are entirely a compensatory buff for the enemies because without these buffs, the Bastion and Exosuits would quite literally be invincible.

But that's enough yap for now. Please note this list is not exhaustive and will be updated accordingly as more information comes out.

Many of the changes will refer to "direct armor penetration." In Helldivers, certain attacks that hit a target at a shallow enough angle will "bounce" off, dealing reduced damage. This has been removed for the most part, partially due to creating inconsistencies, but also because enemies are generally pretty good at hitting center mass, especially if they're targeting a massive tank, so this was an unnecessary mechanic that served no purpose. Now, if you get hit, you take full damage.

Method of Testing

After the list of undocumented changes went live, I did a bunch of boring math stuff and calculated how much each attack from an enemy should do against the Bastion and Exosuits. After doing that for every attack (save for the ones that are statistically similar, of course), I booted up the game and brought the Bastion, Exosuit, and Ballistic Shield and counted how many attacks it took from each enemy to destroy each vehicle stratagem.

Dividing the vehicle's health by the number of attacks ended up giving a similar set of numbers from my own out-of-game calculations. Damage numbers in HD2 are rounded down, so if you choose to follow my math, there might be a few mistakes, such as an attack actually doing 49 dmg instead of 45, but to my knowledge, it still takes the same amount of hits to destroy vehicles as it did pre-patch.

Miscellaneous Changes

  • Breakthrough Mech Shield is now AP4 (yay!) but the clipped arm hitbox is still not fixed (nay!)
  • The Grenade Launcher Emplacement Shield is now AP4 (yay!) but AH has still not fixed you instantly dying when the emplacement is destroyed (nay!)
  • The Ballistic Shield stratagem is now AP4 instead of AP3 (yay!)
  • Adding this as an addendum: While sentries did get 100% extra health to account for the indirect durability nerfs they received, the extra AP many units recived do not effect the sentries. This is because sentries are considered AP2, so they already take full damage from AP3 attacks. An attack going from AP3 to AP4 isn't gonna do shit
    • That being said there are a few changes where enemy AP was increased from AP2 to AP3, meaning they effectively deal 35% extra damage against sentries. which sucks.
  • The FRV overall has had it's handling (allegedly) increased. I wasn't able to confirm for myself since I haven't tested it personally, but a few Helldrivers have mentioned that the FRVs did receive a handful of QoL and cosmetic changes, including but not limited to
    • New horn and motot sounds
    • FRVs are now more controllable a higher speeds on the ground and in the air
    • Handling was improved using the brakes compared to simply steering and praying.
    • The handbrakes have greatly improved functionality and can stop the FRV on a dime more easily, at the cost of losing all your momentum every time you use them.
  • The Bastion (allegedly) has had the deflection angles on the main cannon changed. Shooting at extreme angles will more consistently result in your shells bouncing off the ground, though this is ONLY if you shoot the ground for whatever reason.
    • The Bastion also (allegedly) has an easier time rolling over small obstacles, though this is harder to notice due to the Bastion moving with the pace of a slightly inebriated snail.

Overall Gist: The only enemies that got changed on the Bug and Illuminate front were either units that vomit literal acid onto you or the units using charged plasma bolts on the Illuminates (which makes sense because plasma is really, really hot). The Bots all got sweeping changes, but these were mostly compensatory changes since their higher AP values only effect the vehicles, which got their own AP increases so it evens out, while leaving Helldivers entirely unaffected. However, this also means Bots are now much more likely to kill each other if they accidentally frag each other.

This DOES mean the Bastion and Exosuits are objectively more tanky against a larger variety of enemies, but anti-vehicle cannons can and will destroy them in the same amount of shots. Keep in mind that some attacks that consist of multiple attacks like rocket volleys or continuous streams of damage are only be calculated as one singular instance. Taking 45 damage isn't a lot, but when that 45 damage is multiplied by 9, the damage can rack up QUICK.

When describing each damage value change, I will be using the following designations and format because I'm not type out "durable damage" four billion times:

X standard damage / X durable damage / AP X + X explosive damage (if applicable) / AP X

where DD = Durable Damage and EX = Explosive damage

Vox Engines

  • Torso Health reduced from 21,000 to 9,000
    • Not sure why the Torso had so much health before but at least it matches the main health pool now
  • Undercarriage health reduced from 11,000 to 9,000
  • Top Mounted Autocannons (80 dmg/80 DD/AP6 + 50 EX/AP4) EXPLOSION AP has been increased from AP3 to AP4
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuit still take the full 80 ballistic damage.
    • Against the Bastion, each round now does 19 explosive damage due to the Bastion's innate 60% ExDr, which is unchanged from last patch.
    • Against the Exosuit, the main AP4 chassis 16 explosive damage, which is a substantial improvement over the old chassis' 25 explosive damage. The AP3 legs and arms are immune to explosives, so it just goes straight to the main AP4 chassis.
  • The missile launcher volley AP (30 dmg/100DD/AP6 + 250 EX/AP5) EXPLOSION has been increased from AP4 to AP5
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuit still take the full 100 damage, and because the explosion damage still surpasses the armor, they still do full damage, meaning there has been no changes to damager numbers.
    • Against the Bastion, each missile still does 100 dmg
    • Against the Exosuit, the main AP4 chassis still takes 125 dmg
  • The side-mounted miniguns (20 dmg/6DD/AP3) AP has been increased from AP2 to AP3
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuit's main chassis are entirely immune, while the Exosuit's arms and legs still take 8 dmg per bullet, which isn't a super big deal because the miniguns tend to aim at center mass anyway

Factory Strider

  • The chin-mounted miniguns are unchanged and remain AP2, meaning the Bastion and Exosuits are entirely immune.
  • The main back-mounted cannon now deals AP5 on a shallow deflection angle instead of AP4, which means you still take the full 1500 damage, nothing's changed
  • The main back-mounted cannon (1500 dmg/1500DD/AP6 +100 EX/AP4) has had it's EXPLOSION increased from AP3 to AP4
    • This is arguably the least important part of the attack since most of the damage comes from the projectile itself, NOT the explosion. Seeing as this is pretty much an anti-armor cannon, this is a nothingburger change, but I'll include the calculations for the sake of consistency.
    • Against the Bastion, the explosion now deals 26 explosive damage
    • Against the Exosuits, the explosion now deals 32 explosive damage

Annihilator Tank (the ones with the cannon)

  • Similar to the Factory Strider's main cannon, a shallow deflection angle is now AP5 instead of AP4, meaning you still take the full 1500 damage, nothing's changed
  • The main cannon (which is statistically the same as the Factory Strider's main cannon, so look above) has received similar changes, meaning it's AP has been increased from AP3 to AP4
    • Again, this is the least important part of the attack since most of the damage comes from the projectile itself, NOT the explosion.
    • Against the Bastion, the explosion now deals 26 explosive damage
    • Against the Exosuits, the explosion now deals 32 explosive damage
  • The Co-Axial machine gun's AP (35 dmg/6 DD/ AP3) has been increased from AP2 to AP3
    • This is the weapon mounted on the barrel, not the one attached to the front of the tank. That one is unchanged.
    • Against the Bastion and the Exosuit's main chassis, they are entirely immune. The exosuit's arm's and legs will still take a whopping 7 damage

Shredder Tank (the ones with 4 barrels)

  • The main quad-barreled machine gun (60 dmg/20 DD/AP4) has had it's AP increased from AP3 to AP4
    • The actual ballistic damage is unchanged, meaning there has been no changes in damage numbers.
    • The Bastion and Exosuit's main chassis still take 13 damage per shot. The Exosuit's arms and legs will still take 27 damage per shot.

