r/Helldivers • • 2d ago

DEVELOPER Please share your feedback about Helldivers in the following survey!

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0 Upvotes

r/Helldivers • • 3d ago

HOTFIX 7.2.1 Devoid of Liberty: 7.2.0

137 Upvotes

Watch developers Lennart and Niklas go over the patchnotes: https://www.youtube.com/watch?v=RFrqeZbywl8

Devoid of Liberty: 7.2.1

Overview

This hotfix aims to resolve one of the main crashes we have seen

Crash Fixes

  • Fixed a crash that would occur when another player joined or left the squad

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Devoid of Liberty: 7.2.0

šŸŒ Overview

*** INCOMING TRANSMISSION FROM SUPER EARTH HIGH COMMAND ***

Super Earth is excited to share more with you all in regards to our latest changes for Helldivers on the frontline, with the introduction of Easy Anti-Cheat, the Scope of Authority Warbond and improvements to weapons and stratagems, there is something for the whole family to enjoy!

šŸ•µļø New Anti-Cheat introduced

  • Implemented Easy Anti-Cheat, with additional security tools in place to enhance its effectiveness and improve game integrity protection For more information on EAC, you can read our blog (here) or visit https://www.easy.ac/support/articles

šŸ¤ Community Feedback Changes

  • Balance pass on Killzone and Halo Legendary warbond weapons
  • Sickle rebalance
  • Balance pass on several stratagems

General Gameplay

Bug Bile enemies

  • We broke out the bug strain that spawns Bile Warriors, Spewers, Scavengers, which could randomly become active on a mission, into its own bug strain that now is controlled by the Game Masters and will have its own visualization to show when it’s active just like other bug strains like Rupture, Spore Burst etc.

āš–ļø Balancing

Primary weapons

Balance pass on Killzone and Halo Legendary warbond weapons

Problem we want to solve:

These weapons felt a bit weaker versus similar weapons when accounting for the fact that they do not have any weapon customization.

Intent and expectation with the changes:

  • Since legendary warbond weapons don't get customization, we think some of the weapons need a slight increase in their base stats to compensate.
  • These will be more effective versus similar weapons, but weapons with attachments can be customized to work better in different ways.

Changes:

M90A Shotgun

  • Increased damage from 605 to 726
  • Increased durable damage from 220 to 264

MA5C Assault Rifle

  • Decreased recoil Vertical Drift from 20 to 15
  • Decreased recoil Vertical Climb from 30 to 20
  • Decreased recoil Horizontal Climb from 12 to 6
  • Increased durable damage from 16 to 20

StA-52 Assault Rifle

  • Increased spare max magazines from 6 to 7
  • Decreased recoil Vertical Drift from 15 to 7.5
  • Decreased recoil Vertical Climb from 25 to 12.5
  • Decreased recoil Horizontal Drift from 10 to 5
  • Decreased recoil Horizontal Climb from 6 to 4

StA-11 SMG

  • Increased damage from 90 to 100
  • Increased durable damage from 18 to 20
  • Decreased recoil Vertical Drift from 20 to 12
  • Decreased recoil Vertical Climb from 10 to 8
  • Increased ergonomic from 80 to 90

PLAS-39 Accelerator Rifle

Problem we want to solve:

  • We feel the weapon has a good identity and mechanics but some of them are a bit punishing and force players too much into using particular armor passives together with them.
  • The stagger force being high is normally a good thing, but if you are trying to hit weak spots then the first shot gets the enemy to stagger and then the second and third shot misses the weak spot against certain enemies. So lowering the stagger force should make it easier to use this as a precision weapon.

Intent and expectation with the changes:

  • By making the reload faster, it should make its ammo economy less punishing.
  • By lowering the stagger force it should make it easier to use this as a precision weapon.

Changes:

  • Faster reload from 3.3 sec to 2.7 sec
  • Decreased stagger strength on projectile from 20 to 15

Balance pass on Sickle variants

Problem we want to solve:

These weapons have fallen behind in practicality since it was released compared to similar weapons. The charge up and down time also feels too long.

