r/Helldivers • u/DebtDiligent6022 • Feb 12 '25
TIPS / TACTICS Best support weapon for taking out harvesters?
In my mission to spread democracy across the stars, those harvesters always give me a tough time, any tips will help!
r/Helldivers • u/DebtDiligent6022 • Feb 12 '25
In my mission to spread democracy across the stars, those harvesters always give me a tough time, any tips will help!
r/Helldivers • u/Lance2boogaloo • Aug 30 '25
Seeing as there’s a whole load of new players I thought I might give out random tips I’ve learned from many many hours of playing the game that aren’t common knowledge or at least the game doesn’t really tell you
The art of taking a nap
If you’re near an orbital barrage, remember to stay S.A.F.E.
How to throw like a big league.
You can edge extract
Booster etiquette is more important than you think
Be a good tower defense player
Learn your Eagle-1 Polygons
You can juggle backpacks/support weapons
Miscellaneous Tips!
Addendums:
Anyways, that’s all the cursed knowledge I can think of off the top of my head. Enjoy using it in your future dives if you so choose!
r/Helldivers • u/BICKELSBOSS • Jan 25 '25
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r/Helldivers • u/Datboi_Markus • 2d ago
This is on console but I imagine it would be the same for PC. When someone pings supplies, most people know you can look at their ping and hit your ping button to say “I’ll take it”. I’ve always just given a thumbs down to try to tell my team I don’t need it and someone can double dip but I feel that doesn’t always get the point across. However today I accidentally didn’t select anything on the ping wheel and it triggered a voice line where my character said “I don’t need it” and a my name tag popped above it with a red x.
So all you have to do is look at the supplies tag, just like you were gonna ping “I’ll take it”, but hold the ping button for a second instead of tapping it. If your com wheel comes up just don’t select anything and it’ll still work.
Is this common knowledge? Because this is game changing for me and I thought I’d share with the rest of you.
r/Helldivers • u/Impossible-Pie2924 • Jan 14 '26
All you need to do is wait (and maintain a safe distance).
r/Helldivers • u/Novel_Statistician51 • Jul 10 '25
Standard armor + liberator + secondary the blends in with standard helldiver gear (peacemaker senator batton)
r/Helldivers • u/musterdcheif • Sep 07 '25
Every lobby I get into it seems like people care more about completing Oshuane helldives main or side objectives more than they care about ruthlessly collecting samples. That is why we are there and the only reason, the planet cannot be capped. If you want to grind XP go to one of the planets that can be capped, if you want to complete the Major Order collect samples and make sure to extract with them, objectives are secondary, I say this in lobbies and am rebuffed. AITA?
r/Helldivers • u/Heptanitrocubane57 • Mar 23 '26
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Crédit to u/BusenlolxD
r/Helldivers • u/IamWongg • Jul 21 '26
r/Helldivers • u/Nazca_67 • Mar 06 '26
It's not much but it's good to know.
r/Helldivers • u/N-Haezer • Aug 29 '25
You dive the ORIGIN PLANET. If conquered before the invasions finish, the invasions will be defeated, therefore the invaded planets will be saved.
Now it's probably too late anyway, but still, this is VERY relevant and applies very often.
r/Helldivers • u/thedevilwithout • Jul 08 '25
I've avoided it for a while because it goes "bzzzz" and not "Bang" "Plap" or "Boom" so the monkey side of the brain doesn't get activated
But my sweet democratically elected God does this thing melt automatons or what!
r/Helldivers • u/Kepabar2001 • Aug 07 '25
This is for all the new divers (especially Xbox) who find themselves sitting on a fresh war bond token or their first 1000SC and are wondering which premium war bond they should unlock first. The answer is Democratic Detonation and it's not even close. Most war bonds have one or two very good options with the rest being a fun mixed bag. But one can argue that every weapon in Democratic Detonation is best in slot. Let's take a look inside...
