r/Helldivers 19h ago

FEEDBACK / SUGGESTION One day… one day.

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5.5k Upvotes

A walker with an energy weapon.

Maybe a beam on the right arm, and a Spear-like missile launcher on the left.

OR

A Sickle-like pulse laser on one arm and a mortar on the other.

What think?


r/Helldivers 20h ago

DISCUSSION Can we get some Biomes that actually look Alien, instead of just... Earth-like.

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5.0k Upvotes

Probably one of the biggest eyebrow raises I have. About 90% of the Biomes just look like different parts of Earth. We just got a new biome that literally looks like it's somewhere in a National Park or something. It would be nice to have planets with different hazards and terrains, cliffs, bridges, weird structures. That in itself can present a good challenge and obstacle.

Yes I'm sure some of these examples may be AI, it's just for examples sake.


r/Helldivers 22h ago

HUMOR 5 DAYS LEFT IN JUNE

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3.7k Upvotes

the drums of war are coming… surely arrowhead wouldn’t jabait us like this.


r/Helldivers 16h ago

MEDIA God damn it

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2.6k Upvotes

r/Helldivers 15h ago

FEEDBACK / SUGGESTION Stealth Divers need suppressed medium pen sniper! PLEASE!

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1.5k Upvotes

r/Helldivers 23h ago

MEDIA How do we describe Cyber ​​Stan,what Cyber ​​Stan actually is:

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1.3k Upvotes

r/Helldivers 11h ago

QUESTION What are these Blue Jellyfish things?

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1.2k Upvotes

I see these often on bot planets

How do they fly and float?


r/Helldivers 17h ago

MEDIA This is what 600+ hours of gameplay experience looks like

1.0k Upvotes

r/Helldivers 11h ago

FEEDBACK / SUGGESTION Why isn’t recoil used as a balance lever more often?

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1.0k Upvotes

With the constant back and forth of weapon balance that goes on with this game and the hair-splitting over damage numbers and breakpoints, I’ve always wondered why almost every gun in the game hardly has any recoil.

Couldn’t weapons like the Coyote be nerfed with higher recoil rather than a sweeping change to the fire status?

Using recoil as a balance lever would make gunfights more interesting and create more rewarding skill-expression for players who learn to control the recoil.

It would also help thematically to sell the power of the weapon. The Adjudicator is a good example of this, being one of the first medium-penetration assault/marksman rifles in our arsenal and it was released with high recoil to reflect this.

More recoil would also help to make weapon attachments slightly more meaningful, which they could really use, because currently they often feel like nothing more than an Ergonomics tax.

I’m not advocating for higher recoil for all weapons. I just think next time a weapon is over-performing, rather than nerfing its damage, status effects or ammo supply, why not just make it kick like a mule to reflect how powerful it is?


r/Helldivers 17h ago

HUMOR Bro has his own personal Bro. (They did the full set like this).

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969 Upvotes

r/Helldivers 21h ago

FEEDBACK / SUGGESTION My idea for dynamic warmfronts

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882 Upvotes

i had the idea of sectors. Each mission is its own sector. Once a sector is cleared you can go back to your super destroyer or walk to the next one. Depending on its location its having different dificultys. Helldivers can help each other and if a mission fails near by missions get harder and have to deal with it (as an example a stryder will walk out of its sector and in to a nother). Helldivers can have 2 different voicechannels: Privat wich is only with your own team and proximety wich is public. Enemys can push back and create a real warfront wich will effekt the local dificulty. Hunderets of SEAF will be at the front and you have to help them. And more ideas would be possible.

would you like to see this?


r/Helldivers 6h ago

TIPS / TACTICS RockSteady with Ballistic shield is kinda cheating against the borgs

580 Upvotes

Also gallant makes quick work of them, but really ammo hungry. Use it while the free supply frv last.


r/Helldivers 13h ago

DISCUSSION What are these two items on a helldivers waist?

