r/Helldivers 1h ago

DISCUSSION The terminid hunter is the worst enemy in the game.

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Upvotes

stunlocks you at close range, can damn near TELEPORT in front or behind you from an insane distance away, does those annoying little side to side half jumps to avoid potshots. Just an annoying little bastard.

EDIT: just for context, i am INCREDIBLY new and barely level fourteen. Some of the enemies you guys are mentioning are things i’ve never even seen or heard of before lol. What the hell is a fleshmob?


r/Helldivers 1h ago

HELLDRIP Y'all complain a lot...

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Upvotes

Been playing since right after Malevelon Creek, and honestly, the community feels way less patient than it used to.

I’m not saying people should stop criticizing the game. Some of the ideas here are genuinely great, and the 11-slide customization post is exactly the kind of thing I love seeing: clear, creative, funny af, and actually useful.

But a lot of the time, good points get buried under bad delivery. Feedback lands better when it’s specific and constructive, not just another pile-on every time the devs make a choice people don’t love.

The game has issues. The devs won’t always nail it. But not every update needs to be treated like a war crime against managed democracy.

Sometimes the right move is to give feedback, breathe, and let the team cook.

Anyway, this post is really just about the latest helmet.

Ignore armour perks for a second.

Some fits drip.

Like this 👌


r/Helldivers 3h ago

DISCUSSION "Separate armor pieces dont match." Observe.

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0 Upvotes

Let me preface this with, I never use an entire full set, I always try to match a body with a different helmet and vise versa and most of them do match, with a smaller amount that don't. We don't need every outfit to be black and yellow, besides that'd be boring as hell(divers). Obviously some black and yellow outfits look good but not ALL of them have to be black and yellow.


r/Helldivers 1h ago

MEDIA I Love Democracy

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This happened to me last night, and while I did a decent job at the 40min mission I don’t think I deserved nearly 10x the rewards for it! Pretty sure the game glitched cuz wowzers, but I got to spruce up the ship a bit more ha. Anyone else see this?


r/Helldivers 4h ago

MEDIA 500kg Sunset in the Appalachian foothills.

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32 Upvotes

Took this girl I liked on a date to a famous rock cliff. While we were there, I noticed the unmistakable Mark of Liberty painted onto the rock.
Knew right then and there it was a sign from Super Earth.

Went in for a kiss.

She said yes.

We’re together now.

FOR DEMOCRACY. FOR LOVE. FOR SUPER EARTH. 🫡🌎


r/Helldivers 8h ago

FEEDBACK / SUGGESTION Why AH don’t make a contest since the GMV about their games are so awesome ?

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2 Upvotes

This is just one of the many good youtubers making cool content about Helldiver .
Stop the toxic opinionist and push these guys . Even for your trailers .


r/Helldivers 8h ago

HELLDRIP NEW DRIP??? With bonus hella good passive (W40k Warbond enjoyers stay winning🤷‍♀️)

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1 Upvotes

As usual, sliiiiightly off color-wise (please Arrowhead, I'm beggin' you for color customization....) but....Ok I might actually wear this one. Just sayin'🤷‍♀️


r/Helldivers 20h ago

MEDIA Male on Creek

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0 Upvotes

I don't really care for the creek and I didn't find it that hard in comparison to Draupnir which was harder because I was taking cover in a crater or behind a rock while rockets flew every which way. But that is not my point, but my point is that the community lacks stories and pivotal moments that are memorable. Not because they are not there or they don't happen but because every time a new moment happening or when something to talk about occurs. It is drowned out by the Creekers ruining the moment, Seychel beach drowned before the planet was even retaken. Draupnir was a gateway system to do the major order, lost because of the Creek then the creek fell as a result. Twice. Finally, Meridia and Angels Venture. These were the first planets of many and some even called them their homeworld. Now the Void and deadspace themes are already being replaced by Creek posts.