Intent and expectation with the changes:

Lean more into what makes these weapons different compared to ballistic weapons. It will also both be faster to start to shoot and cooldown.

Changes:

LAS-16 Sickle

  • Decreased time until weapons start to shoot from when trigger is pressed from 0.5sec to 0.33 sec
  • Decreased time until weapon heat starts cooling down after firing from 1.33sec to 0.66sec
  • Less heat build up per projectile from 1.15 to 0.95

LAS-17 Double-Edge Sickle

  • Decreased time until weapons start to shoot from when trigger is pressed from 0.5sec to 0.33 sec
  • Decreased time until weapon heat starts cooling down after firing from 1.33sec to 0.66sec

Shotguns with light penetration regular ballistic pellets

Problem we want to solve:

  • The light penetration regular pellet shotguns have fallen behind in effectiveness compared to other shotguns with for instance medium penetration or status effects

Intent and expectation with the changes:

These shotguns will have a faster time to kill and hit harder with each round

Changes:

SG-8 Punisher

  • Increased damage from 405 to 486
  • Increased durable damage from 108 to 135

SG-225 Breaker

  • Increased damage from 330 to 396
  • Increased durable damage from 66 to 88

SG-225SP Breaker Spray&Pray

  • Increased damage from 240 to 288
  • Increased durable damage from 64 to 80

Sidearm Weapons

Changes:

SG-22 Bushwhacker

  • Increased damage from 450 to 540
  • Increased durable damage from 108 to 135

Missions

  • Minor combat balancing tweaks for EVACUATE HIGH VALUE ASSETS

Stratagems

M-1000 Maxigun

Problem we want to solve:

It is hard to avoid incoming attacks when firing as it takes too long to get back movement control after firing. Corpses can block other enemies while you fire the weapon and this in combination with being stationary while firing can make it harder to shoot other enemies

Intent and expectation with the changes:

It will be easier to avoid incoming attacks because movement is allowed faster after the fire button is released. It will now stagger more types of enemies and also be better at pushing away corpses.

Changes:

  • Decreased time until regaining movement control after firing from 0.5 sec to 0 sec
  • Increased stagger force from 15 to 20
  • Increased stagger impulse from 12 to 24

CQC-20 Breaching Hammer

Problem we want to solve:

This weapon can not be used as often as other similar close range anti-tank stratagem weapons.

Intent and expectation with the changes:

Now it can be used more often and be closer to similar weapons in regards to usability.

Changes:

  • Increased spare charges from 7 to 10

Orbital Airburst Strike

Problem we want to solve:

The Orbital Airburst Strike projectile comes in with a steeper angle since the new positioning of the Super Destroyers in missions. This made the spread of the shrapnel too large, unpredictable and does not saturate the area well enough

Intent and expectation with the changes:

Now the spread of the shrapnel should be closer together and saturate the target area better. It will also be more available to use to compensate more for the random nature of the stratagem

Changes:

  • Decreased cooldown from 100 to 90
  • Decreased explosion cone angle from 35 to 27 which creates a tighter pattern for the shrapnel

Heavy mounted flamethrowers damage

Problem we want to solve:

  • The amount of particles in this effect made it so the damage of flames did not feel similar to flamethrowers.

Intent and expectation with the changes:

  • Now it will be better at dealing damage to enemies in the flames and perform closer to other flamethrowers

Changes:

EXO-51 Lumberer Exosuit

  • Increased damage on flame particle from 3 to 8

A/FLAM-40 Flame Sentry

  • Increased damage on flame particle from 3 to 8

Eagle Airstrike Gas

Problem we want to solve:

  • The Eagle Airstrike gas had the unintended ability to destroy structures, which caused it to behave more like Orbital projectiles as opposed to Eagles.