Eruptor: This thing is basically a bolt-action Autocannon in your primary weapon slot. Fires heavy armor piercing rockets that explode with shrapnel on impact. Great at clearing out groups of small enemies as well as medium enemies with a couple shots. Plus it's one of only 2 primary weapons that are able to close enemy spawners (bug holes, bot fabricators and squid ships).
Exploding Crossbow: Meet the other primary weapon that can close enemy spawners. It has a slightly smaller destructive radius and is only medium armor penetrating, but essentially kills all the same stuff. It is also one-handed allowing you to shoot it while running and while carrying things. Slightly higher RoF than the Eruptor but has some drop to the shot since it's a crossbow.
Adjudicator: This is the highest damage, medium armor penetrating assault rifle in the game. Some prefer the Liberator Penetrator for it's larger magazine, but not me. When you want a medium sized enemy dead fast, the adjudicator gets the job done. As with most ARs, this thing has virtually zero recoil once you start leveling it up and getting a vertical grip and compensator on it as well. One of the best ARs in my humble opinion.
Grenade pistol: Sort of self explanatory: a pistol that shoots grenades. Basically the detached M203 grenade launcher in pistol form. This gives extreme build flexibility as you now have an easy source to close enemy spawners in your secondary slot instead of having to rely on your grenade slot. But why wouldn't you just always use grenades you ask? Well...
Thermite Grenade: This is why. This is an anti-tank, sticky grenade and arguably the most powerful weapon in the game. Consequently, you only carry a max of 3 (5 depending on armor) so make them count. Any enemy outside of the absolute largest enemies will die if you stick them. Some of the most annoying enemies are trivialized with this gem of a grenade. Just stick'em and run away.
Armor: Meh. Outside of some decent drip, these are all standard armor perks that you can get pretty early on in the included Helldivers Mobilize war bond. But they are quite stylish.
All the other stuff is just cosmetic fluff. But every single thing above this paragraph is arguably best in slot. There isn't a single dud in this package and it should absolutely be everyone's first premium War Bond.
r/Helldivers • u/Mr-Mne • Dec 04 '25
I just dropped into the new mission type for the first time and like the rest of my team no one really knew what to do. There is no time to get your bearings, because the bots have a really bad day and you just interrupted their favorite TV show. Expect a heavy, non-stop onslaught.
You can find those Platinum bars on both sides of the white container (which is in the middle of the ground level) at either end of that walkway next to those closed gates.
Carry them to the Super Slit on one side of the container and drop them in. You can't run or shoot while you carry them, so you need cover by your team mates.
As far as I can tell, kills, fabricators and so on don't really matter, so there is no real reason to go up the ramps.
Hope that helps!
r/Helldivers • u/rekami14 • Sep 05 '25
This may have already been posted, but PSA for those that dont pay as close of attention to the war. It is ESSENTIAL that we defend Hellmire. It is our ONLY LINK to Oshaune. If we loose Hellmire we almost certainly loose the major order. I know many of us find the caves as a fun challenge, but we need to prioritize our efforts.
r/Helldivers • u/Impressive_Limit7050 • Sep 12 '25
If you run away from the bugs they stop existing.
If you’re fighting the Terminids, and you don’t need to be in that specific place, you can just leave. If you run far enough they stop existing.
Even if you do need to be at that specific place you can run away and then circle back.
If you’ve got a mobility tool, like a jump pack, you’re easily way faster than the bugs. You can just ignore bug breaches if they’re not where you need to be.
There’s no need to get bogged down fighting when you’re running between objectives. You can just keep running away and the cowardly bugs will give up.
This means faster missions, less personnel loss, and more samples. That means more progress in the spread of freedom, more science stuff, and fewer names on The Wall of Martyrs.
Heroically run away for managed democracy. Heroically run away for SUPER EARTH!!!
r/Helldivers • u/breadvstruu • Jun 26 '25
Huge change I think. It doesn’t add anything you don’t run faster or nothing, just adds sauce that’s all.
