
r/HelldiversMasochists

Imagine Helldiver 2 as a difficult game, what would be the Meta for Spore bugs in your opinion?
Imho .
Armors: medium
When the wearer takes damage, they regain some stamina.
Provides a higher armor rating.
(don't take vitality enchantment with it but muscle enchantment)
Increases melee damage by 40%.
Bearer is more resistant to being knocked prone.
(very very strong by not get knocked back by bile titans)
Primary :
- Laser weapons
- shotguns
Support weapons
- c4 or RR- if being tasked to kill Bile titans
- flamers, miniguns if tasked to kill the horde.
- Ax/las-5Rover
suggested stratagem:
- napalm air strike to create a wall able to kill any horde termids
- any Gas
edit:added the Rover
What if napalm barrage had limited uses?
Against bugs and potentially squids orbital napalm barrage can be almost as effective as orbital laser, and having teammate toss it on every bug spawn takes away from the fun. I think bombarding huge swarm with liberating flames can be fun, but not if it happens every time the game remembers that D10 is supposed to have enemies. I think giving it 4 uses would be appropriate. What do you think?
What are your thoughts on the new campaign system and what would you like to see out of it?
I think the system is a genuinely cool thing, and the fact that you need participation really makes it filter out the people who bought the game just to complain
Now real talk if I wanna see anything outta this system... it'd be a month and a half long campaign that if we win ends with us getting another free warbond like helldivers mobilize like imagine this brutal campaign that spans maybe 1 and a half or 2 months and if win it we get a free warbond out of it and if we fail just delay it until later but still keep it free... now that sounds like a good campaign with a sweet reward
Guys Invasion level 50 , and spore burst enemy. I 'm waithing you guys in .......... ehm........ yes there.
Probably semi unpopular opinion in the wider community: supply pack FRV NEEDS a nerf
It literally makes the base FRV useless. Seriously, how could you realistically even buff the base FRV to compete? More ammo in the heavy machine gun turret that no one uses for fear of being knocked off after every rock? Please.
The supply FRV has 8 reaupplies. 8. Fucking. Resupplies. That’s insane. You could halve that and it would STILL be meta to bring it.
I’m not advocating for the supply FRV to be crippled. But, like… at least halve the resupply like I suggested. It being THIS overpowered already makes the powercreep and rise of solo play in what’s supposed to be a team based game even worse. Lower the resupplies, raise the stratagem cooldown timer, or at least do SOMETHING
I think i found the best way to "nerf" the supply FRV.
Basically. The supply FRV completely out shines the regular FRV in every single way. Part of that could be because the FRV needs a slight buff but the supply FRV is in all honesty the best use case of a single stratagem slot in the game.
It is simply not worth it to bring the FRV. The only things its got going for it are the fact its slightly faster but its by so little it doesn't even make a dent and the fact it has a better weapon which sometimes isn't true the turret can save you alot of times.
So i think to solve this problem we need to nerf the supply frv's speed but in a unique way. Not just a blatant speed nerf cause that's boring I think we need to reduce its speed to the same as the incinerator FRV. Maybe even slightly slower but each time you use the supply rack it get slightly faster and when emptied it is almost the exact same speed as the standard one but still noticeably slower.
And as a buff to the standard FRV I think it need to be less front heavy. These changes give each FRV a niche, the standard is still the best way to traverse around the map fast. The supply still gives you a ton of supplies and the incinerator is the heavy version which can take out structures.
I wish every extraction was x10 as punishing as this
What happened to the StealthDivers on Martale?
Dead to the last man :D
:D
Why are people so against the Autocannon on illuminate?
Just about every content creator/player say the Autocannon is either ass or just mediocre against squids. When in literally every squid mission I take it on I DESTROY ever unit.
It feels like this community doesn’t know how to use certain weapons at all..