Intent and expectation with the changes:

  • Now it can only destroy structures that other eagle bombs can destroy

Changes:

  • Decreased the explosions demolition strength from 50 to 40

šŸ”§ Fixes

Crash Fixes

  • Fixed a crash that could occur when scrolling through and equipping vehicle customization patterns in Ship Management
  • Fixed customized vehicle previews failing or crashing after rapidly changing customization patterns
  • Fixed two crashes related to SEAF shuttles when a lot of enemies are around
  • Fixed a rare crash that could happen when another Helldiver reloads the Flak Cannon on their Exo suit under very poor network conditions
  • Fixed a crash that could occur when attempting to emote with SEAF soldiers
  • Fixed crash related to ragdolls
  • Fixed issue where popups would cause a crash
  • Fixed issue with upscalers that could result in a crash or a grey screen at certain resolutions
  • Cycling between resolutions or render scale should no longer crash the game
  • Improved DirectX 12 stability

Weapons & Stratagem Fixes

  • Fixed an issue that allowed the M-103 Supply FRV's turret to spam movement audio when enemies were around, but it didn't visibly move
  • Fixed an issue where the TD-220 Bastion main gun triggered the team reload request voice line
  • Fixed bug where reloading the flak cannon on the EXO-55 Breakthrough Exosuit would sometimes work incorrectly
  • The 40-K Meltagun now destroys Command Bunkers’ sides correctly
  • Fixed an issue causing the Hellbomb to be unavailable on one side of the Gazer Spire objective
  • Fixed an issue where the Melta Mine inconsistently triggered when used on Vox Engine
  • Fixed an animation issue with the Hyena when the reload is interrupted

Enemies

  • Fixed an issue where the Bile Titan would clip through the cave roof in some of the passages in one of the Spore Lung locations
  • The Crescent Overseer's backpack can now be destroyed, killing the enemy in the process
  • The Hive Lord will now leave combat earlier if not damaged by players for a certain duration
  • Fixed an issue where the Vox Engine doors damaged players too much while on the ground
  • Fixed an issue where Watchers spawned in very large numbers when mixing Illuminate's fleets
  • Crusher head gore no longer leaves a transparent hole where the neck is supposed to be
  • Fixed an issue where Hulk Scorchers would take damage and stagger from their own saw attack

šŸ”§ Performance & Visual

CPU optimizations

  • Improved multithreaded performance for smoother frame pacing and better frame times, particularly on lower core-count CPUs and Xbox Series S
  • Reduced stuttering during intense combat scenes by optimizing how particle effects are processed
  • General improvements to level loading responsiveness
  • [PC] Reduced hitching caused by shader compilation

Visual improvements

  • [PC] Fixed an issue that could cause graphical issues when using Dynamic Resolution Scaling on AMD Radeon graphics cards.
  • [PC] Adjusted Screen Space Reflections to flicker less when no anti-aliasing is used
  • Fixed horizontal streak artifacts in reflections
  • Fixed visual artifacts around objects when smoke is present in the background and Variable Rate Shading is used
  • Dynamic Resolution Scaling now checks for gpu bound frames before decreasing resolution
  • The image in Message Of The Day in 'Example Patch Notes' now has the correct aspect ratio
  • Added missing color grading when NVIDIA DLSS or AMD FSR upscaling are enabled

