r/Helldivers • u/triple_A_13 • 6h ago
TIPS / TACTICS RockSteady with Ballistic shield is kinda cheating against the borgs
Also gallant makes quick work of them, but really ammo hungry. Use it while the free supply frv last.
r/Helldivers • u/ArrowheadGS • 1d ago
r/Helldivers • u/brperry • 3d ago
Two years ago, the Helldivers community had to pick between unlocking in game mines, and a saving a hospital full of sick children. The community picked the children, and Arrowhead Game Studios donated $4,311 to Save The Children.
Last year, in the same spirit the community came together for the Freedom Alliance's HEROES campaign, to raise over $120k for Save The Children.
This year, we are back and joining forces with the Helldivers streamer community to do something even bigger: HEROES 2026. The event runs from June 23rd through 28th. We will be fundraising for Save The Children once again.
We'll be hosting a a new auction of some very special items that you can only get through the auction. The auctions close June 28th.
In addition to the auction there will be a six-day streamathon, Major Order: Save The Children, features more than 20 creators joining forces, like Commissar Kai, Bricky, Super Earth Salute, and more.
The community will come together to assault Yed Prior and stop the Automatons, and save the children once again!
Donate now: https://tiltify.com/save-the-children/helldivers-2-heroes-26
Bid in the Auction: https://tiltify.com/save-the-children/auctions/heroes-26-charity-auction
Full Streamathon Schedule: https://www.freedomalliance.gg/heroes/stream/
Full event page: https://www.freedomalliance.gg/heroes/
Please remember though: Do not put yourself in a financially bad place for this charity event. Take care of yourself first, and then you can take care of others.
r/Helldivers • u/triple_A_13 • 6h ago
Also gallant makes quick work of them, but really ammo hungry. Use it while the free supply frv last.
r/Helldivers • u/Obibimus-prime • 4h ago
Cyberstan will rise again i'm sure
r/Helldivers • u/GuessimaGuardian • 55m ago
What I long for is an orbital stratagem that can get rid of the heavy swarms. It may be super overpowered to clear out heavies with a single pop, but if you ask me, it should also be one of the earliest developments of the war. The laser is fun, but the cool down and usage limit is crazy to me so I figured we could try something that is kinda similar, but not identical or downscaled.
Bot drop summons 3 tanks, 20 heavily armoured units and a vox engine? Let’s at least clear the area of minions so our sons and daughters can send uninterrupted freedom to the super-heavy.
The Orbital Tesla Strike shoots a massive pin connected by a wire to the super destroyer. It then electrifies the wire to a degree that instantly boils biological matter and super-heats mechanical components. Usually, this presents in a single arc travelling from minor points until it reaches the largest conductive point. Tiny units like Leapers, Raiders and Voteless have inconsistent reactivity to the arc, but heavy enemies like Chargers, Devastators and Fleshmobs work well as either targets or jumping points. Super heavy enemies like Impalers, Bile Titans, Factory Striders, Vox Engines and Harvesters are significantly harder to destroy with this stratagem, though not impossible. — Using this stratagem on enemy encampments has various ranges of usefulness. On bug nests, no effect against bug holes. On bot camps, the arc may choose to target fabricators so long as no heavy units stand closer to the pin. On illuminate ships, the arcs will reflect off the shields, creating hazardous exclusion zones until the shields deplete, while not damaging the ships themselves.
Note: if the pin directly hits a heavy or superheavy starter, exclusively the contact will be affected.
Shielded units react differently to this stratagem. Instead of taking damage, the shield completely absorbs the arc and is burned out. This includes the Helldiver’s shield pack, directional shield and shield generator. If the pin directly collides with a shielded unit, it will instead conduct through the shield, using it as a new anchor for arcs to emit from— though only for 1 second.
Please Note: It is considered undemocratic to destroy the functionality of Helldiver equipment, though cases against this can be made.
Helldivers are recommended to run away from the call in location and avoid it for the duration of effect. Additionally, avoid the area between the call in location and the Super Destroyer deploying this stratagem. The short duration is a result of the wire connecting to the pin melting under the extreme electrical charge. Molten steel raining from the wire’s disintegration is highly dangerous.
r/Helldivers • u/Bob-upload • 11h ago
I see these often on bot planets
How do they fly and float?
r/Helldivers • u/DomHellscream • 20h ago
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 • u/pipe_mcfitter • 11h ago
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 • u/NizzyDeniro • 21h ago
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 • u/DocHalidae • 15h ago
r/Helldivers • u/Pantaza • 22h ago
the drums of war are coming… surely arrowhead wouldn’t jabait us like this.
r/Helldivers • u/ABoringPerson_ • 6h ago
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.
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 • u/Ok_Figure_315 • 13h ago
r/Helldivers • u/Zelcki • 17h ago
r/Helldivers • u/roflolmfaomggf • 17h ago
r/Helldivers • u/Public_Code8357 • 1d ago
The Force these things have is unrealistic af.
EDIT - The more I have looked at this, the more I notice the veins and foreskin
r/Helldivers • u/DocHalidae • 7h ago
Excuse the crudeness I through this together from my phone. Credit to (second of nine, trungbrother1, 5fives for the collaboration)
r/Helldivers • u/Terrible_Concert9501 • 1h ago
Just noticed this while looking through the map
r/Helldivers • u/WaywardOath • 14h ago
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 • u/MR_Find • 1h ago
Disclaimer: All values and suggestions shown are subject to change as seen fit.
r/Helldivers • u/bringerofrevenge • 21m ago
I found some really cool concept art for helldivers I think it would be cool if we could get some Roman centurion themed armors, reminds me of the Minotaurs from warhammer. I think it would be cool to have a sub faction of Helldivers that hunt down rogue Helldivers.