Buffing enemies isn't the way to go for more difficulty, but some enemy nerfs were too far
The flair is actually the perfect encapsulation of my point. Let's say we made heavy devastators laser accurate and deal double damage. Now difficulty 10 bots are insanely hard! And so is difficulty 5 bots. All 10 difficulties share an enemy pool. Making some enemies suck more also makes them that much harder on the lower difficulties. The current design that they want is that the enemies are the same no matter the difficulty. So any enemy that isn't exclusive to the harder difficulties can't be made challenging to us in low numbers because then low difficulties are too hard. Unless you looked at the difficulty number, often times 7-10 look identical. The funny part about don't use it is that the entire playerbase is stuck with enemy changes and weapon changes
So we have a couple options from here
Violate the core game design and tweak health and damage values, or make custom AI for harder difficulties
Nerf the players
Create custom variants of a lot of enemies exclusive to the higher difficulties
Mission Modifiers/ Mission design
Increase the spawns/ enemy density
As we can see from Platinum and Commando missions, higher spawn rates and mission design can increase difficulty without sticking lower level players with literal aimbots or Tokyo drift chargers. It also increases difficulty without making gear feel ass to use for low level players. Enemy Variants are also great ways to increase difficulty. You have to remember that potentially most of the negative opinions of player/weapon nerfs come from players who aren't D10. If AH didn't want those players we wouldn't have lower difficulties. Now mind you AH does need to stick to their guns on the mission difficulty, and difficulty of enemy variants.
(That being said, Launch Rupture strain was stupid. You can't bitch about explosive weapons being OP and then praise a faction that enforces a stale meta and includes unavoidable attacks unless you use explosive weapons. The hive lord also shouldn't spawn on the oil tanker missions. You need a specialized load out and to waste 10-20 minutes on side obj just to see if it will spawn otherwise just risk instantly failing with 0 counterplay)
Just had like almost20 harvesters spawn in. Many more offscreen. Now I see why they call it mindless masses
Took some patience but the squad and I got it handled 💪 never seen that many harvesters before. Swear there were around 20 at the same time. I was fighting 7 of them telling the squad like “yooo we’re fucked there’s a ton of harvesters” then I turn around to retreat and there’s another 7-8 behind me lol. Then many more kept getting spawned in. We would kill a handful the more would immediately spawn. I didn’t know that could happen lol. I’ve been saying that the solution for superheavy enemies being nerfed is to increase spawn rates of those super heavy’s. And this was perfect example. This was hectic but very fun!
Edit: I just wanted to share a funny situation that happened, but since this subreddit is full of people that live to be angry at everyone else, I feel I have to explain this even though you guys clearly can’t read: they literally spawned like this and were dropped from dropships like this. We had easily over 20 harvesters show up within 5 minutes. You guys can clearly see in the team-chat everybody freaking out and one person straight up leaving 😂.
I’m not complaining at all, I just thought I’d share something funny 🤷 clearly a bad idea because somehow it riled some “know-it-alls” up.
“That’s not how it works” clearly you guys have no idea how it works because that’s what happened. Why would I lie about this? You guys are weirdos lol.
A comprehensive list of EVERY undocumented change from Patch 1.006.300 and their effects
Hi everyone,
As I'm sure most people have seen and are unsurprised by, AH has once again failed to publish the full list of balance changes they made in the most recent patch. Unlike other patches, where they completely omitted their existence, they at least tried to let us know about the existence of these undocumented changes but said that the reason they didn't include them was because "there were too many to list."
After going through all of the changes, calculating their effects with the buffs to our new stratagems...I can confidently say they were right. There are a LOT of changes, roughly 62 changes. So...when AH said they couldn't list out all the changes because of how many there were, they were right. Doesn't make it a good excuse, but at least they admitted to it this time.
For a full list on what can or can't damage our vehicles, please see this post here.
This list is meant to be a comprehensive list covering ALL of the documented changes and their effects. Patch 1.006.300 gave us a bunch of good buffs for the mech and exosuit, but many of these undocumented changes also buffed the enemy's AP to compensate. Some are already whining about monkey-paw balancing, but after going through all these changes, most of these changes were made with good reason and are entirely a compensatory buff for the enemies because without these buffs, the Bastion and Exosuits would quite literally be invincible.
But that's enough yap for now. Please note this list is not exhaustive and will be updated accordingly as more information comes out.
Many of the changes will refer to "direct armor penetration." In Helldivers, certain attacks that hit a target at a shallow enough angle will "bounce" off, dealing reduced damage. This has been removed for the most part, partially due to creating inconsistencies, but also because enemies are generally pretty good at hitting center mass, especially if they're targeting a massive tank, so this was an unnecessary mechanic that served no purpose. Now, if you get hit, you take full damage.
