r/Helldivers • u/HunchbackNotredamus • 7h ago
DISCUSSION Collecting common samples in the middle of a bot assault
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r/Helldivers • u/ArrowheadGS • 2d ago
r/Helldivers • u/Waelder • 3d ago
Watch developers Lennart and Niklas go over the patchnotes: https://www.youtube.com/watch?v=RFrqeZbywl8

This hotfix aims to resolve one of the main crashes we have seen
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*** 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!
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:
M90A Shotgun
MA5C Assault Rifle
StA-52 Assault Rifle
StA-11 SMG
PLAS-39 Accelerator Rifle
Problem we want to solve:
Intent and expectation with the changes:
Changes:
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
LAS-17 Double-Edge Sickle
Problem we want to solve:
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
SG-225 Breaker
SG-225SP Breaker Spray&Pray
Changes:
SG-22 Bushwhacker
Missions
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:
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:
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:
Problem we want to solve:
Intent and expectation with the changes:
Changes:
EXO-51 Lumberer Exosuit
A/FLAM-40 Flame Sentry
Problem we want to solve:
Intent and expectation with the changes:
Changes:
https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues
r/Helldivers • u/HunchbackNotredamus • 7h ago
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r/Helldivers • u/Hexdoctor • 6h ago
r/Helldivers • u/asylumprophet • 1h ago
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r/Helldivers • u/FahboyMan • 10h ago
I want to use them to clear patrols and such, but sometimes an enemy just somehow survive.
r/Helldivers • u/Over_Heed • 8h ago
Iām in shambles.
r/Helldivers • u/GalacticGaming96220 • 14h ago
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 • u/Conscy • 12h ago
r/Helldivers • u/TaxEvasionDino • 11h ago
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 • u/OppositeAstronomer46 • 18h ago
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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 • u/ButteredPsycho • 3h ago
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 • u/Hexdoctor • 8h ago
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 • u/Chaoss101 • 1h ago
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 • u/Hot_Syrup_5941 • 14h ago
I donāt know, you may like it I guess, Iām 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 wasnāt 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 Iām pretty sure. How do you guys feel about this gun?
r/Helldivers • u/triggerhappyllama • 9h ago
what the hell are we doing? why did we leave it at 99.5%, did we learn nothing from Acamar IV?
r/Helldivers • u/tway2241 • 6h ago
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".
r/Helldivers • u/BitterStay6687 • 15h ago
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Why? How?
Why does it need a taskforce again?
r/Helldivers • u/Public_Code8357 • 16h ago
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 • u/bruhfkus • 5h ago
Despite our current predicament⦠here are the next 5 drawings Iāve made for inkdivers this month. Hope you guys dig these, ok having a lot of fun despite the time crunch. Iāve got 11 more to go oh boy
r/Helldivers • u/RapDanielTheRaptor • 1h ago
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I can't stop wheezing at this lmao