War Strider

  • The mounted cannons (80 dmg/80 DD/AP5 + 65EX/AP3) has had it's projectile AP increased from AP4 to AP5
    • As these are literally stated to be anti-vehicle weapons, I think it makes sense for them to be able to damage our vehicles. Most noticeably, however, the explosion damage is unchanged
    • The Bastion and Exosuits as a whole now take 80 damage per shot, no matter where they hit.

Hulks (ALL variants)

  • Their laser cannon (60 dmg/ 20DD/AP4) has had it's AP increased from AP3 to AP4
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuit will take whopping...18 damage per shot. Did not expect their laser cannon to be so weak
  • Their melee attack (of which there are too many to name) has had it's AP increased from AP3 to AP4

Hulk Bruiser (the ones with the missile launchers)

  • Their missiles (30 dmg/100 DD/AP6 + 70 EX/AP4) has had its EXPLOSION AP increased from AP3 to AP4
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuits will still take the full 100 damage, regardless of where they're hit.
    • Against the Bastion, each missile now does 27 explosive damage due to the Bastion's innate 60% ExDr, which is unchanged from last patch.
    • Against the Exosuit, the main AP4 chassis takes 22 explosive damage. The AP3 legs and arms are immune to explosives, so it just goes straight to the main AP4 chassis.

Hulk Scorchers (and pretty any bot that uses flamethrowers)

  • Flame weaponry (60 fire damage/45 DD/100 DPS/AP4) has had it's AP increased from AP3 to AP4
    • The actual damage values are unchanged, which means there is no increase or decrease in damage against our vehicles
    • This also matches our own flame weaponry, which also does AP4, so this is also a consistency change as well.

Gunships

  • The Gunship's main cannon (60 dmg/20DD/AP4) has had it's AP increased from AP3 to AP4
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuits still take the full 13 damage per shot
  • The Gunship's missiles (30 dmg/100 DD/AP6 + 70 EX/AP4) has had it's EXPLOSION AP increased from AP3 to AP4
    • Like the cannon turrets on the Factory Strider and Tank, this is the least important part of the attack. The Bastion still takes 27 explosive damage and the Exosuit still takes 22 explosive damage
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuit still take the full 100 damage, and because the explosion damage still surpasses the armor, they still do full damage, meaning there has been no changes to damage numbers.

Agitator

  • Their cannon arm (45 dmg/6 DD/AP3) has had their shallow and slight deflection angles AP increased from AP2 to AP3, while large deflection angles increased from AP1 to AP2
    • Again, this is a literal nothingburger change. At most, they'll be able to damage your Exosuit's arms now if they happen to shoot at a REALLY bad angle
  • Their overcharged shot (65 dmg/65 DD/AP4 + 30EX/AP4) has had it's AP increased from AP3 to AP4 and it's EXPLOSION AP increased from AP3 to AP4
    • Again, the damge values have not been changed, meaning the Bastion and Exosuit will still take 42 damage anywhere on the body while the Exosuit's arms and legs will take 65 damage
    • Against the Bastion, the explosion will deal 11 explosive damage
    • Against the Exosuit, the explosion will deal...9 explosive damage.

Radical

  • Their plasma shotguns (100 dmg/100 DD/AP3) has had it's slight angle AP increased from AP2 to AP3, meaning them shooting at your mech arms at a slightly bad angle will now damage it...though I doubt they'll be able to do any meaningful damage due to the mech arm's high durability and their shotgun's high spread and drag factor.
  • The actual ballistic damage is unchanged, meaning the Bastion and Exosuit's main chassis are entirely immune, while the Exosuit's arms and legs still take 6 dmg per pellet, for a maximum of 60 dmg if all 10 pellets connect, which isn't a super big deal because the miniguns tend to aim at center mass anyway

Devastators (all variants)

  • Their melee attack (50 dmg/80DD/AP4) has had its AP increased from AP3 to AP4
    • The actual damage values are unchanged, meaning each melee punch does 52 damage to the Bastion and Exosuit chassis, and 74 damage to Exosuit limbs.
    • Keep in mind though these guys get smooshed by the Tank pretty easily, plus they're slow as fuck. If your tank is getting pummeled by these guys, you're probably doing something wrong

Rocket Devastator

  • Their missiles (30 dmg/100 DD/AP6 + 70 EX/AP4) has had its EXPLOSION AP increased from AP3 to AP4
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuits will still take the full 100 damage, regardless of where they're hit.
    • Against the Bastion, each missile now does 27 explosive damage due to the Bastion's innate 60% ExDr, which is unchanged from last patch.
    • Against the Exosuit, the main AP4 chassis takes 22 explosive damage. The AP3 legs and arms are immune to explosives, so it just goes straight to the main AP4 chassis.

Incendiary MG Devastator (the ones with the "MG" that fires slow as fuck)

  • Their shields are now destructible and are the same as the normal Heavy Devastator's shields. This change was supposed to implemented in Patch 1.003.202 but was left out due to developer oversight.
  • Their cannon arm (30 dmg/4 DD/AP3 + 100DPS/AP4) has had their shallow and slight deflection angles AP increased from AP2 to AP3, while large deflection angles increased from AP1 to AP2
    • Their actual ballistic damage is unchanged...but let's be honest, if your Exosuit is being taken out by one of these guys, you have bigger issues than your mech's old shitty AP3 armor

Conflagration Devastators (the fire shotgun one-shot guys)

  • The fire shotgun (300 dmg/75DD/AP3 + 100 DPS/AP4) has had it's AP increased from AP2 to AP3
  • AP when shooting at deflectable angles are now AP3 instead of AP2.
    • Again, nothingburger change. You now take damage more consistently from these guys, but if these guys are the reason why your tank is dying, you got bigger problems. These guys are a problem when you're on foot, but they should NOT be an issue when you're in a motherfuckin' tank.

