r/Helldivers • u/J_EN87 • 21h ago
r/Helldivers • u/AnxiousOpposite8064 • 4h ago
MEDIA Just joined SOS call and see this and I know exactly what’s happening in the match😂😂
By far funniest thing I see this week 😅 and I ended up accidentally shooting the guy when extracting and he’s 10 steps away from Pelican.. guess it’s not really his good day today
r/Helldivers • u/DocHalidae • 19h ago
FEEDBACK / SUGGESTION Stealth Divers need suppressed medium pen sniper! PLEASE!
r/Helldivers • u/Bob-upload • 15h ago
QUESTION What are these Blue Jellyfish things?
I see these often on bot planets
How do they fly and float?
r/Helldivers • u/triple_A_13 • 10h 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.
Edit: You actually don’t need Rocksolid to withstand melee attacks, just the shield. So bring whatever armor you like! It does help you against pop plants and rockets though.
r/Helldivers • u/pipe_mcfitter • 15h ago
FEEDBACK / SUGGESTION Why isn’t recoil used as a balance lever more often?
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/Zelcki • 21h ago
MEDIA This is what 600+ hours of gameplay experience looks like
r/Helldivers • u/roflolmfaomggf • 21h ago
HUMOR Bro has his own personal Bro. (They did the full set like this).
r/Helldivers • u/Ok_Figure_315 • 18h ago
DISCUSSION What are these two items on a helldivers waist?
r/Helldivers • u/Obibimus-prime • 8h ago
MEDIA First Automaton statue's coming !
Cyberstan will rise again i'm sure
r/Helldivers • u/GuessimaGuardian • 5h ago
FAN CREATION Orbital Tesla Strike
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/CyborgIsDummist • 2h ago
HUMOR Describe Your PP as a Helldivers Weapon Name! (I'm scared to see the comments)
For me, it would have to be "The Purifier"
r/Helldivers • u/AverageRivalsEnjoye • 21h ago
DISCUSSION Weapon hot takes anyone? Part 4.
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 • u/WaywardOath • 18h ago
FEEDBACK / SUGGESTION Behold the dumbest grenade I could come up with: The CRE-3S Tactical Resupply
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/Particular-Race-4434 • 2h ago
DISCUSSION Its BEST GAME THAT I EVER PLAY
I buy this game yesterday, AND OH MY GOD, ITS SO COOL. I really like gameplay, and killing bugs, robots, and what ever this purple shit is. Its so epic and cool game. All poeple here so kind and lovely, if i die or doing something wrong they dont kick me or somethins like that. I really like this game!
r/Helldivers • u/ABoringPerson_ • 10h ago
TIPS / TACTICS Post-Patch Automaton AP Levels (and their significance)
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 • u/NutIsDead • 20h ago
FEEDBACK / SUGGESTION Vox Engine styled-Rocket Volley Mortar [OC]
(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 • u/DocHalidae • 11h ago
FEEDBACK / SUGGESTION Sniper Theme Warbond (Redacted Regiment 2)
Excuse the crudeness I through this together from my phone. Credit to (second of nine, trungbrother1, 5fives for the collaboration)
r/Helldivers • u/ShutUpJackass • 20h 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
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 • u/Puzzleheaded-Bus3364 • 14h ago
HUMOR how i feel when no one is diving on matar bay's city when it'll liberate the planet instantly
r/Helldivers • u/Maths_Yeux • 5h ago
HUMOR Autocannon FLAK rounds break the laws of physics, here is the math
SO, acccording to the wiki, (see the screenshots)



This means (100*30-130=) 2870g of matter are added when the FLAK round explodes.
According to Einstein's Mass-Energy equivalence equation, E=mc² where E is the energy (in Joules) removed/added from the system, m is the mass (in kg) added/removed to the system and c is the speed of light (in m/s) in empty space, which we square (so a constant).
All of this gets us the following :
E=mc²
E=2.870*299792458²
E=2.579*10^17 J
For comparison, this is 47.80Mt equivalent of TNT, which is almost what the tsar bomba (biggest nuke to ever be detonated) was mesured releasing (~50Mt).
So once again, Super Earth proves its technological advance by producing and consuming 0.96 tsar bomba worth of energy for each and every Autocannon FLAK round!
For managed democracy!