Method of Testing
After the list of undocumented changes went live, I did a bunch of boring math stuff and calculated how much each attack from an enemy should do against the Bastion and Exosuits. After doing that for every attack (save for the ones that are statistically similar, of course), I booted up the game and brought the Bastion, Exosuit, and Ballistic Shield and counted how many attacks it took from each enemy to destroy each vehicle stratagem.
Dividing the vehicle's health by the number of attacks ended up giving a similar set of numbers from my own out-of-game calculations. Damage numbers in HD2 are rounded down, so if you choose to follow my math, there might be a few mistakes, such as an attack actually doing 49 dmg instead of 45, but to my knowledge, it still takes the same amount of hits to destroy vehicles as it did pre-patch.
Miscellaneous Changes
- Breakthrough Mech Shield is now AP4 (yay!) but the clipped arm hitbox is still not fixed (nay!)
- The Grenade Launcher Emplacement Shield is now AP4 (yay!) but AH has still not fixed you instantly dying when the emplacement is destroyed (nay!)
- The Ballistic Shield stratagem is now AP4 instead of AP3 (yay!)
- Adding this as an addendum: While sentries did get 100% extra health to account for the indirect durability nerfs they received, the extra AP many units recived do not effect the sentries. This is because sentries are considered AP2, so they already take full damage from AP3 attacks. An attack going from AP3 to AP4 isn't gonna do shit
- That being said there are a few changes where enemy AP was increased from AP2 to AP3, meaning they effectively deal 35% extra damage against sentries. which sucks.
- The FRV overall has had it's handling (allegedly) increased. I wasn't able to confirm for myself since I haven't tested it personally, but a few Helldrivers have mentioned that the FRVs did receive a handful of QoL and cosmetic changes, including but not limited to
- New horn and motot sounds
- FRVs are now more controllable a higher speeds on the ground and in the air
- Handling was improved using the brakes compared to simply steering and praying.
- The handbrakes have greatly improved functionality and can stop the FRV on a dime more easily, at the cost of losing all your momentum every time you use them.
- The Bastion (allegedly) has had the deflection angles on the main cannon changed. Shooting at extreme angles will more consistently result in your shells bouncing off the ground, though this is ONLY if you shoot the ground for whatever reason.
- The Bastion also (allegedly) has an easier time rolling over small obstacles, though this is harder to notice due to the Bastion moving with the pace of a slightly inebriated snail.
Overall Gist: The only enemies that got changed on the Bug and Illuminate front were either units that vomit literal acid onto you or the units using charged plasma bolts on the Illuminates (which makes sense because plasma is really, really hot). The Bots all got sweeping changes, but these were mostly compensatory changes since their higher AP values only effect the vehicles, which got their own AP increases so it evens out, while leaving Helldivers entirely unaffected. However, this also means Bots are now much more likely to kill each other if they accidentally frag each other.
This DOES mean the Bastion and Exosuits are objectively more tanky against a larger variety of enemies, but anti-vehicle cannons can and will destroy them in the same amount of shots. Keep in mind that some attacks that consist of multiple attacks like rocket volleys or continuous streams of damage are only be calculated as one singular instance. Taking 45 damage isn't a lot, but when that 45 damage is multiplied by 9, the damage can rack up QUICK.
When describing each damage value change, I will be using the following designations and format because I'm not type out "durable damage" four billion times:
X standard damage / X durable damage / AP X + X explosive damage (if applicable) / AP X
where DD = Durable Damage and EX = Explosive damage
Vox Engines
- Torso Health reduced from 21,000 to 9,000
- Not sure why the Torso had so much health before but at least it matches the main health pool now
- Undercarriage health reduced from 11,000 to 9,000
- Top Mounted Autocannons (80 dmg/80 DD/AP6 + 50 EX/AP4) EXPLOSION AP has been increased from AP3 to AP4
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuit still take the full 80 ballistic damage.
- Against the Bastion, each round now does 19 explosive damage due to the Bastion's innate 60% ExDr, which is unchanged from last patch.
- Against the Exosuit, the main AP4 chassis 16 explosive damage, which is a substantial improvement over the old chassis' 25 explosive damage. The AP3 legs and arms are immune to explosives, so it just goes straight to the main AP4 chassis.