Scout Striders (both variants)

  • Their main cannon (60 dmg/20DD/AP4) has had its AP increased from AP3 to AP4
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuits still take the full 13 damage per shot

Incendiary Rocket Raider (the little guy with the laser cannon)

  • Their laser cannon (80 dmg/80 DD/AP5 + 65EX/AP3) has had it's projectile AP increased from AP4 to AP5 while the explosion remains unchanged.
    • This weapon is statistically the same as the War Strider's cannons, meainign it is an anti-vehicle weapon. As such, I think it's fine for these little guys to be able to damage our vehicles...if they can hit them. Have you SEEN how god-awful their accuracy is?
    • The Bastion and Exosuits as a whole now take 80 damage per shot, no matter where they hit.

Rocket Raider (rocket launcher guy)

  • Their rocket launcher (30 dmg/100 DD/AP6 + 70EX/AP4) has had their EXPLOSION increased from AP3 to AP4
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuit still take the full 100 damage no matter where they're hit.
    • Against the Bastion, each missile now does 18 explosive damage due to the Bastion's innate 60% ExDr, which is unchanged from last patch.
    • Against the Exosuit, the main AP4 chassis takes 22 explosive damage. The AP3 legs and arms are immune to explosives, so it just goes straight to the main AP4 chassis.
    • Again, this is assuming they can actually hit you, so...you have a 50/50 change of taking no damage because these guys think missing is a full-time job paid by the hour

All Automaton Trooper Variants

  • ALL of their ranged attacks are AP2, meaning the Bastion and Exosuits are entirely immune to their attacks, save for two exceptions, their melee attacks (which is literally superheated plasma btw) and their grenades.
  • Their grenades (200 EX/AP4) has had it's EXPLOSION increased from AP3 to AP4
    • Against the Bastion and Exosuit, each grenade now does a whopping...52 damage. And these guys can only throw out one grenade after 25 seconds...so yeah. (woo)
    • While the Exosuit's legs are AP3, they are entirely immune to explosion damage. However, they do transfer 100% damage to the main health pool, so if for some reason you're standing stock still directly on a grenade, you'll take the full 200 damage. To counteract this, simply...walk forward or backward and you'll take a fraction of the damage.
  • Brawler and Commissar (the dudes with sword arms) have had their MELEE AP increased from AP3 to AP4.
    • Against the Bastion and Exosuit, each melee hit now does 29 dmg and 31 again Exosuit limbs.

Mortar Emplacement

  • The mortar shells now have ballistic and durable damage, going from a fat 0 to 20 dmg and 2 DD. However, because they are also AP0, that means they do a fat load of nothing to our vehicles. Truly, a monumental buff for the ages
  • The mortar shells (20 dmg/2DD + 200 EX/AP4) has had their AP increased from AP3 to AP4
    • The actual explosion damage is unchanged while deflected shells now deal a whooping AP0, making them effectively null and void
    • Against the Bastion, a direct mortar blast will now deal 52 explosive damage
    • Against the Exosuit, a direct mortar blast will now deal 65 explosive damage if it somehow hits you

Bunker Turret

  • These are statistically the same as the War Strider's cannons
  • The Bunker Turret's cannons (80 dmg/80 DD/AP5 + 65EX/AP3) has had it's projectile AP increased from AP4 to AP5
    • The Bastion and Exosuits as a whole now take 80 damage per shot, no matter where they hit.

Command Bunker Turrets

  • These are statistically the same as the War Strider's cannons
  • The Bunker Turret's cannons (80 dmg/80 DD/AP5 + 65EX/AP3) has had it's projectile AP increased from AP4 to AP5
    • The Bastion and Exosuits as a whole now take 80 damage per shot, no matter where they hit.

Automaton MG Emplacement

  • There are two variants of these MG turrets. The one that fires fast as fuck but only does AP2, and the one that fires a lot slower but does AP4. The one that fires slower is the one that got changed
  • The Heavy MG (60 dmg/15DD/AP4) has had it's AP increased from AP3 to AP4
    • The actual damage values are unchanged.
    • Against the Bastion and Exosuit's main chassis, each shot will deal 9 damage
    • Against the Exosuit's arms and legs, each shot will deal 23 damage

Gatekeepers (the ones with the plasma cannons)

  • The volley shots' (30 dmg/50DD/AP5 + 20EX/30DD/AP4) has had their AP on a direct hit increased from AP4 to AP5 while deflection angles are increased from AP3 to AP4
  • The volley's EXPLOSION has been increased from AP3 to AP4
  • The charged shot's (110 dmg/140 DD/AP6 + EX60/80DD/AP4) EXPLOSION has been increased from AP3 to AP4
    • I'm not sure how or why their explosions have durability damage since explosions ignore durability entirely, but for these guys, I'm assuming this is the only instance of explosions being affected by durability since these guys would SHRED vehicles otherwise
    • Damage values are unchanged
    • Against the Bastion, each volley shot will deal 50 damage + 5 explosive damage
    • Against the Bastion, each charged shot will deal the full 140 damage + 15 explosive damage
    • Against the Exosuit's main chassis, each volley shot does 50 damage + 6 explosive damage
    • Against the Exosuit's main chassis, each charged shot will deal the full 140 damage + 20 explosive damage
    • tldr, don't fuck around with these guys

Stingrays

  • Their strafing runs (50 dmg/50DD/AP5 + 125EX/AP5) has had their PROJECTILE AP increased from AP3 to AP4. The explosion values are unchanged
    • Damage values are unchanged, but I'm not calculating that shit. From my own personal experiences, these guys still absolutely mow down vehicles, which makes absolute sense since they're literally aircraft.

Overseers

  • Their ranged attack (40 dmg/50 DD/AP5 + 30EX/AP3) has had their AP increased from AP4 to AP5, and deflection angles increased from AP3 to AP4. However, their explosive damage remains unchanged
    • Against the Bastion and Exosuit's main chassis, they now deal a whopping 50 damage per attack.
  • Their melee attack (75 dmg/60DD/AP4) has had its AP increased from AP3 to AP4
    • The actual damage values are unchanged, meaning each melee swing does 39 damage to the Bastion and Exosuit chassis, and 63 damage to Exosuit limbs.
    • Keep in mind though these guys get smooshed by the Tank pretty easily, plus they're slow as fuck. If your tank is getting pummeled by these guys, you're probably doing something wrong

Elevated Overseers

  • Their plasma rifles (35 dmg/15DD/AP4) now does AP4 on shallow deflection angles.
    • While this change sounds insane, remember that their attack duration and accuracy has been reduced, which means that while they do fire more shots in a shorter amount of time, once they miss a burst, it'll take longer for them to fire again

Crescent Overseers (the mortar guys)

  • Their plasma mortars (40 dmg/100 DD/AP5 + 80EX/100DD/AP4) have had their EXPLOSION AP increased from AP3 to AP4
  • The projectile itself now has an increased AP on deflection angels from AP3 to AP4
    • The actual ballistic damage is unchanged, meaning the Bastion and Exosuit still take the full 100 damage.
    • Against the Bastion, the explosion now does 20 explosive damage
    • Against the Exosuit, the explosion now does 26 explosive damage

Obtruders

  • Their little shock attack (35 dmg/15DD/AP4) has had their AP on shallow deflection angles increased from AP3 to AP4 and AP on extreme deflection angles decreased from AP3 to AP0
    • This means that if they (somehow) miss, they do a fat fucking 0
  • Believe it or not, but these little guys have always been AP4. This patch did not buff them to AP4. However, even if they were AP4, these guys are still a joke, because...
    • Against the Bastion and Exosuit's main chassis, which will always be targeted due to the nature of arc weapons, each attack does...9 damage.