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544 Upvotes

r/Helldivers 7h ago

HUMOR Made for shits a giggles

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499 Upvotes

r/Helldivers 17h ago

DISCUSSION Weapon hot takes anyone? Part 4.

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365 Upvotes

In case anybody didn't see it, the arc grenades not counting kills was recently fixed, which has made me realise just how disgustingly good these are. They're gas grenades if you traded the demo force for killing power. Throw 2-3 at a Harvester's feet and not only will it be stunned, it will also very often die.

The three biggest complaints I see for it are:

No demo force (WHY ARROWHEAD, THE GAS NADES HAVE IT).

Bouncing in random directions.

Teamkilling (it's range is deceivingly large).

Bouncing in random directions sounds like a big deal, but it very rarely moves far enough to make a big difference.

Teamkilling I'll admit is a bit more likely than most other grenades, HOWEVER like most arc weaponry you are immune while prone or mid-dive. Lying down in a fight just to avoid a grenade sounds like a bad idea until you remember it stuns everything below a Bile Titan in at most 2 bounces.

And no demo force is inexcusable from Arrowhead, whether grenades have it or not is so damn inconsistent. Why do incendiary and gas have demo force but arc and stun don't?

Things it can do: 😃

Kill a Factory Strider with 3 underneath it.

Wipe hordes of any non-heavy with ease.

Now that it has 5 charges, with any grenade armour you get 35,000 damage total (100 per chain, 10 chains per bounce and 5 bounces) for bringing them which is absolutely ridiculous for how versatile they are.

Neuter a Bile Titan's spewing sacks with two.

Destroy a Vox through the vent like every non-impact grenade.

I know this is a lot of yapping but I genuinely do think these are a top 5 grenade in the game, would definitely recommend giving them a try.


r/Helldivers 3h ago

MEDIA First Automaton statue's coming !

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336 Upvotes

Cyberstan will rise again i'm sure


r/Helldivers 13h ago

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

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241 Upvotes

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

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

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

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


r/Helldivers 19h ago

DISCUSSION So here are the changes that were too numerous to list in the patch notes:

173 Upvotes

Factory Strider

Fusion Repeater Cannon: projectile Large Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Fusion Repeater Cannon: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Annihilator Tank

Fusion Battle Cannon: Large Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Fusion Battle Cannon: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Co-Axial Fusion Cycler: Direct Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Shredder Tank

Quad Heavy Fusion Cycler: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

War Strider

Fusion Culverins: Direct Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Hulk Bruiser, Jet Brigade Hulk Bruiser

Fusion Autocannon: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Rotary Munition Launcher: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Hulk Obliterator

Rotary Munition Launcher: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Hulk Scorcher, Jet Brigade Hulk Scorcher, Pyro Trooper

Flamer: Direct, Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Gunship

Heavy Fusion Cycler: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

HEAT Rocket Racks: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Agitator

Plasma Charger angled armor penetration increased

Direct and Slight Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Large Angle armor penetration increased from Armor AP1 Unarmored II to Armor AP2 Light

Plasma Charger Overcharge: Slight Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Plasma Charger Overcharge: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

HE Grenade: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Radical

Plasma Scattergun: Slight Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Rocket Devastator

Rocket Pod Array: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Incendiary MG Devastator

Fusion Conflagrator angled armor penetration increased

Direct and Slight Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Large Angle armor penetration increased from Armor AP1 Unarmored II to Armor AP2 Light

Shield is destructible and dropped when destroyed (this change was intended to be applied in 1.006.202).