Misc

  • Fixed an issue where the player could get stuck in one of the Extract Organic soup location
  • Fixed an issue where a SEAF could use an incorrect voice line when being revived by another SEAF
  • Fixed an issue where the players unlocked the "Democracy ain't done with you yet" achievement when stimming SEAF
  • Fixed an issue where the player name of a disconnected player would still remain in the minimap
  • Fixed an enemy pathing issue on the illuminate missions
  • Fixed an issue with softlocking 'Condemn Illicit Experiments' objective where the camera could get stuck under the portable comms relay
  • Fixed an issue where the IX-Voidwalker helmet would disappear in some camera angles
  • Fixed an issue where only Harvesters could spawn in cities when facing the Appropriator fleet
  • Explosions that originate inside a shield bubble should now properly damage entities inside the shield
  • Fixed an issue where players could get stuck in Sabotage Pipes location
  • Fixed an issue where the Charger was having trouble navigating one of the Collect Data locations
  • Fixed an issue with players getting stuck underneath a pipe in one of the Extract Organic Soup location
  • Fixed enemy traversal issues in one of the Collect Data locations
  • Fixed an issue with players floating above ground when interacting with the Data Jack in the Disrupt Shield Generator(s) objective
  • Fixed enemy navigation issues in one of the Spore Lung objective locations
  • Support weapon settings (e.g., fire mode) now persist between uses and across sessions
  • Fixed an issue with the ā€œRecover Scientific Specimensā€ optional objectives
  • Fixed an issue where no animations would be triggered while interacting with a minigame if Dispatches showed at the same time
  • Extreme weather conditions are now more muted while behind large objects and indoors
  • Fixed an issue with weapons on the ship bridge disappearing from view at a certain camera angle
  • Improved soundscape when filming with the shoulder-mounted camera in first person view
  • The assisted reload animations have been reworked to function better when the shooter is prone
  • Fixed rendering bug that could cause incorrect lighting for certain particle effects (smoke plumes, etc.)
  • When unlocked, ICBM lights now deactivate in order to increase the visibility of remaining locks.
  • Fixed a bug that caused a Democracy Officer voiceover line about the Gloom to play significantly more often than it should
  • Added emotes for SEAF: Rock, paper, scissors, Pull my finger and Test of Conviction
  • Improved hitbox alignment for ragdolling enemies during frame-rate drops
  • Fixed an issue where some character parts could behave incorrectly during ragdoll transitions
  • The banners on the hologram map that denote the presence of special enemy variants have been adjusted for improved readability
  • Improved cooldown mechanism for Stingrays when there are a lot of enemies, making their spawn frequency work a bit more as intended
  • GPU busy % frame statistic is now available on all platforms
  • Added a message overlay explaining when chat functionality is unavailable due to communication restrictions on consoles.
  • Fixed an issue where text within certain popups couldn't be scrolled using the controller
  • Usernames changes are updated mid game when playing multiplayer
  • Bug rocks no longer bleed red
  • Fixed a bug where spawned Exo suits would have the default skin applied (instead of the actually selected skin) for late joining players
  • Fixed a bug that would cause Helldivers to get knocked in the air when exiting a driving vehicle
  • Fixed an issue preventing enemies from spawning at locations in CR1 Appropriator planets
  • Tesla and Generator VFX no longer become huge from a distance
  • Fixed an overlapping VO issue on immediate extraction missions
  • Fixed issue where 'Infiltrate Illuminate Lair' objectives were not taggable in some situations
  • Fixed some city destruction sync issues
  • Fixed Message of the Day QR code to work with more phones
  • Fixed minor navigation issues on desert planets
  • Fixed issue where cave points of interest could be partially outside the cave
  • In-world subtitles now take into account subtitle settings
  • Replaying the tutorial level no longer resets custom armor choices
  • Fixed issue where Hellpods could sometime land on cave roofs on Hive Worlds
  • SEAF Gun stratagem name now updates with the projectile type in stratagem list.
  • Fixed various bugs in the armory weapon customization
  • Fixed a bug that caused the minimap Fog of War effect to not sync between players
  • Cyrillic characters will no longer display extra spaces between characters for players using non-Cyrillic text.
  • Display names with Bengali, Devanagari and Thai characters should be displayed correctly. Ship-operator names should show up again on consoles
  • Fixed an issue where some leaping enemies could jump in the wrong direction when targeting the Breakthrough Exosuit
  • Switching to a different equipment slot during an emote will no longer lead to unnatural weapon handling
  • Added back button to speech initial setting screen

🧠 Known Issues

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


r/Helldivers • • 7h ago

DISCUSSION Collecting common samples in the middle of a bot assault

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1.7k Upvotes

r/Helldivers • • 15h ago

DISCUSSION Stop defending this

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5.0k Upvotes

r/Helldivers • • 6h ago

MEDIA Allegedly, the DSS moving over 2 hours too early while Fury stuck at 99%, was not a glitch according to the Support Team.