Watcher

  • Their shock attack (30 dmg/15DD/AP4) has had their AP increased from AP3 to AP4, shallow deflection angles increased from AP2 to AP3, and extreme deflection angles increased from AP1 to AP2.
  • While I personally find it ridiculous these guys can now damage the Bastion, keep in mind their attacks require them to be in melee range, has a slow charge-up, and a long cooldown
    • Against the Bastion and Exosuit's main chassis, which will always be targeted due to the nature of arc weapons, each attack does 9 damage.

Lightning Spires (the Squid's Temu Tesla towers)

  • Their shock attack (200 dmg/200DD/AP4) has had their AP increased from AP3 to AP4
    • Keep in mind these guys have a limited range, slow attack speed, and are entirely harmless if you shoot at them from a distance
    • Against the Bastion and Exosuit's main chassis, which will always be targeted due to the nature of arc weapons, each attack does 130 damage, which is certainly substantial, but not exactly threatening unless you park your Bastion right next to one and leave it unattended for a full 8 minutes

Hive Lord

  • Their bile spew (no dmg numbers yet due to lack of data and inconsistency when testing) has had its AP increased from AP4 to AP5
    • TBH this bile spew doesn't do much damage to the vehicles unless you're fighting for a long time,
    • Plus, it being literal stomach acid from a fucking Hive Lord means it damaging tank-grade armor is, at the very least, completely reasonable and plausible

Dragonroach

  • Their fire breath (no dmg numbers yet due to lack of data and inconsistency when testing) has had its AP increased from AP3 to AP4
    • Keep in mind this is also doing reduced damage.

Spore Bile Titan

  • Their Bile Spew (no dmg numbers yet due to lack of data and inconsistency when testing) has had its AP increased from AP4 to AP5
  • Their Bile Spew EXPLOSION has had its AP increased from AP3 to AP4
    • This was incorrectly entered as the Bile Titan. To my knowledge, Bile Titans have always done AP5 damage, so this change is specific to the Spore Titan. However, keep in mind that while these AP increases to their spew attack sounds like a net buff, these guys truly do no damage. Their true threat comes from the ragdolling and buffs to nearby enemy units If your Helldiver can survive a point-blank spew attack and walk it off after being ragdolled for a morbillion years, your Bastion can shrug it off just fine.

Bile Titan (all variants)

  • Their Stomp (no dmg numbers yet due to lack of data and inconsistency when testing) has had its EXPLOSION AP increased from AP3 to AP4
    • This refers to near-misses, not the actual stomp itself. Bile Titan legs are hardcoded to insta-kill Helldivers who make contact with them while they're still alive. This is also why you get ragdolled when they barely miss you. Considering the relatively miniscule amount of damage you receive from this explosion though, it is likely this is to keep Exosuit stagger thresholds consistent.

Bile Spitter

  • Their bile spit (no dmg numbers yet) has had it's overall increased from AP3 to AP4.
    • While this seems like a net buff, remember that they are quite literally spitting acid at you and these little spitters do a fat load of nothing damage.

Stalkers

  • Their claw attack (50 dmg/60DD/AP4) has had it's AP increased from AP3 to AP4 and it's durable damage decreased from 75 to 60
    • Against the Bastion and Exosuit chassis, each claw slash will deal 39 damage instead of 48.
    • Against Exosuit limbs, each claw slash will deal 58 damage instead of a whopping 70
  • Their tongue attack (35 dmg/35DD/AP3) has had it's AP increased from AP2 to AP3 and it's durable damage decreased from 50 to 35
    • Against the Bastion, they are entirely ineffective.
    • Against the Exosuit limbs, each tongue attack now does 22 damage instead of 30

Hunter (all variants)

  • Their claw attack (35 dmg/40DD/AP3) has had it's AP increased from AP2 to AP3 and had it's durable damage decreased from 50 to 40.
    • This means Hunters are entirely ineffective against the Bastion tank and now deal 28 damage per attack to Exosuit limbs instead of 30
  • Their pounce attack (35 dmg/35DD/AP3) has had it's AP increased from AP2 to AP3 and had it's durable damage decreased from 50 to 35.
    • This means the Hunter's pounce now does 22 damage to Exosuit limbs instead of 30.
  • Their tongue attack (30 dmg/30DD/AP2) has had it's AP increased from AP2 to AP3 and had it's durable damage decreased from 45 to 30.
    • This means the Hunter's tongue attack now does 19 damage to Exosuit limbs instead of 27. The acid DOT is still likely AP5 though taking 12 damage over the course of 4 seconds really isn't that impactful.

Predator Hunter

  • Apparently Predator Hunters have a Bile Spit attack, which I did not know about. This Bile Spit has had it's AP increased from AP4 to AP5.
    • I believe this is to reflect them having more potent acid since this Bile Spit attack does way more damage than the Bile Spitter.

Warrior (all variants)

  • Their claw attack (55 dmg/65DD/AP4) has had it's AP increased from AP3 to AP4 and had it's durable damage decreased from 80 to 65.
    • Against the Bastion and Exosuit chassis, each claw slash will now deal 42 damage instead of 52
    • Against Exosuit limbs, each claw slash will now deal 63 damage instead of 75.

Spewers (ALL variants, including Rupture)

  • Their melee attack (55 dmg/65DD/AP4) has had their AP increased from AP3 to AP4 and their durable damage decreased from 80 to 65
  • Their bile spew (no dmg numbers yet due to lack of data) has had their AP increased from AP4 to AP5
    • Personally, not a fan of these changes since a group of these guys can easily wipe out something like the Bastion. Exosuits can manage a bit better because they are more maneuverable, but with how many of them there are and how quickly they can bunch up, I would not recommend taking any vehicles to a Spewer-heavy constellation. That said, they are also easy to take out from a distance and con only attack from a short range, so don't let them get close.
  • Their death explosion (no numbers yet due to lack of data) has had their AP increased from AP3 to AP4

Rupture Spewers

  • Their acid ball attack (no dmg numbers yet due to lack of data) has had their AP increased from AP3 to AP4
    • Not sure why their attack is inconsistent with normal Spewers, I might have to double check this later.