- The missile launcher volley AP (30 dmg/100DD/AP6 + 250 EX/AP5) EXPLOSION has been increased from AP4 to AP5
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuit still take the full 100 damage, and because the explosion damage still surpasses the armor, they still do full damage, meaning there has been no changes to damager numbers.
- Against the Bastion, each missile still does 100 dmg
- Against the Exosuit, the main AP4 chassis still takes 125 dmg
- The side-mounted miniguns (20 dmg/6DD/AP3) AP has been increased from AP2 to AP3
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuit's main chassis are entirely immune, while the Exosuit's arms and legs still take 8 dmg per bullet, which isn't a super big deal because the miniguns tend to aim at center mass anyway
Factory Strider
- The chin-mounted miniguns are unchanged and remain AP2, meaning the Bastion and Exosuits are entirely immune.
- The main back-mounted cannon now deals AP5 on a shallow deflection angle instead of AP4, which means you still take the full 1500 damage, nothing's changed
- The main back-mounted cannon (1500 dmg/1500DD/AP6 +100 EX/AP4) has had it's EXPLOSION increased from AP3 to AP4
- This is arguably the least important part of the attack since most of the damage comes from the projectile itself, NOT the explosion. Seeing as this is pretty much an anti-armor cannon, this is a nothingburger change, but I'll include the calculations for the sake of consistency.
- Against the Bastion, the explosion now deals 26 explosive damage
- Against the Exosuits, the explosion now deals 32 explosive damage
Annihilator Tank (the ones with the cannon)
- Similar to the Factory Strider's main cannon, a shallow deflection angle is now AP5 instead of AP4, meaning you still take the full 1500 damage, nothing's changed
- The main cannon (which is statistically the same as the Factory Strider's main cannon, so look above) has received similar changes, meaning it's AP has been increased from AP3 to AP4
- Again, this is the least important part of the attack since most of the damage comes from the projectile itself, NOT the explosion.
- Against the Bastion, the explosion now deals 26 explosive damage
- Against the Exosuits, the explosion now deals 32 explosive damage
- The Co-Axial machine gun's AP (35 dmg/6 DD/ AP3) has been increased from AP2 to AP3
- This is the weapon mounted on the barrel, not the one attached to the front of the tank. That one is unchanged.
- Against the Bastion and the Exosuit's main chassis, they are entirely immune. The exosuit's arm's and legs will still take a whopping 7 damage
Shredder Tank (the ones with 4 barrels)
- The main quad-barreled machine gun (60 dmg/20 DD/AP4) has had it's AP increased from AP3 to AP4
- The actual ballistic damage is unchanged, meaning there has been no changes in damage numbers.
- The Bastion and Exosuit's main chassis still take 13 damage per shot. The Exosuit's arms and legs will still take 27 damage per shot.
War Strider
- The mounted cannons (80 dmg/80 DD/AP5 + 65EX/AP3) has had it's projectile AP increased from AP4 to AP5
- As these are literally stated to be anti-vehicle weapons, I think it makes sense for them to be able to damage our vehicles. Most noticeably, however, the explosion damage is unchanged
- The Bastion and Exosuits as a whole now take 80 damage per shot, no matter where they hit.
Hulks (ALL variants)
- Their laser cannon (60 dmg/ 20DD/AP4) has had it's AP increased from AP3 to AP4
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuit will take whopping...18 damage per shot. Did not expect their laser cannon to be so weak
Hulk Bruiser (the ones with the missile launchers)
- Their missiles (30 dmg/100 DD/AP6 + 70 EX/AP4) has had its EXPLOSION AP increased from AP3 to AP4
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuits will still take the full 100 damage, regardless of where they're hit.
- Against the Bastion, each missile now does 27 explosive damage due to the Bastion's innate 60% ExDr, which is unchanged from last patch.
- Against the Exosuit, the main AP4 chassis takes 22 explosive damage. The AP3 legs and arms are immune to explosives, so it just goes straight to the main AP4 chassis.
Hulk Scorchers (and pretty any bot that uses flamethrowers)
- Flame weaponry (60 fire damage/45 DD/100 DPS/AP4) has had it's AP increased from AP3 to AP4
- The actual damage values are unchanged, which means there is no increase or decrease in damage against our behicles
- This also matches our own flame weaponry, which also does AP4, so this is also a consistency change as well.