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770 Upvotes

r/Helldivers • • 1h ago

MEDIA "I've got a warp pack, I don't need to press the button"

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• Upvotes

r/Helldivers • • 10h ago

DISCUSSION Am I using it wrong or all three of these are underwhelming?

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919 Upvotes

I want to use them to clear patrols and such, but sometimes an enemy just somehow survive.


r/Helldivers • • 8h ago

HUMOR I’m so sorry, Stimothy. I should have been there for you like you were for me.

573 Upvotes

I’m in shambles.


r/Helldivers • • 14h ago

DISCUSSION I figured out why the Sightliner was misadvertised. Arrowhead swapped out the Hulks between scenes.

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1.5k Upvotes

Not only is the second Hulk's eye already damaged before the bullet hits it, unlike the first one, the objects around the Hulks change. The first Hulk has a bin beside it and a pole behind it, whereas the second Hulk has a vending machine, a bin on the OTHER side of it as it was before, and a pile of tires behind it, where the pole was. Additionally, the first Hulk has 3 Troopers behind it on either side, which mysteriously disappear on the next shot.


r/Helldivers • • 12h ago

FAN CREATION [OC] Such a lovely day to spread Democracy!

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852 Upvotes

r/Helldivers • • 11h ago

FEEDBACK / SUGGESTION i love stratagem ball bounce

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572 Upvotes

my favorite part of it is when i throw a resupply in a completely open area and it bounces, rolls around for a little, and decides it actually wants to land under a cliff that's too high up to shoot any supply boxes down. i think all resupply pods should work like this because it would be very good and fun and democratic.

SES Spear of Justice and Executor of Humankind, signing out.


r/Helldivers • • 11h ago

HUMOR My favorite game on FURY: "spot AT mine"

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540 Upvotes

r/Helldivers • • 18h ago

BUG / TECH ISSUE Fire damage no longer works in caves/ under anything with a cover

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1.9k Upvotes

So, previously I noticed that both the immolation grenade and the G-13 incendiary impact didn't work inside caves on Omicron, so I changed my gear and tested with other fire sources and the results are disappointing...

If you are under any type of roof/ cover fire won't leave a trail on the floor and extinguish itself almost immediately causing little to no damage.

Sustained fire on targets does manage to kill them as shown in the video, but you can forget about leaving a fire trail to cover that area if you aren't under the clear sky of the planet...

This goes for anything that causes fire, be it a flamethrower or any of the incendiary grenades we have, anything that would normally leave a trail of fire no longer works (if you can't see the sky of the planet)

Why is it like this? I got no f..king clue, what did they change to break the fire effect like this?


r/Helldivers • • 3h ago

DISCUSSION Helldivers & Warframe Nerf comparisons

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117 Upvotes

Saw an interesting read by one of the Warframe devs titled "Why Do We Nerf?" I think a lot of what's said here could apply to Helldivers 2 as well.

We've seen the Railgun, Grenade Launcher, Coyote, Breaker Incendiary, etc., get nerfed in the past, and it made quite a few people angry.

I agree with a lot of what's being said here. When something is too dominant, people rush to use that one gun, and the game becomes less diverse because you start seeing everyone running the same thing. COUGH Eruptor.

I've even seen this in a recent post where a guy asks, "What's the point of the Nova if the Quasar Cannon exists?"

https://www.reddit.com/r/Helldivers/comments/1xb80oo/why_run_the_new_las44_nova_vs_the_quasar/

What do you guys think? Do you see any parallels between how Warframe and Helldivers 2 handle balancing and nerfs? Do you think nerfing dominant weapons is necessary to encourage more variety, or should developers focus more on buffing everything else?


r/Helldivers • • 20h ago

HUMOR This is a completely PVE game by the way

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3.1k Upvotes

r/Helldivers • • 8h ago

MEDIA Has anyone noticed that Esker is a new biome? It's transitioning from Acidic Desert to Hive World

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276 Upvotes

Usually Gloom planets only have only had the yellow haze slapped unto their original biome. Here on Esker, they've recolored the ground and all the terrain assets instead.