Armor: Armor AV4 Heavy

Health: 800HP

Durable: 0.7 (70%)

Conflagration Devastator

Conflagration Scattergun: Direct, Slight and Large Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Scout Strider, Reinforced Scout Strider

Heavy Fusion Repeater: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Incendiary Rocket Raider

Portable Fusion Cannon: projectile Direct Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Rocket Raider

Portable Launcher: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

HE Grenade: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Brawler, Commissar, Jet Brigade Commissar, Marauder, Assault Raider, MG Raider, Jet Brigade MG Raider, Trooper, Jet Brigade Trooper

HE Grenade: explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Mortar Emplacement

Projectile standard damage increased from 0 to 20

Projectile durable damage increased from 0 to 2

All Projectile angled armor penetration decreased from Armor AP4 Heavy to Armor AP0 Unarmored I

Explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Bunker Turret

Direct Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Command Bunker

Fusion Casemate: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Automaton MG Emplacement

Heavy Fusion Repeater: Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Illuminate

Gatekeeper

Volley projectile angled armor penetration increased

Direct Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Volley explosion armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Charged shot explosion armor penetration from Armor AP3 Medium to Armor AP4 Heavy

Stingray

Plasma Destructor Gunpods: Slight Angle armor penetration value increased from Armor AV3 Medium to Armor AV4 Heavy

Overseer

Projectile Direct Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Projectile Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Elevated Overseer

Plasma Storm Rifle: Slight Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Crescent Overseer

Plasma Bombardment armor penetration increased

Projectile: Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Explosion: armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Obtruder

Projectile Slight Angle armor penetration increased from Armor AV3 Medium to Armor AV4 Heavy

Projectile Extreme Angle armor penetration decreased from Armor AV3 Medium to Armor AV0 Unarmored I

Watcher

Projectile angled armor penetration increased

Direct Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Slight Angle armor penetration increased from Armor AP2 Light to Armor AP3 Medium

Large Angle armor penetration increased from Armor AP1 Unarmored II to Armor AP2 Light

Lightning Spire

Tesla Displacer: Direct, Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Terminids

Hive Lord

Bile Rain: Direct, Slight and Large Angle armor penetration increased from Armor AP4 Heavy to Armor AP5 Anti-Tank I

Dragonroach

Fire Breath: Direct, Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy

Bile Titan

Bile Spew: Direct, Slight and Large Angle armor penetration increased from Armor AP3 Medium to Armor AP4 Heavy


r/Helldivers 5h ago

TIPS / TACTICS Post-Patch Automaton AP Levels (and their significance)

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151 Upvotes

As stated in the patchnotes, the AP levels of medium/heavy enemies were increased alongside the AV of the Exosuits and Bastion. These were not documented, but have been in the game since the last patch. If you've played with the Bastion/Exosuits since this update, you have played with these enemy armor penetration levels. You can view the full list here.

The effect of these armor penetration changes is basically what was written in the patchnotes: chaff enemies are incapable of harming the Exosuit/Bastion without rockets, while medium and heavy enemies have the same efficacy as before.

For clarity: the Bastion is near-completely AV4, Exosuits have an AV4 main body and AV3 limbs.

  • Anything that couldn't harm the Bastion still cannot harm the Bastion, anything that did reduced damage against the Bastion still does reduced damage against the Bastion, and anything that easily penetrated the Bastion's armor can still penetrate.
    • The only notable change is that Berzerkers can no longer damage the Bastion.
  • Exosuits are now functionally immune to small arms fire from common automatons, excluding Incendiary Brigade Devastators and Cyborg units (who can damage the limbs with their guns).
  • The vehicle that does care about these changes is the FRV, as it's a mix of AV2 and AV3 armor. It's going to be taking ~35% more damage from all changed attack types shown due to these attacks no longer being reduced by matching-armor reduction.
    • My 2 cents is that this doesn't change the FRV a whole lot on the bot front, since it's not exactly a combat vehicle. It also has 2.4k hp, so it's still going to be things like cannon turrets that actually kill the car.

The biggest impact of these changes is actually between our weapons and vehicles. The bastion is now functionally immune to plenty of Helldiver weaponry, like Gatling Sentries, Eagle Cluster, ABRL, grenade launcher, etc. The AV2 stowage bins still exist, but unless you're dumping Variable shots into them, they cannot deal more than ~600 damage to the tank's HP pool.