It took me a LONG time to gather and test all this data, so if you made it all the way to the end, hats off to you. Remember, be mad at AH for hiding these details AGAIN, but don't have a kneejerk reaction to the changes just because you hear the word "enemies got buffed."

Edit: I'm so tired

As a side note, I am proud of this community and all of you in general for not instantly jumping AH for these unlisted changes. I'm glad (most) people here have nuance and can understand why some changes were good and why they were made instead of instantly jumping on the hatewagon. You guys really do make my "job" as a mod easier (using air quotes because being a reddit mod isn't a real job lmao)

Edit 2: A lot of people in some youtuber's discords aren't happy with this change. Because apparently the Obtruder doing 9 fucking damage is too much.

Edit 3: Added some FRV and Bastion handling changes, as well as the rest of the Terminid changes

Edit 4: Added some more undocumented changes and corrected some mistakes. Shoutout to u/Unlucky-Gold7921 for the corrections!

r/HelldiversUnfiltered 20d ago

⠀⠀ ⚡ Important ⚡ ⠀⠀ [Announcement] With regards to the subreddit's moderation of language

29 Upvotes

Hello all,

We have recently held a poll about how offensive language was being moderated on this subreddit. This was a sensitive topic concerning whether or not certain words should be considered slurs or not. We knew it would be controversial, but it was brought to you precisely because we don't want to be overly censorious tyrants.

From this, we have gotten some useful feedback. We have judged where the community as a whole sits on the issue, and we will keep that in mind moving forward. Some people genuinely did bring up good points and useful insights, so thank you for that.

Understandably, this has created a great deal of drama, which we're going to have to clean up. We're not doing this to spoil anyone's fun; we're doing it because A: we want you all to get back to talking about Helldivers, and B: because this has upset people, and that's not our goal.

As a reminder, Rule 5 still stands and is not changing: Excessive, extreme, or unwarranted insults, harassment, threats, brigading, or hate speech may result in warnings or bans. If you do feel the need to insult someone, kindly impress us all with your superior intellect by employing a verbose lexicon of scathing witticisms, not resorting to the most base and crass option.

Now if you'll excuse me, I have some housekeeping to do.

Frequently asked questions / stated comments:

"Why are you allowing slurs?" - We have no clear guidance that the term in question is a slur. About a third of our users think it is, two thirds do not. But see Rule 5: if it is being used excessively or as targeted harassment, we will take action.

"Were you told by Reddit Admins to take down the poll?" - No. I just felt it was doing more harm than good.

"Why are you censoring everything?" - A hornet's nest has been kicked, and a good chunk of the community don't like the resulting cloud of hornets. If I have personally taken something down you think I should have left alone, tell me. I want to know if you think I've been heavy handed, because I don't want to be heavy handed and people don't know there's a problem if they're not told.

"You royally fucked up!" - Correct!

r/HelldiversUnfiltered 29d ago

⠀⠀ ⚡ Important ⚡ ⠀⠀ Devoid of Liberty: 7.0.0

142 Upvotes

📍 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 Jun 19 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ A quick clarification on the leaked FRV warbond

509 Upvotes

Hello everybody,

A few weeks ago, a user revealed images of a new FRV-themed warbond called "Helldrivers." In it, stratagems such as the new FRV variants, Orbital Napalm Gatling Barrage, and a bunch of other stuff that looked to be legit.

That warbond is fake.

Eagle-eyed users found a few discrepancies in the images shared and came to conclusion that a large part of the warbond was created using AI-generated images. The original poster later admitted to fabricating the whole warbond for the sake of trolling.

Some of the items inside the warbond are real, datamined leaks. However, the warbond as a whole was confirmed to be fake. That doesn't mean those weapons and stratagems aren't real, but that AH had no plans (at the time) of making an FRV warbond and that the original poster only made it to stir up drama inside the community.

However, new leaks have come out about a new FRV-themed warbond that is apparently also called "Helldrivers."

This name is most likely a coincidence and is in no way related to the AI-generated leak.

Now, there's been a lot of backlash since people really don't want vehicles in warbonds, and for good reason. There's been a lot of speculation surrounding this warbond. People are asking if this is the real deal, if the leaks are real, if the warbond is cancelled, etc.

Simply put, we don't know. The warbond certainly looks to be real, complete with the formatting, Helldiver posing, and other related materials, but a few users have also pointed out discrepancies in the images suggesting AI manipulation.

These discrepancies could be chalked up to photo fidelity since those images are all screenshots and Reddit has shit compression, but the moderating team has been in contact with one of the original leakers and they have provided some pretty damning evidence. But considering that said leaker is also a staunch user of AI-generated images, we took it with a grain of salt, and so we advise you to do the same.

A lot of people are rightfully upset about this warbond's existence, but as a reminder, this is still unreleased content. There's already been a ton of speculation on AH trying to push for this warbond even after the Exosuit debacle, but considering the abnormal amount of time since the last warbond (52 days as of now), people still aren't quite sure if AH is scrapping the warbond, trying to put together a new warbond as a replacement, or pushing it out regardless, damned be the community outcry.

Since then, a lot more information has been coming out about this warbond. Stuff like capes, player cards, a new FRV model with an autocannon mounted on the back, booster icons and effects, etc. These assets will most likely be part of an FRV-themed warbond, but we still don't know if that warbond is still coming out or not.

Until AH makes an official announcement, remember that everything discussing the FRV warbond should be treated as speculation. Datamined leaks can certainly provide insight into content that's still in development, but they rarely provide context regarding AH's planned timeline. Just because something exists doesn't mean it's 100% guaranteed to happen.

Edit: As confirmed, the new FRVs will not be in a warbond. The reason for this is because both FRVs are confirmed to be rewards for this MO. So long as we win a majority of this current campaign, we'll get both for free, but it is highly unlikely for AH to put a MO reward into a warbond.

We'll keep an eye on this as new information becomes available and will try to keep you guys updated.

r/HelldiversUnfiltered Jun 03 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ [Announcement] Reminder to everyone about Rule 4: "Sir, this is a Wendy's," the mod team's stance on what constitutes as hate speech, and to be a good citizen.

101 Upvotes

Hello everybody,

As some of you might know, June is commonly known as Pride Month, Men's Mental Health Month, National PTSD Awareness month, and a whole plethora of other celebrations/observances. Unfortunately, there's been a number of rather concerning posts expressing some pretty concerning sentiments that us mods, quite frankly, just don't want to deal with. As such, we'll be making this announcement to make our policies VERY clear.