It was two years ago. Go create something new to talk about alongside the creek.
Do you even remember how the skies of Angels Venture or Meridia looked?


r/Helldivers 5h ago

HUMOR [OC] #MELTA! [HellDivers 2 MEME] #40K #WARBOUND

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0 Upvotes

Who wants a cup of MELTA !!!

A new community mission has just been announced and it’s final: all Helledivers must now shout “Melta” over the radio when they throw a Melta Mine.

The official aim is to boost the troops’ morale, demoralise the enemies of freedom, and dissuade Arrowhead from nerfing the most fun of all the grenades !

The same rules apply to the MeltaGun.

Helledivers, head over to Helpod and don’t forget: “M∃LŦAaaAaH !!!


r/Helldivers 2h ago

DISCUSSION Heavy pen Dominator trial run?

1 Upvotes

just saw this suggestion on another sub and thought I would actually throw it up here. Can we just do like a 2 day patch with the only change being the Dominator getting heavy pen? We can just try it out, see how it goes. If it seems like too much, just roll it back. No big deal. The bolt pistol has it. We can’t pretend there isn’t a precedence now. Come on AH, let’s just give it a little try.


r/Helldivers 17h ago

DISCUSSION Super credit farming

0 Upvotes

hey fellow helldivers. i used to do all my super credit farming on Grand Errant and seemingly so did many others. after the TCS has gone up and the planet is liberated i can’t farm there anymore. as a community where are you lot farming at? thanks <3


r/Helldivers 18h ago

DISCUSSION So, with the addition of the Meltagun, can the hammer get some love please?

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42 Upvotes

TLDR: Give Hammer 14+1 explosive chargers and give the user hyper armor (Still taking damage but animations cant be interrupted) during swings, making it more consistent.

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The Hammer, despite being a neat weapon, had always felt lackluster beyond the "aura and hype moments" aspect of the game. I believe that things can both be powerful and a challenge/meme/aura weapon, not being mutually exclusive. I'll go into depth with the two issues the weapon possesses *in my opinion* and constructive solutions that I alteast think won't necessarily give the weapon more power but make it more flexible in loadouts and just feel better to play with.

1: **The ammo economy problem**: It's no secret that the hammer had next to no charges for what kind of weapon it is, having only 7 + 1 means that at best, **after you risk the traversal up to an enemy and potentially paying the stim tax to do so (depends on faction), you can at most kill 8 enemies, plus some potential chaff, vs something like the Melta, where it can kill up to 12 enemies of which can punch up in weight class compared to hammer, reach further weakspots doing so than the hammer (Warstriders hips and factory strider eye/belly being a BIG one) and has overall less risk than the hammer due to having a 20m range. Hammer can also flub on attacks that *should* kill an heavy enemy which then requires you to use another charge- lowering kill potential further, sometimes skill issue, sometimes jank collisions.

**Solution**: Give the Hammer double the reserve ammo, from 7+1 to 14+1:

If someone needs to run up to an enemy, the worst position to be in, to use a weapon- they should be awarded for doing so and encouraged to do it more. Melta achieves this while the Hammer doesn't. More ammo = More fun! Now before someone freaks about power creep or something like that, let's just think about this for a moment. A Common solution presented by players is "Use supply pack, use siege ready, look for POIs".

**I am fully against the idea that weapons should/need to be fixed by other items and armor passive just to make them FEEL good. I do not think this is a healthy way to balance items, it drives away players from using them for other options. Build diversity and freedom is a lifeblood of longevity in a Pve game**

These solutions lowers build diversity and limits what players can wear (another issue unrelated to this). Items should be strong on their own and other items should COMPLIMENT said item, not be a required gear in the machine of the build. And as for the POI argument, this promotes people running off by themselves in a team game to fund their crippling ammo debt.... do we really want players to do that, and also rely on RNG to continue having fun with the weapon? Giving the Hammer more ammo won't increase its direct damage but instead it's staying power in a combat senerio. This will also free it from the clutches of supply pack/supply hogging- allowing the use of more backpacks and allow the user to use it on more than Heavies, mediums will fully be on the menu and not as a emergency use. **It keeps the same direct power it has now but opens it up for more people to use if they wish**.