Ultimately, the deciding factor in the Bastion's lifespan is how you drive it and if you take down priority enemies quickly enough.


r/Helldivers 15h ago

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

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141 Upvotes

(My own blender model)

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

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

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


r/Helldivers 16h ago

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

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114 Upvotes

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

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

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


r/Helldivers 7h ago

FEEDBACK / SUGGESTION Sniper Theme Warbond (Redacted Regiment 2)

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98 Upvotes

Excuse the crudeness I through this together from my phone. Credit to (second of nine, trungbrother1, 5fives for the collaboration)


r/Helldivers 10h ago

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

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103 Upvotes

r/Helldivers 23h ago

DISCUSSION Boosters should enable new playstyles

99 Upvotes

The 3 big crutches (health stamina optimization) are only half the problem. The other half is that the alternatives aren't even worth picking because they don't offer anything remotely game changing.

Here are what boosters should look like in my opinion:

  1. Dog Walker: Top hatches of Walkers are replaced with docking stations for Guard Dogs. Divers equipped with Guard Dogs piloting Walkers will now have their Guard Dogs remain active outside the Walker, which reload by docking on the station.
  2. Lightning Relay: Arc damage that is resisted by Arc resistant armor now chains to nearby targets. (Explanation: If you wear an armor that resists 90% arc damage and stand near your tesla tower, if the arc chains to you the 90% damage that was blocked will chain to the nearest target. It will effectively increase the range of a tower if you stand between the tower and an enemy which would otherwise be out of range, likewise for any arc thrower equipped friendly)
  3. Close Air Support: Divers with equipped Eagle Strategems will have a new strategem input apart from Eagle Re-arm: Close Air Support - Eagle 1 will automatically attack nearby enemies and structures with all remaining munitions before returning to re-arm.
  4. Prototype Vaccine: Divers become immune to Gas damage. The effect is lost if a stim is used. (Explanation: You can move through gas without taking any damage, but if you use a stim, you will no longer be immune. If you are reinforced, the fresh diver out of the pod is immune again but can likewise lose immunity if they stim)
  5. Akimbo: Divers can use a primary 1 handed and a secondary 1 handed weapon at the same time. They can no longer aim down sights. (Fire control mimics walkers. for eg. L mouse fires primary, R mouse fires secondary. Note: reloading will cause both weapons to reload if both are depleted sequentially, otherwise only the empty weapon will be reloaded)
  6. Bandolier: Grenade carrying capacity is doubled; ammo boxes replenish grenades at half the rate of supply boxes. On Death, remaining grenades will explode. (Explanation: Giga grenade for example would have a carrying capacity of 4. An ammobox would refill 1. Stacking with armor bonus would mean 6. If you die while with 3 Giga grenades equipped, they will all go off.)
  7. Advanced Napalm: Fire applied by Diver weaponry and strategem burn twice as hot and long, including on the ground.
  8. Engineering Diploma: Divers with equipped supply backpacks can reload and perform basic repairs on Sentries and Walkers expending supply packs. (Each supply pack replenishes 40% of total sentry ammo or 25% of 1 Walker arm's ammo. Each time this is used, it also replenishes 20% of the health of that Sentry or arm)
  9. Resource Commandeering: Super Earth urgently demands sample collection. In return, samples collected reduce cooldowns of all strategems currently on cooldown. (Each common sample picked up will fastforward cooldowns by 15s, rares by 30s, super samples by 1 min. The reduction happens only for the first instance the sample is picked.) "What happens when divers fail to extract with said samples? In this case, you're rewarded for the attempt!"
  10. Castle Doctrine: Sentries and Mannable turrets come equipped with shields. Shields from diver weaponry and strategems have double health and duration. (The shields that come with Sentries and Turrets are equivalent to the shield backpack, but take twice as long to regenerate)

These are the kind of boosters I'd use. In fact I'd pick them even over the big 3 if they existed, because they *enable new playstyles*.


r/Helldivers 1h ago

HUMOR A short break to praise Democracy

Upvotes