Gunships
- The Gunship's main cannon (60 dmg/20DD/AP4) has had it's AP increased from AP3 to AP4
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuits still take the full 13 damage per shot
- The Gunship's missiles (30 dmg/100 DD/AP6 + 70 EX/AP4) has had it's EXPLOSION AP increased from AP3 to AP4
- Like the cannon turrets on the Factory Strider and Tank, this is the least important part of the attack. The Bastion still takes 27 explosive damage and the Exosuit still takes 22 explosive damage
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuit still take the full 100 damage, and because the explosion damage still surpasses the armor, they still do full damage, meaning there has been no changes to damage numbers.
Agitator
- Their cannon arm (45 dmg/6 DD/AP3) has had their shallow and slight deflection angles AP increased from AP2 to AP3, while large deflection angles increased from AP1 to AP2
- Again, this is a literal nothingburger change. At most, they'll be able to damage your Exosuit's arms now if they happen to shoot at a REALLY bad angle
- Their overcharged shot (65 dmg/65 DD/AP4 + 30EX/AP4) has had it's AP increased from AP3 to AP4 and it's EXPLOSION AP increased from AP3 to AP4
- Again, the damge values have not been changed, meaning the Bastion and Exosuit will still take 42 damage anywhere on the body while the Exosuit's arms and legs will take 65 damage
- Against the Bastion, the explosion will deal 11 explosive damage
- Against the Exosuit, the explosion will deal...9 explosive damage.
Radical
- Their plasma shotguns (100 dmg/100 DD/AP3) has had it's slight angle AP increased from AP2 to AP3, meaning them shooting at your mech arms at a slightly bad angle will now damage it...though I doubt they'll be able to do any meaningful damage due to the mech arm's high durability and their shotgun's high spread and drag factor.
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuit's main chassis are entirely immune, while the Exosuit's arms and legs still take 6 dmg per pellet, for a maximum of 60 dmg if all 10 pellets connect, which isn't a super big deal because the miniguns tend to aim at center mass anyway
Rocket Devastator
- Their missiles (30 dmg/100 DD/AP6 + 70 EX/AP4) has had its EXPLOSION AP increased from AP3 to AP4
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuits will still take the full 100 damage, regardless of where they're hit.
- Against the Bastion, each missile now does 27 explosive damage due to the Bastion's innate 60% ExDr, which is unchanged from last patch.
- Against the Exosuit, the main AP4 chassis takes 22 explosive damage. The AP3 legs and arms are immune to explosives, so it just goes straight to the main AP4 chassis.
Incendiary MG Devastator (the ones with the "MG" that fires slow as fuck)
- Their shields are now destructible and are the same as the normal Heavy Devastator's shields. This change was supposed to implemented in Patch 1.003.202 but was left out due to developer oversight.
- Their cannon arm (30 dmg/4 DD/AP3 + 100DPS/AP4) has had their shallow and slight deflection angles AP increased from AP2 to AP3, while large deflection angles increased from AP1 to AP2
- Their actual ballistic damage is unchanged...but let's be honest, if your Exosuit is being taken out by one of these guys, you have bigger issues than your mech's old shitty AP3 armor
Conflagration Devastators (the fire shotgun one-shot guys)
- The fire shotgun (300 dmg/75DD/AP3 + 100 DPS/AP4) has had it's AP increased from AP2 to AP3
- AP when shooting at deflectable angles are now AP3 instead of AP2.
- Again, nothingburger change. You now take damage more consistently from these guys, but if these guys are the reason why your tank is dying, you got bigger problems. These guys are a problem when you're on foot, but they should NOT be an issue when you're in a motherfuckin' tank.
Scout Striders (both variants)
- Their main cannon (60 dmg/20DD/AP4) has had its AP increased from AP3 to AP4
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuits still take the full 13 damage per shot
Incendiary Rocket Raider (the little guy with the laser cannon)
- Their laser cannon (80 dmg/80 DD/AP5 + 65EX/AP3) has had it's projectile AP increased from AP4 to AP5 while the explosion remains unchanged.