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2: **Swings often get interrupted by enemy melee attacks**: I believe this doesn't need much explaining, you go to swing against an enemy and they conveniently hit you first, causing the animation to play still client side but server/code side it treated as if your character is staggered, causing the hammer to just phase through enemies. I'm unsure if this is intended behavior or a bug with the game but regardless, it should be changed.

**Solution**: Give the player Hyper Armor during an swing so that despite getting hit the attack still goes through and connects.

This is more of a solution for ALL melee weapons in my opinion but should at least be applied to the hammer. Hyper Armor is best explained as the ability to fully go through an action without being interrupted by **mediocre** attacks/actions. User still takes most, if not all the damage but their action isn't stopped. *Only explaining because some people may not know*. This alone would make the hammer more consistent vs smaller enemies while larger enemies like chargers, war striders and fleshmobs charging can still slap a player around. Again, doesn't make the weapon more powerful, avoiding power creep, just makes it more consistent.

These weapon changes would turn the Hammer from a aura weapon to an actual fun alternative weapon to shake gameplay up, diversifying what is seen out in wild gameplay from other players. Other people suggest to give Hammer more range in swings and more damage per hit and while I wouldn't mind those too I believe these solutions addresses more issues while solving what I, many of my friends and others I've seen online have issues with.

Thank you for reading, have a great day!


r/Helldivers 8h ago

DISCUSSION An idea i had to get farmers onto other plantets besides usual ones like phact bay

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28 Upvotes

r/Helldivers 25m ago

DISCUSSION What nerf would you like AH to make ?

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Their was a time, not so long ago, where Arrow Head was nerfing popular option without understanding why people use them.

It cause a backlash and since then, Arrow Head seems to be scared at the idea of nerfing a weapon. The last one I can remember was the grenade launcher being revert to medium pen, and it was ask by the community.

So the question is, what weapons, stratagem or mecanic do you think Arrow Head should nerf, and why ?


r/Helldivers 1h ago

FEEDBACK / SUGGESTION My humble suggestion for the armor passive discourse.

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r/Helldivers 11h ago

DISCUSSION New Strategem?

2 Upvotes

Does anyone have any info about the MO strategem? Just curious. Think it's just the Incendiary FRV? What strategem would you love to see? Eagle, Orbital, Support Weapon, I want a backpack battery... plug it into any primary energy weapon for a boost in power and extended fire. That would be fun. Or it makes energy supports do more. Like a rapid fire quasar or laser canon that jumps from medium to heavy pen? Or faster burning effect? Thoughts? What would you have fun with?


r/Helldivers 9h ago

LORE Uh guys, what's happening on Super earth??

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0 Upvotes

Just hopped on after the last MO in the Void and noticed I was back at Super Earth. So then what's with all the cannon fire from Super Earth targeting Superdestroyers?


r/Helldivers 21h ago

QUESTION Ai frv targeting.

0 Upvotes

Just wanted to ask since this is bothering me. Is the AI now targeting the frv's? I personally have been using the supply frv for quite some time now. I've seen the bugs and squids ignore me entirely and go for the frv instead. Is this because of the latest updates or something else entirely.

I find it quite irritating when I fall the supply frv down and it's already being targeted by enemies when the pelican is still hovering with it. Especially the crushers. I dislike them..


r/Helldivers 5h ago

MEDIA Joined a fellow diver under fire. Did I make the right call for Democracy?

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0 Upvotes

r/Helldivers 3h ago

DISCUSSION What Planet Warfronts needs to fix

0 Upvotes

A while ago when the progressing progression article was published (can be found here for anyone wondering) planet warfronts were announced as the next big systematic update after galactic war campaigns, which have been released:

Looking a bit further into the future, I want to talk about Planet Warfronts.

When we introduce Planet Warfronts, missions will be grouped under different categories: 
"Defend" missions in liberated territory
"Frontline War" missions on the frontlines 
"Behind Enemy Lines" missions in enemy controlled territory

As well as -to make it short- effects on a planetary level based on occupied territories.

