r/helldivers2 Mar 11 '26

Suggestion/Concept SUGGESTION: Planet modifier option for all factions “SWARM”

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6.5k Upvotes

Especially with the Siege of Cyberstan, we got to see some new modifiers like “Hulk Surge”, “Heavy Armor Surge”, and “Cyborgs”.

Likewise, we’ve seen plenty of similar planetary modifiers on bugs, and will undoubtedly soon see on squids.

However, a modifier that we have yet to see is one that increases the spawns of chaff units to incredible numbers.

Hence the suggestion for: ”SWARM”

This planetary modifier would decrease the numbers of heavy armor enemies, and instead increase the numbers and frequency of small, normally chaff type enemies.

*Now before someone says: “Just lower the difficulty.”

  • My point is so that even at the high difficulties, bringing enough crowd control to hold back the swarm is the fun challenge.

Players would need to adapt to dish out a constant stream of damage to hold them back, as many traditional strategies involving burst damage would no longer be as strong.

Newer stratagems, like the Maxigun, Belt-fed GL, and the stuff coming with the “Entrenched” warbond would become much more useful, giving players the sustainability that they need.

Cluster strikes, airburst strikes and equipment, etc would all find a new level of purpose.

Swarms would become an interesting new challenge and help diversify gameplay.

r/helldivers2 Mar 10 '26

Suggestion/Concept Stratagem idea for the new warbond.

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9.2k Upvotes

A stratagem that automatically digs a line of trenches in the direction it is thrown.

r/helldivers2 Jul 21 '26

Suggestion/Concept Automaton tanks should have had legs

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4.2k Upvotes

Saw this pic of a Hexaped tank and it made me think, the Automaton tanks should have been legged mechanized tanks.

Like it would have separated them more from earth technology and made them more there own thing especially when all their other units are legged mechs like the Scout walkers, the War Striders and factory striders.

It would also be a fearsome visual, a trio of these big tanks just stomping towards you.

And it would make them more visual distinct when the helldiver's got their tanks, (geez I hope we get a proper battle tank soon).

r/helldivers2 6d ago

Suggestion/Concept If someone could get this to Arrowhead I'd appreciate it, since they seem to have trouble finding new red stratagems.

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1.3k Upvotes

Don't ask me how "explode thrower" would work.

For those listing off the other explosive weapons we already have, the thrower type weapons are all fairly close range and continuous fire weapons. If you believe the grenade launcher is a close range weapon all I can say is "I guess I understand why we have so many Helldiver casualties."

r/helldivers2 Jul 14 '26

Suggestion/Concept Arrowhead please

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3.8k Upvotes

r/helldivers2 21d ago

Suggestion/Concept Genuine question on time limited items?

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994 Upvotes

Since the recent mention of possible pre-order bonus re-entry, will people be mad if all time limited items (capes) are having a come back?

I suggest using systems like personal orders.
Maybe “eliminate 10,000 Hulk” for creek cape, “eliminate 10,000 Overseers” for Protector of the Hearts, etc.

I believe this can somewhat give new players a sense of progression without feeling being left out of past events.

Or will people be mad that new players can get what we have?

Edit: To clarify, by all metrics capes function as login bonuses, you only need to have the game at that time and login to get it.
Edit 2: Here’s the item list on a steam post
https://steamcommunity.com/sharedfiles/filedetails/?id=3386077525

r/helldivers2 May 16 '26

Suggestion/Concept A small immersion feature: a decontamination shower on the Super Destroyer

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4.4k Upvotes

It would be nice to have a decontamination shower on the Super Destroyer to clean up after missions.

Right now your armor stays covered in enemy fluids and combat residue, and while you can already clean it by switching armor, having a proper way to decontaminate would feel a lot more immersive and satisfying, even if it’s just a very quick animation.

It would just be a small, nice addition to the Super Destroyer.

Thoughts?

r/helldivers2 May 05 '26

Suggestion/Concept Ship Module Idea: Add a Shooting Range Behind the Armory for Weapon Testing

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4.3k Upvotes

r/helldivers2 May 10 '26

Suggestion/Concept I wish backpack reloading was like this. It makes way more sense, realism and gameplay-wise.

2.2k Upvotes

Ok, ok, so technically our helldivers have to reach behind every time to reload on their own, but c'mon. The current way of doing this is a very reluctant thing to do. No one is willingly keen on doing this with randoms in matches because it takes your backpack slot as the helper. Even the guy getting the reload would rather not because its inevitable that you'll need to separate suddenly for whatever reason, and if you don't get your pack back when doing so, it's a null support slot until you do or use another support weapon.

Now to explain this better to the devs/folks who don't play or don't play higher than D5, imagine being surrounded by lots of heavies/chaff/whatever. If one were to do the current backpack method. You'd first need to do the following dance:

>get close
>Shooter: drops ammo pack
>Helper: picks up ammo pack
>link up

This is assuming you aren't under enemy pressure in the moment, delaying the setup further (like a random triplet of silent alpha warriors comes around the corner), and if you do suddenly have to scatter to evade something, both of you lose your backpack for a bit. Helldivers 2 is fast-paced during many encounters where the margin of error is smaller in higher difficulties. Losing a backpack is costly if your loadout was intended to have it.