- This weapon is statistically the same as the War Strider's cannons, meainign it is an anti-vehicle weapon. As such, I think it's fine for these little guys to be able to damage our vehicles...if they can hit them. Have you SEEN how god-awful their accuracy is?
- The Bastion and Exosuits as a whole now take 80 damage per shot, no matter where they hit.
Rocket Raider (rocket launcher guy)
- Their rocket launcher (30 dmg/100 DD/AP6 + 70EX/AP4) has had their EXPLOSION increased from AP3 to AP4
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuit still take the full 100 damage no matter where they're hit.
- Against the Bastion, each missile now does 18 explosive damage due to the Bastion's innate 60% ExDr, which is unchanged from last patch.
- Against the Exosuit, the main AP4 chassis takes 22 explosive damage. The AP3 legs and arms are immune to explosives, so it just goes straight to the main AP4 chassis.
- Again, this is assuming they can actually hit you, so...you have a 50/50 change of taking no damage because these guys think missing is a full-time job paid by the hour
All Automaton Trooper Variants
- ALL of their ranged attacks are AP2, meaning the Bastion and Exosuits are entirely immune to their attacks, save for two exceptions, their melee attacks (which is literally superheated plasma btw) and their grenades.
- Their grenades (200 EX/AP4) has had it's EXPLOSION increased from AP3 to AP4
- Against the Bastion and Exosuit, each grenade now does a whopping...52 damage. And these guys can only throw out one grenade after 25 seconds...so yeah. (woo)
- While the Exosuit's legs are AP3, they are entirely immune to explosion damage. However, they do transfer 100% damage to the main health pool, so if for some reason you're standing stock still directly on a grenade, you'll take the full 200 damage. To counteract this, simply...walk forward or backward and you'll take a fraction of the damage.
Mortar Emplacement
- The mortar shells now have ballistic and durable damage, going from a fat 0 to 20 dmg and 2 DD. However, because they are also AP0, that means they do a fat load of nothing to our vehicles. Truly, a monumental buff for the ages
- The mortar shells (20 dmg/2DD + 200 EX/AP4) has had their AP increased from AP3 to AP4
- The actual explosion damage is unchanged while deflected shells now deal a whooping AP0, making them effectively null and void
- Against the Bastion, a direct mortar blast will now deal 52 explosive damage
- Against the Exosuit, a direct mortar blast will now deal 65 explosive damage if it somehow hits you
Bunker Turret
- These are statistically the same as the War Strider's cannons
- The Bunker Turret's cannons (80 dmg/80 DD/AP5 + 65EX/AP3) has had it's projectile AP increased from AP4 to AP5
- The Bastion and Exosuits as a whole now take 80 damage per shot, no matter where they hit.
Command Bunker Turrets
- These are statistically the same as the War Strider's cannons
- The Bunker Turret's cannons (80 dmg/80 DD/AP5 + 65EX/AP3) has had it's projectile AP increased from AP4 to AP5
- The Bastion and Exosuits as a whole now take 80 damage per shot, no matter where they hit.
Automaton MG Emplacement
- There are two variants of these MG turrets. The one that fires fast as fuck but only does AP2, and the one that fires a lot slower but does AP4. The one that fires slower is the one that got changed
- The Heavy MG (60 dmg/15DD/AP4) has had it's AP increased from AP3 to AP4
- The actual damage values are unchanged.
- Against the Bastion and Exosuit's main chassis, each shot will deal 9 damage
- Against the Exosuit's arms and legs, each shot will deal 23 damage
Gatekeepers (the ones with the plasma cannons)
- The volley shots' (30 dmg/50DD/AP5 + 20EX/30DD/AP4) has had their AP on a direct hit increased from AP4 to AP5 while deflection angles are increased from AP3 to AP4
- The volley's EXPLOSION has been increased from AP3 to AP4
- The charged shot's (110 dmg/140 DD/AP6 + EX60/80DD/AP4) EXPLOSION has been increased from AP3 to AP4
- I'm not sure how or why their explosions have durability damage since explosions ignore durability entirely, but for these guys, I'm assuming this is the only instance of explosions being affected by durability since these guys would SHRED vehicles otherwise
- Damage values are unchanged
- Against the Bastion, each volley shot will deal 50 damage + 5 explosive damage
- Against the Bastion, each charged shot will deal the full 140 damage + 15 explosive damage
- Against the Exosuit's main chassis, each volley shot does 50 damage + 6 explosive damage
- Against the Exosuit's main chassis, each charged shot will deal the full 140 damage + 20 explosive damage
- tldr, don't fuck around with these guys
Stingrays
- Their strafing runs (50 dmg/50DD/AP5 + 125EX/AP5) has had their PROJECTILE AP increased from AP3 to AP4. The explosion values are unchanged
- Damage values are unchanged, but I'm not calculating that shit. From my own personal experiences, these guys still absolutely mow down vehicles, which makes absolute sense since they're literally aircraft.