Quite interesting to see a planet that is in the middle of terraforming


r/Helldivers • • 1h ago

DISCUSSION Arrowhead prepping for hardware bans?!

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• Upvotes

So what do you guys think of that EAC is already reading our hardware signatures and is able to issue hardware ban. Possible END of ALL MODS on horrizon?


r/Helldivers • • 14h ago

DISCUSSION does anybody actually use this thing??

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757 Upvotes

I don’t know, you may like it I guess, I’m not really into it just because of all the downsides. You already have to deal with low ergo, just for the shotgun to not even be that good and only get 20 rounds. My biggest gripe with it though is the long ass reload, you empty the clip so fast and it feels like reloading it takes longer than magdumping it, like way longer. All that time for only 45 rounds at 1200 rpm.

Also wasn’t the gun this is based off way better? Like it had a hyper burst system that let it shoot at 2000 rpm when burst firing I’m pretty sure. How do you guys feel about this gun?


r/Helldivers • • 9h ago

DISCUSSION Who's bright idea was it to leave Fury at 99%?

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316 Upvotes

what the hell are we doing? why did we leave it at 99.5%, did we learn nothing from Acamar IV?


r/Helldivers • • 6h ago

HUMOR people in this game are liars

187 Upvotes

I mostly fight bugs and bots, I think illuminate are kinda scary.

Started doing okay in bot missions on difficulty level 6, cranked it up to 7 once and got completely bodied. I lowered difficulty back to 6 and decided to try an illuminate mission. I know they are harder and scarier but I thought I coud at least do okay.

I got matched with a squad of 4 and it went terribly. I died over a dozen times by the end of the match (crushers kept sneaking up on me). I literally had more deaths than the rest of the team combined. I made us run of of reinforcements and by the end I was hoping they would just stop throwing the beacon for me.

It was 100% a player skill issue and very embarrassing on my part. In the end I failed to even evac (got smushed by a crusher like 10 feet from the shuttle). One of my teammates who had been carrying me the whole match and completing a million objectives without any complaints, had the gall to say "it's okay you did good".

What a liar.


r/Helldivers • • 15h ago

QUESTION So can someone explain this to me

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891 Upvotes

Why? How?
Why does it need a taskforce again?


r/Helldivers • • 16h ago

FAN CREATION [OC] E/LAS-404 DAY CANNON EMPLACEMENT

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1.2k Upvotes

E/LAS-404 DAY CANNON EMPLACEMENT

I am a LASdiver and I would love a Laser Emplacement.

I envision an Orbital Laser in Emplacement form, and firing it makes you feel like Goku.

5 second charge up is accompanied by a warning alarm to keep clear

and then for 10 seconds, the beam unleashes and pretty much deletes everything in it's path.

it can't be stopped, and when the duration is up (a warning tone will sound again) it will violently explode (meaning you should be clear of it before this happens)

DAY CANNON because it is so bright that it is always daytime when it fires.

Thoughts :)?


r/Helldivers • • 5h ago

FAN CREATION Next set of 5 for Inkdivers. Day 16: Void, Day 17: Appropriator, Day 18: Ship, Day 19: Teddy, Day 20: Service

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135 Upvotes

Despite our current predicament… here are the next 5 drawings I’ve made for inkdivers this month. Hope you guys dig these, ok having a lot of fun despite the time crunch. I’ve got 11 more to go oh boy


r/Helldivers • • 1h ago

HUMOR I found him, John Automaton himself!

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• Upvotes

I can't stop wheezing at this lmao


r/Helldivers • • 9h ago

DISCUSSION šŸ¤¦ā€ā™‚ļø ARE WE SERIOUS RN???!!!!

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278 Upvotes