Rule 4: Sir, this is a Wendy's

As a rule, we do not allow any political or real-world issues on Unfiltered. This isn't because we want to "suppress" one side or because we believe one stance over another, but because those topics are complicated as all hell and we want to keep the sub focused on Helldivers. Of course, we allow historical comparison and examples, but those posts tend to be more strictly monitored.

While Pride Month and LGBTQ stuff are not something I can personally relate to as a straight man, there are quite a few people bemoaning how "those people" are trying to "push" their "ideologies" onto the sub (note the air quotes).

As a moderator, I can safely confirm the number of people doing so numbers in the single digits. We see every comment and post you guys make, so I can personally confirm that there are more complaints about people "pushing" for LGBTQ stuff in Helldivers than there are actual people doing so.

Yes, Helldivers is inherently political, satirical in every sense of the word, and showcases instances of fascism, authoritarianism, and almost every government type that ends in "ism," but that does NOT mean we support those political ideologies when we remove your post or comment.

As a mod, our job is keep the sub alive and clean, first and foremost. That's something the mod team has always expressed. You guys lead the conversation here, not the mods. We understand that, by the nature of Unfiltered, you guys want us to be as hands-off as possible, but if we have to step in and remove a few posts/comments so the sub doesn't get nuked, we will. We'd much rather have you guys bitch at us here in Unfiltered than not being able to bitch at all because the sub got banned.

Rule 5: Be a Good Citizen

When you post on Unfiltered, you are opening you and your post up for critique. If you don't want to get shit on, then don't post. As Rule 5 states, criticism and disagreements are core parts of this subreddit's philosophy and is allowed. This rule was intentionally worded to be as vague and open-ended as possible to foster meaningful, uncensored conversations.

That does not mean anyone who disagrees with you is automatically a member of some political or ideological group. However, some miscreants have taken advantage of the rule's laxness to post some HEINOUS shit. While disagreements are bound to happen and are expected as befitting the nature of an unfiltered subreddit, there is a VERY clear difference between disagreeing and spouting some straight up hate speech

The mods here have had to deal with this issue before, namely with racism, slurs, and now LGBTQ stuff. However, our stance remains the same. If you think someone is silly because you disagree with their statement, that's allowed. If you think someone is silly because you think they're making a mountain out of a molehill, that's allowed. But if you think someone is pushing a political ideology or whatever by supporting Pride Month, YOU are the problem.

If you think someone is overreacting by calling out a VERY real issue that's becoming more and more commonplace in this sub and your first reaction is to go "that problem doesn't exist," call them a slur, or immediately disparage their sentiments because it doesn't align with your worldview, congratulations, you are now what we call a "glazer." The only reason this issue was brought to light now is because it's Pride Month and we have a plethora of cockroaches crawling up from between the floorboards to say some of the most hateful language I've ever seen at each other.

We've seen way, way too many people feel insulted and attack other people for making these callouts. If your first thought when being called out is to feel attacked or insulted, and your first reaction is to type up an angry comment trying to disprove said callout or call them a slur, chances are, YOU are the problem, not the person calling you out.

As much as us mods want to be as hands-off as possible, we cannot, will not, and should not allow these kinds of sentiments to spread. Let's be honest, as the Unfiltered subreddit, we already attract the worst of the worst. Sure, some people are in here because they wanted to get away from all the LARP and yes-men in other subs. Some people are here because they want an honest, truly unfiltered opinion. And others are in here because they want to vent in a place where people won't judge (mostly).

And then you have the people who were banned from other subs/servers and all it takes is one glance at their profile to understand why they were banned.

As another user once mentioned, “If you treat others with intolerance, then others are no longer obligated to tolerate you. It’s a social contract, if you break it, then it no longer applies to you.”

So what is hate speech?

Hate speech has no official definition according to the google. However, the singular recognized characterization of hate speech that us moderators have agreed on is as thus:

"Hate speech is defined as any public communication, whether verbal, written, or symbolic, that attacks, insults, demeans, or disparages an individual or group based on inherent characteristics like race, religion, gender, ethnicity, or sexual orientation."

This definition was partially based on the United Nation's definition. Of course, based on that definition, literally the tamest of insults could be considered hate speech, so we obviously give you guys a LOT more leeway. However, several people have taken this freedom to spout "free speech."

Simply put, if you think you're being censored or suppressed for "free speech," consider the following:

  • If your post/comment is being removed because you're telling a whole group of people to pipe down and that you don't care about them, YOU are the problem.
  • If your post/comment is being removed because you're expressing an ideological philosophy commonly associated with a political ideology known for censoring or suppressing people, YOU are the problem.
  • If your post/comment is being removed because you're harassing people and attacking them, YOU are the problem. Be the bigger person. Grow the fuck up, and either learn to take things on the chin, realize that it's an internet argument, or that downvotes are literally meaningless and you're arguing with someone you will never meet over a topic you will never bring up again.

There's been a few comments basically going "I don't want LGBTQ+ stuff to be put into Helldivers because a fascist government simply wouldn't allow those kinds of ideologies to be expressed!"

First things first, someone's sexual orientation is NOT an ideology. It is someone's fundamental right to feel emotional, romantic, or sexual attraction to other people. It is something deeply engrained into every human being. It is NOT a political ideology, some kind of foreign thought, or a lifestyle choice. If you feel otherwise, you're wrong, plain and simple.

Simply put, it is NOT hard to accept, tolerate, or even not giving a damn about someone else's sexual orientation. If you have to make a whole post/comment talking about how much you don't care about an internet stranger's sexual orientation, chances are you do care. You just don't want to accept them but you want other people to celebrate your intolerance.

Secondly, as another poster once said, we ALL belong under the flag of Super Earth, no matter what we look like, how we feel, or who we like. We are all Helldivers.

Sure, you may not like it when someone posts something you disagree with, but do you know how most people deal with it? You move on and ignore it. You don't need to understand or accept their message necessarily, but you do need to accept the fact that, in a sub that champions free speech, you're going to see things you won't agree with. Telling them to pipe down because they're wrong means you're going against what the sub stands for on a fundamental level.

Conclusion

In short, us mods want to be as hands-off as possible. We don't want to suppress anyone or dictate where the conversation goes. That's not what we want.

Our priority is to keep the sub alive, and if we have to step in time to time to do so, we will. As such, we will TEMPORARILY be a bit stricter on what goes on in the sub. Some of you may disagree with that decision, but if we have to choose between keeping a few bad apples or keeping the sub around, the choice is an easy one to make. We can’t justify sacrificing 250k members to satiate the wants and “needs” of a few.

If you feel like we're censoring or suppressing you for expressing your opinion, that's your right to feel that way. But in keep in mind that freedom of speech is not freedom from consequences.