Overseers
- Their ranged attack (40 dmg/50 DD/AP5 + 30EX/AP3) has had their AP increased from AP4 to AP5, and deflection angles increased from AP3 to AP4. However, their explosive damage remains unchanged
- Against the Bastion and Exosuit's main chassis, they now deal a whopping 50 damage per attack.
- Their melee attacks remain AP3 however, so the Bastion is entirely immune to their melee attacks while the Exosuit's legs (which is the only thing they can realistically reach) only takes 40 damage per swing.
Elevated Overseers
- Their plasma rifles (35 dmg/15DD/AP4) now does AP4 on shallow deflection angles.
- While this change sounds insane, remember that their attack duration and accuracy has been reduced, which means that while they do fire more shots in a shorter amount of time, once they miss a burst, it'll take longer for them to fire again
Crescent Overseers (the mortar guys)
- Their plasma mortars (40 dmg/100 DD/AP5 + 80EX/100DD/AP4) have had their EXPLOSION AP increased from AP3 to AP4
- The projectile itself now has an increased AP on deflection angels from AP3 to AP4
- The actual ballistic damage is unchanged, meaning the Bastion and Exosuit still take the full 100 damage.
- Against the Bastion, the explosion now does 20 explosive damage
- Against the Exosuit, the explosion now does 26 explosive damage
Obtruders
- Their little shock attack (35 dmg/15DD/AP4) has had their AP on shallow deflection angles increased from AP3 to AP4 and AP on extreme deflection angles decreased from AP3 to AP0
- This means that if they (somehow) miss, they do a fat fucking 0
- Believe it or not, but these little guys have always been AP4. This patch did not buff them to AP4. However, even if they were AP4, these guys are still a joke, because...
- Against the Bastion and Exosuit's main chassis, which will always be targeted due to the nature of arc weapons, each attack does...9 damage.
Watcher
- Their shock attack (30 dmg/15DD/AP4) has had their AP increased from AP3 to AP4, shallow deflection angles increased from AP2 to AP3, and extreme deflection angles increased from AP1 to AP2.
- While I personally find it ridiculous these guys can now damage the Bastion, keep in mind their attacks require them to be in melee range, has a slow charge-up, and a long cooldown
- Against the Bastion and Exosuit's main chassis, which will always be targeted due to the nature of arc weapons, each attack does 9 damage.
Lightning Spires (the Squid's Temu Tesla towers)
- Their shock attack (200 dmg/200DD/AP4) has had their AP increased from AP3 to AP4
- Keep in mind these guys have a limited range, slow attack speed, and are entirely harmless if you shoot at them from a distance
- Against the Bastion and Exosuit's main chassis, which will always be targeted due to the nature of arc weapons, each attack does 130 damage, which is certainly substantial, but not exactly threatening unless you park your Bastion right next to one and leave it unattended for a full 8 minutes
Hive Lord
- Their bile spew (no dmg numbers yet due to lack of data and inconsistency when testing) has had its AP increased from AP4 to AP5
- TBH this bile spew doesn't do much damage to the vehicles unless you're fighting for a long time,
- Plus, it being literal stomach acid from a fucking Hive Lord means it damaging tank-grade armor is, at the very least, completely reasonable and plausible
Dragonroach
- Their fire breath (no dmg numbers yet due to lack of data and inconsistency when testing) has had its AP increased from AP3 to AP4
- Keep in mind this is also doing reduced damage.