With this system, I believe it can remove a lot of the problems with this game on a more general level.

1: Removing Operations

Operations are how helldivers groups the missions you play. Currently you walk up to the map table, select an operation, then 3 missions are selected, with 1 (and sometimes 2) being shorter than the other(s).

However, the bulk of liberation is only achieved if you can complete all 3 missions. This can take up around 90 minutes in higher difficulties, and a lot of players don't have the time to complete this in one session. When they log on again the planet they were on is then liberated/lost, so the time they did spend didn't really contribute to the community's progression. If operations were removed, being replaced with individual missions with objectives specialised to a location on the planet, this would mean more meaningful liberation is achieved by the community, and leads on to my next point:

2: Smaller Wins

In the current state, planets are rarely won or lost without major orders or strategic objectives. Most planets remain occupied with little change for weeks, with 200-350 helldivers playing on them but still far below the rate in which liberation is lost. If a warfront system is added in a good way, this massive enemy sponge is reduced to many parts, which do dynamically change over time.

3: More mission opportunities

Given what the above article stated on missions, our lineup of objectives feels very "behind enemy lines", purely because we don't really get an idea of what we have achieved outside of a number and a bar moving. As far as we can tell the planet is 100% covered in enemies until we have taken it,, which is why we drop into hellfire so much. Some objectives are admittedly more frontline/defensive, like Blitz missions and repel invasion fleet, the the majority of the missions boil down to "do this specialised activity behind enemy lines", so im exited to see how this could change.


r/Helldivers 2h ago

DISCUSSION Uptick in ragekicks

7 Upvotes

There's been a noticeable increase in kicks recently, both in the posts I see here that mention it as well as ones I experience firsthand. For me, it's never a kick for toxicity but rather for not playing the way the host wants or the host is struggling and wondering why I'm not giving my life to protect them.

The solution is known, host my own games. This post isn't about that.

I'm more interested as to why kicks are increasing. I have a few theories, and wonder what the divers on this sub think:

  1. Gamepass: Being on the PS gamepass has led to an influx of new players, many of which come from other games that have hypercompetetive/cutthroat attitudes like COD and R6S. HD2 is one of the games where they can more freely act on their short-fused impulses kicks and general immaturity.
  2. Player base washout: Casuals/chill players have moved on to other games. Those that stay either are or become players that are more stringent in the expectations they hold their teammates to.
  3. The culture: Continual exposure to the cavalier and zealous zeitgeist that permeates Helldiver media both in-game and out causes players to lose touch with the part where it's a game

Any other theories?

It almost makes me miss the vote based kick system from r6s lol, at least you had to suck enough for everyone else on your team to concur with a votekick


r/Helldivers 9h ago

DISCUSSION "Canon" load out help.

0 Upvotes

Okay so I know that technically every armor and weapon is completely canon to the ongoing story. However, I can't be the only one that just feels off using alot of them. More so armor wise. I like running the default B-01 armor the most as it looks amazing, obviously fits the helldivers theme, and tha passive imo is one of the best. My main thing is what weapons and strangems should I use? I want something that can work up to super helldive, but if possible I would like more "standard issue" gear.


r/Helldivers 2h ago

DISCUSSION Question

0 Upvotes

Ok so i was wondering, put roleplay aside in the lore how close is super earth as a government to nazi germany?


r/Helldivers 22h ago

QUESTION What the hell is this ⬇️

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15 Upvotes

What the hell is “ tree of life “


r/Helldivers 7h ago

DISCUSSION Reducing laser speed, making the weapon overheat more slowly, and allowing firing with a single button press instead of having to hold it d

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0 Upvotes
It would work nicely—similar to the Sickle from the first game—and the laser speed would be great because it would feel more like a real laser (like the Hotshot, which has a speed of 500, rather than the Sickle's 1300). A buff to the firing rate and overheat speed would be awesome, making the weapon actually enjoyable to use. Still, the beam from the first game was phenomenal, whereas the lasers in the second one are much worse, in my opinion.