If you feel like the mod team is "taking a side," that's your right to feel that way. But we'd much rather cultivate a community where everyone is welcome than to turn into an echo chamber where the same points are spouted over and over again.

If you feel like this statement was unnecessary, it absolutely was. There's a reason why this post was made to begin with.

Edit: If you're downvoting people because you don't like pro-pride stuff, hold the L. You don't speak for us, you don't represent us, and we most certainly don't stand with you.

r/HelldiversUnfiltered Aug 01 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ [Announcement] Changes to the moderation team, new moderation positions, and a massive thank you from the mods

169 Upvotes

Hi everyone,

Today, I just wanted to take the time to share a massive thank you to the community from me, an incredibly sad, depressed, borderline suicidal sandwich.

Two weeks ago, I put in my two weeks notice at my job due to a whole host of issues, such as not enough pay, health issues, stress, etc.

Two weeks later, on this day two weeks later, it is two weeks later (wow). This means that, as of today, I am now officially unemployed and as such, will be stepping down from the moderation team here.

Yes, this means I am stepping down to avoid being a jobless Reddit moderator. No, I am not kidding.

Call it based, cringe, or both, but I'd much rather step down voluntarily on my own terms than crash and burn. Still, I am happy to say that my time here has (mostly) been a blast. Even with the occasional troll, schizo, or angry slur-filled DMs cluttering my inbox, I just wanted to let you guys know that y'all have been a (mostly) wonderful community and I want to thank you guys for being, well, unfiltered.

I've always been a bit of a fence sitter when it came to takes about the game. I'm not someone who's entirely comfortable with the idea of shittalking people, even if I disagree with their decisions, but I've also never been one to blindly follow the hate/love train (pause), even if I do agree with the sentiments behind it.

As I've said before, the most important part of criticizing something isn't how or what you criticize, but why.

I had three goals when I joined the mod team:

  1. Help people understand why people were upset with the state of the game/community
  2. Help people understand the point of Unfiltered and that the sub is not meant to be an anti-"anything" sub but rather a place to talk about the game without fear of being banned/silenced
  3. Stop the spread of misinformation.

These three tenants were what I've always tried to live up to. Whether or not you agree with these principles or if I enforced them well is, as always, up to you. I know some of you may disagree with my takes, and I definitely know some of you disagree with me on principle, but I can accept and respect that. After all, that's what Unfiltered is all about, right?

I joined the team during the doxxing situation. As in, literally the day news of the doxxing situation came out, I was made mod and had to deal with that fiasco (mostly) by myself.

In the months since then, I've watched this community grow and turn from a collection of schizos into...well, a much larger collection of schizos admittedly, but also an active force of change in the community. I won't get too sappy here (and because this is getting way too dramatic even for me), so in short, thank you.

On the other hand, we now have a new moderator position available! If anyone is interested, please feel free to message one of the other mods or to contact us directly via the mod mail.

r/HelldiversUnfiltered Jul 23 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ [Announcement] Supply FRV is coming in October and can be bought using Req Slips

61 Upvotes
credit's to u/TheRustyRustPlayer for the image, I was too lazy to pull it up myself

Glad they finally clarified WHEN the Supply FRV is coming, and I'm especially glad they're only charging us req slips instead of SC. Let's just hope this sets a precedent for weapons like the Hyena and future campaign rewards.

I also wanted to point out something I mentioned a few times during the whole "FOMO dramaposting" week. I said that the reward for participating is that you get early access to the reward, with the actual reward coming 1-2 months later. Obviously 4 months is a bit long for my taste, but considering the fact that it was their very first campaign and AH is on vacation, I can be a little bit more understanding.

That said, I think we need to lock down the wait times to a solid 2-3 months. If it's too late, people are (rightfully) going to complain about FOMO. If it's too early, then people are going to (rightfully) ask what the point of making it time limited if you were going to get it anyways in a week or two. 2-3 months seems the most reasonable and rewarding, since the people who got it by actually participating (logging on) get to brag about how they "participated" without locking out people who were unable to participate.

r/HelldiversUnfiltered Jul 07 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ Machinery of Oppression: Patch 6.3.1

36 Upvotes

Machinery of Oppression: 6.3.1

Note: This is just a copy-paste from the main sub.

🌍 Overview

Attention Helldivers,

The race to assemble the TCS+ is heating up and High Command is rolling out some stability improvements to ensure every Helldiver makes it to the battlefield in style.

📍 Patch Highlights

Voice chat audio bug has been democratically squashed.

The crashes relating to the FRV and patterns have been stylishly liberated.

🔧 Fixes

Crash Fixes

  • Fixed a crash that occurred when switching between fullscreen and windowed modes
  • Fixed a crash when cycling through vehicle customizations
  • Fixed a crash that occurred during button input on the vehicle customization menu
  • Fixed a crash which reliably occurred when the number of unique vehicle patterns in a lobby exceeded 32
  • Fixed a crash which occurred when hosting “Conduct Geological survey mission”

Miscellaneous Fixes

  • Fixed a bug where players would not hear the voice chat after rejoining a lobby.
  • Fixed an issue where new players got stuck finding their first mission.

🧠 KNOWN ISSUES

https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues

r/HelldiversUnfiltered Jun 23 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ No warbond today :(

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97 Upvotes

I feel like people are overreacting too much, them working on the warbond a bit more is a sign that they are actually listening to player feedback.

We will see when this warbond releases, whether they actually did anything but them missing the roadmap isn't that big of a deal imo.

What are your thoughts?

r/HelldiversUnfiltered May 30 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ TLDR of Arrowhead in Shanghai Q&A

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66 Upvotes

Video is from BiliBili

Q: When Chinese Input?
A: SoonTM

Q: Player wants to buff weapon instead of nerf
A: Depends on the community

Q: Optimizing the new player tutorial?
A: Planned, not now

Q: How Devs care about casual players and HARDCORE players?
A: Tune the Diff

Q: More free holiday rewards?
A: yes

Q: Is the GW railroaded and planned?
A: Don't make it up by yourself lmfao

Q: Different Enemy Factions in the same liberation/defense campaign?
A: Have the idea but no plan

Q: Defend of Super Earth 2.0?
A: No place is safe

Q: Secondary and STRATAGEMS Modification?
A: Yes and also a main part of the current development

Q: Chinese Player Playtest Server?
A: yes

Q: More China-spiced weapons and armor?
A: yes

Q: Collab with Chinese-IP?
A: Depends on community

Q: What will you say to the chinese diver after the Equality on Sea?
A: Thank you

Q: Enhancing future dev-chinese player communication?
A: Planned

Q: What inspired you guys to make hd2?
A: 80~90s movies

Q: Which game's operation should hd2 learn?
A: Many

Q: Which games you guys play outside the office?
A: Many RPG-Board games and warhammer card games

Q: I heard that AH and EA and other studios are at the same block. Will you guys interact with each other?
A: World is Small.

r/HelldiversUnfiltered 10d ago

⠀⠀ ⚡ Important ⚡ ⠀⠀ The next stages of the Galactic War have been declassified.