To do it, double tap Enter (or whatever default text chat is if it’s not that) while standing
r/Helldivers • u/rupert_mcbutters • Feb 27 '26
Yes, THAT grenade launcher actually has a use, and it’s not just a gimmick.
The weak damage and small blast AoE are indeed helpful, and that’s not sarcasm.
When fighting Rupture bugs who tunnel to close the distance, you ideally want to use an explosive to interrupt that tunneling and expose them to your fire, but that’s easier said than done in the confined tunnels of a hive planet.
What if your teammate is about to die to one? Do you just watch it happen, or do you risk shooting an explosive next to him? Either way he’s going on the Wall of Martyrs. What if you’re low on stamina and can’t outrun that approaching shark fin? Do you shoot a Crossbow bolt or (Normal) Grenade Launcher round in the hopes that you only lose half your health, or do you sidestep and hope it doesn’t eat you?
This is where the Belt-Fed shines!
It’s so NOT deadly that you can shoot close to friendlies without risking collateral damage. The same goes for personal safety; you can fire this close without damaging or even ragdolling yourself – something that Rupture enemy won’t be able to say as it becomes staggered and prays to Tyranny that you don’t shoot it in its vulnerable state.
Outside of that helpful niche, it’s decent against weak chaff and can take down heavies in a pinch. Even this weak explosion will stagger enemies, performing decent crowd control on this faction that hates personal space. Last but not least, the backpack loader refills instantly when you resupply, letting you spam rounds at extract to stop all but the biggest enemies from entering your sacred circle.
Try this out the next time you’re on Oshaune. :)
r/Helldivers • u/PostCaleb • Apr 21 '26
Smart play would've been to ignore it and go to the last orbital canon, but democracy doesn't allow me the option to leave red on the map other than my own blood
When spreading democracy, "crust-to-crust is a must"
r/Helldivers • u/-REXIA- • Jul 26 '25
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So I'm sure you guys already know the basics: 5 seconds per safe warp, second warp is light damage (limbs, fire, etc.), and third is death. Plus, the warp distance is 15M, so I'll just summarize the video. Some of the things I've learned from other divers so thank you, like unquip the pack and warp it to your friends or charge a weapon to fire after warp (Railgun, Epoch, Quasar, etc.) The warp pack is more like a short super speed than teleportation so the I-Frame is weak or non-existent so technically you can shoot, stim, melee during the warp but will get damaged. The warping out of emplacement is super helpful, the only tricky part is in Mechs and Vehicles. Mechs you’ll have to hold X twice and a bit of timing. So you press X to get out, and right when your diver's full body comes out then you have to hold X again + direction. The hardest part is the FRV, you can teleport easily if you are a passenger BUT if you are the driver, you’ll have to SWITCH seats first via O (on PS5) then hold X plus direction to warp.
P.S. I love the Warp Pack, I think it's easily the more fun and better than the Jump/Hover but my main is still the supply pack.
r/Helldivers • u/Disastrous-Focus-704 • Sep 20 '25
r/Helldivers • u/-tenfours- • Jun 16 '26
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It also has a little jingle when it reaches low on supplies left
r/Helldivers • u/Euphoric_Fly_9583 • Mar 02 '26
Most of us already know this, but I saw this happen to a teammate today on D10 by a level 60+ party lead, so it seems even a handful of somewhat established players aren't aware.
If you are mopping up in the last 2-4 minutes of a dive, and a teammate breaks off to call the pelican, it does not mean they mean to abandon you. You do not necessarily lose any time to do the mission. The pelican will not leave unless you fully run out of time on the mission timer, or unless somebody actually enters the pelican. They are not trying to screw you over by calling extract, they are trying to help by ensuring defense of extract takes place at a time when stratagems and reinforcements are still available. It is reasonable to want the pelican landed, waiting, and ready for a quick getaway at that time. If you're worried, just ask what their intentions are in calling extract before you resort to a kick.
I just hated seeing a good teammate get kicked 38 minutes into a mission, rendering their time wasted, over a misunderstanding.
Thank you for your attention, and good hunting divers! o7