Spore Bile Titan
- Their Bile Spew (no dmg numbers yet due to lack of data and inconsistency when testing) has had its AP increased from AP4 to AP5
- Their Bile Spew EXPLOSION has had its AP increased from AP3 to AP4
- This was incorrectly entered as the Bile Titan. To my knowledge, Bile Titans have always done AP5 damage, so this change is specific to the Spore Titan. However, keep in mind that while these AP increases to their spew attack sounds like a net buff, these guys truly do no damage. Their true threat comes from the ragdolling and buffs to nearby enemy units If your Helldiver can survive a point-blank spew attack and walk it off after being ragdolled for a morbillion years, your Bastion can shrug it off just fine.
Bile Spitter
- Their bile spit (no dmg numbers yet) has had it's overall increased from AP3 to AP4.
- While this seems like a net buff, remember that they are quite literally spitting acid at you and these little spitters do a fat load of nothing damage.
Predator Hunter
Spewers (ALL variants, including Rupture)
- Their bile spew (no dmg numbers yet due to lack of data) has had their AP increased from AP4 to AP5
- Their melee attack is unchanged and is still AP2
- Personally, not a fan of these changes since a group of these guys can easily wipe out something like the Bastion. Exosuits can manage a bit better because they are more maneuverable, but with how many of them there are and how quickly they can bunch up, I would not recommend taking any vehicles to a Spewer-heavy constellation. That said, they are also easy to take out from a distance and con only attack from a short range, so don't let them get close.
It took me a LONG time to gather and test all this data, so if you made it all the way to the end, hats off to you. Remember, be mad at AH for hiding these details AGAIN, but don't have a kneejerk reaction to the changes just because you hear the word "enemies got buffed."
Edit: I'm so tired
As a side note, I am proud of this community and all of you in general for not instantly jumping AH for these unlisted changes. I'm glad (most) people here have nuance and can understand why some changes were good and why they were made instead of instantly jumping on the hatewagon. You guys really do make my "job" as a mod easier (using air quotes because being a reddit mod isn't a real job lmao)
Edit 2: A lot of people in some youtuber's discords aren't happy with this change. Because apparently the Obtruder doing 9 fucking damage is too much.
Edit 3: Added some FRV and Bastion handling changes, as well as the rest of the Terminid changes
Is SuperHelldive easier than Challenging?
I’ve only been playing a couple of months. I have a group of friends that I play with, or I solo (not big on playing with randoms, I have significant disabilities, including partial deafness that make communication difficult).
We worked our way up through the difficulties, it was fun, finding new tactics and figuring out ways to overcome.
For a few weeks it seemed like challenging was a good difficulty solo, and extreme if we worked well as a team. We unlocked impossible.
Then I tried impossible solo. No problem. Then I tried Helldive solo, same. Tonight we tried Super Helldive as a team. NOT A SINGLE FAILED MISSION.
I know that difficulty varies by mission and faction, but come on?! It should be harder than this!
Edit - Reddit told me to post this here 🙂
These vocal minority dissidents arent very fond of my post. TIL of this subreddit and I figured I belong here
Link to original post: https://www.reddit.com/r/Helldivers/s/ADGVhd7bzW
Entirely A Net Positive.
Some people hallucinate things to be upset about.
Transform Helldivers 2 into a Zombie Survival Game
This is a custom ruleset I created for Illuminate Mindless Masses to get that classic zombie horror survival feeling, since sometimes it feels a bit too easy with all of our gear and stratagem options.
So far, I have field tested it solo and with about a dozen or so LFG groups, and everyone has been pleasantly surprised after a mission or two to get familiar with it.
It's one of my favorite ways to play HD2, so I hope you enjoy it too.
- TLDR
- No stratagems or resupply allowed except for mission objective items like SSSDs, hellbombs, etc.
- Only weaponry you would expect in "classic" zombie survival horror games, shows, or movies. No overly sci-fi gear.
- No stealth gear or special status effect weaponry
- All map scavenged items are allowed
- EXCEPT for Arc Thrower because it's just too strong here
- Reinforcements only allowed at POIs
- Limit minimap to placing navigation markers, no scanning for enemies
- Stick together to avoid breaking enemy spawns - the point is tension, not optimizing the fun out of it
- Start at D1 illuminate mindless masses and go from there
- Enjoy the Left 4 Dead: Helldivers 2 Edition
For Super Earth.
Radekin
Heroes 26 - Join the Helldivers Community fundraiser supporting Save the Children! Today through June 28th!
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/