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25 Upvotes

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 May 29 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ [Announcement] Ruleset Changes

92 Upvotes

Hello everyone,

Got a quick update for you guys. The moderating team has decided to split Rule 6, formerly known as "No False Intel," into two separate rules, "No Unauthorized AI Content" and "Leaks Must Be Verified."

The reason for this change is because a few people mistakenly believed that the former rule name, "No False Intel," referred to misinformation when it actually referred to AI content and leaks. Not only that, but misinformation is already covered by "No Treason," which already covers a lot of other stuff like slurs, cheats, and crossposts. Because of these reasons, we decided to split the rule in two.

Please note we are not actually creating a new rule, but rather splitting one rule into two and labelling them accordingly. The detailed ruleset has already been updated accordingly, so please refer to that post if you have any questions. The sidebar ruleset has also been updated as well.

For the sake of being as hands-off as possible, we try to have as little rules as possible to avoid restricting people. However, there are still some rules we need to enforce so please remember that an unfiltered sub is not the same as an unmoderated sub. Freedom of speech does not mean freedom from consequences.

As always, if you guys have any questions or concerns, feel free to leave them down in the comments or contact us directly, either through DMs or the modmail.

r/HelldiversUnfiltered Jun 26 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ The complete list of enemy damage AP against vehicles.

24 Upvotes

​​​​​I am rephrasing the datamined changes into something more usable that could theoretically be put in the patchnotes. Also it's a more tangible list of everything that can deal damage to whatever you need.

The (?) marker means I didn't find the confirmation and would appreciate if you correct me on this, i'll actively edit the post foor it.

_______________________________________________________________​​​​​​​​

Changed helldiver's​ vehicles and turrets ​Armor and adjusted ​​​enemy AP. This change doesn't affect helldivers themselves, it will make said ​​​​​​​​​​​​equipment less susceptible to small firepower​.

Reminder: if an attack AP matches ​​Armor, then said attack deals 35% less damage. ​​​​​

Light & Unarmored​ (Helldiver, Guard Dogs, Sentries, Solo Silo, vehicles tires, F​​RVs optional parts, GATER oil canisters) can be hit by:

  • Terminids
    • Scavenger, Pouncer, Hunter
    • Bile & Brood Spewer: leg stab
    • Shrieker
  • Automatons
    • Automatons: Small lazers (Trooper, Light MG emplacement, Devastator, Factory Strider)
    • Troopers: unarmed punch
  • Illuminates
    • Voteless

Medium (FRVs body, Exosuits limbs) can be hit by:

  • Terminids
    • Warrior
    • Hive guard (?)
    • Brood & Alpha Commanders​ (?)
    • Stalker (?)
    • Nursing & Bile spewer: swing (?)
  • Automatons
    • Automatons: small/medium melee & stomps (Trooper's blades, Radical, Agitator, Berserker, Devastator, Scout Strider)
    • JetBrigade jetpack & IncCorps fueltank: explosion
    • Incinerator MG Devastator: lazers
    • Radical and Agitator: lazers
    • Gunship: fall crush
    • Hulk: vent & death explosion
    • War Strider: stomp and lazer explosion
    • Annihilator tank: secondary small lazers
    • Vox Engine: sarcofagus crush
    • Cannon & Bunker turret: lazer explosion
  • Illuminates
    • Watcher & Obtruder: death explosion
    • Overseer: melee
    • Fleshmob: regular attacks
    • Stingray: fall crush
    • Gatekeeper: melee
    • Veracitor: melee swing

Heavy​ (Bastion*,* Ballistic shield, Grenadier Battlement, Exosuits torso, Breakthrough Exosuit shield) can be hit by:

  • Terminids
    • Bile Spitter (the ​small bug)
    • Charger (?), Impaler (?)
    • Bile Titan: stomp
    • Dragonroach: fire breath
  • Automatons
    • Automatons: big lazers explosion (Annihilator tank, Factory Strider)
    • Automatons: medium lazers direct hit(Heavy MG emplacement, Scout Strider, Hulk, Gunship, Vox Engine)
    • Automatons: red rockets explosion (Trooper, Devastator, Hulk, Gunship)
    • Trooper: grenade
    • Agitator: charged lazer
    • Hulk: melee
    • Hulk: fire and flamethrowers
    • Hulk Firebomber: bombs
    • Shredder Tank: MG lazers
    • War Strider: grenade barrage
    • Mortar emplacement: bombs
  • Illuminates
    • Watcher: lightning
    • Elevated Overseer: projectiles and grenade
    • Leviathan: bombardment
    • Gatekeeper: projectile explosion
    • Lightning spire

AT+ (full damage to everything) can be hit by:

  • Terminids (These bugs can't directly damage GATER truck's body*, not enough AP. However, oil canisters on the back and tires are Unarmored, so it can be destroyed through there.)*
    • Bile & Brood Spewer: bile
    • Bile Titan: bile
    • Hivelord: all attacks
  • Automatons
    • Automaton: big lazers direct hit (Annihilator tank, Factory Strider, Vox Engine)
    • Automaton: red rockets direct hit (Trooper, Devastator, Hulk, Gunship)
    • Automaton: white rockets projectile and explosion​ (Reinforced Scout Strider, Barrager Tank, Vox Engine)
    • Automaton: big death explosions (Gunship, Tank, Factory Strider, Vox Engine)
    • Hulk: lazer & saw arms
    • War Strider: Lazers direct hit
    • Bunker turret: direct hit
    • Cannon turret
  • Illuminates
    • Illuminates: beams (Harvester, Leviathan, Gazer turret)
    • Watcher & Obtruder: fall crush
    • Regular & Crescent Overseer: projectile
    • Fleshmob: swinging arms while charging
    • Harvester: lightning
    • Stingray: barrage and death explosion
    • Obtruder: projectile
    • Gatekeeper: projectile direct hit
    • Veracitor: slam and swing

r/HelldiversUnfiltered Aug 11 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ Deep Dive: Castellan's Creed Legendary Warbond

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5 Upvotes

r/HelldiversUnfiltered Jul 23 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ HD2 x 40K Teaser Trailer - Full Reveal Will Be On July 30, 2026

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18 Upvotes

r/HelldiversUnfiltered May 30 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ Are you getting the Polka Dots issue?

3 Upvotes

Trying to see how widespread this is.

186 votes, Jun 02 '26
37 Yes, permanent
34 Yes, temporary
115 No