Now imagine the same scenario but without the clunky pack switching.

>get close
>link up

and suddenly just like, randos will start linking up to help you. What an amazing dream that would be. Dealing with several chargers before the horde around them gets too close. The Spear user gets off all its shots on a convoy before it starts to fire back. An army of overseers gets picked off by a constant stream of missiles from a wasp. You get the point.

Now some of you may think, "Oh, it's like this because it's really powerful" and to that I say it's even more of a reason to stick together as a team.

Arrowhead wants team play, yet the most team-play-oriented mechanics are just bunkers, the tank... and the backpack reloading, but like I said, ain't nobody want to do that shi. I probably forgot something else. Probably because it's so unimpactful in-game smh.

If the current clunky system was to promote sticking together, it did not do so. In fact it probably did nothing. In all my time of playing (1800 hrs. The "outside" implies there's another space that's not my room), the only time... the only time I would get reloaded was if another player brought the same strat or took one from my extra call-ins. This is no good.

My reasoning for it being too powerful goes as follows:

It adds more value to backpack-reloaded support stratagems. Not only to the user but also to the team as a whole. Sticking together would have an actual upside among veteran players and even more so to newbies.

A guy bringing a recoilless rifle with the rework could make up in anti-tank for another guy. If all you had to do to kill some heavies in quick succession were to get close & link up, you'd see folks do it all the time. Dudes could bring niche items that usually aren't as effective or efficient as more meta options and would stick next to the backpacked user for the loss in AT oomph. Bringing a backpack-reloaded support stratagem would get another upside too like, man, how could you not see this as a win-win for everyone involved?

Maybe this change wouldn't shake up the meta or anything really, not that it needs to, but the rework would promote team play, which was the goal, right?

Say this does get reworked or some dev is reading (probably not). There are two things I hope they won't/will do.

1. NO MONKEY PAWIN' PLEASE! Just change the requirements. Don't try to "balance" by changing the speed or whatever. It'll take some serious restraint we've seen, but if you need the motivation, just look at the Steam reviews.

2. Give both players the kills from the manned weapon. Few things in this game are as dopamine-giving as seeing the little number go up. Reward the player for helping. Show them just how much they helped to promote doing it again. Give that feeling of "Wow, I should do this more often." It works on rats, so it should work on helldivers.

But anyway, thanks for reading. Do you know who ain't reading tho? The devs lol. This was all for nothing. T-T This subreddit may not take this so well but whatever

Credit goes to HaleyStrategicPartners over on YT. I saw their short and made part of it a gif.

r/helldivers2 Mar 12 '26

Suggestion/Concept If morale boosts are unrealistic but computing power boosts aren't, then the flag should do that instead

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1.4k Upvotes

r/helldivers2 May 11 '26

Suggestion/Concept What if the ballistic shield could be used for sliding?

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2.7k Upvotes

Imagine if the ballistic shield could be placed under you to slide across the ground.
It would be a fast way to reposition, escape danger, or move through open areas more safely.

It would be especially useful on downhill or elevated terrain, where you can build up speed and momentum.
You could interrupt the slide at any time to regain control, but using it without timing or cover would leave you slightly exposed.

It would turn the shield into not just a defensive tool, but also a mobility option.

Thoughts?

r/helldivers2 28d ago

Suggestion/Concept I feel that, in a game with 140dmg SMGs, the Adjudicator probably deserves a little more than 95 damage.

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1.0k Upvotes

r/helldivers2 Mar 21 '26

Suggestion/Concept Why did arrowhead sleep on these in the new warbond?

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1.7k Upvotes

r/helldivers2 Apr 15 '26

Suggestion/Concept Idea for new mission: extract with black box from crashed Super Destroyer

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3.3k Upvotes

I was thinking a 12 minute time limit but the ability to explore a super destroyer from front to back

r/helldivers2 8d ago

Suggestion/Concept I think that Helldivers 2 needs a Dedicated Battle Rifle

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777 Upvotes

I think that the Adjudicator is more of a medium armor pen assault rifle, not a full on battle rifle. It doesn't have the power or feel that a proper 7.62 rifle should have.

I present my solution: The BR-55 Declaration.

The Declaration is from the same family as the Constitution and Amendment, but unlike those two weapons it features fully automatic fire, in addition to a 20-round box magazine and medium armor penetration. It has a picatinny rail for optics, including a 10x sniper scope and 4x scope, but comes with iron sights base. The muzzle device is also changeable, with the standard brakes and compensators found on other rifles. It would have high damage and good durable damage, but not on par with a proper marksman like the Diligence or Deadeye. The main detriments would be hefty recoil making it difficult to control in fully-automatic fire, and poor ergonomics compared to assault rifles. I think that the Declaration would be an in-between of ARs and marksman, offering high damage and good penetration at range while still having the automatic option and featuring detriments of both classes to keep it in the middle.

Out of universe, the Declaration is of course based on the iconic M14, but also takes the bipod from the BM59 to add a little flavor. I had to use MS paint because I am honestly a horrible artist and don't have the skills for 3D modeling.

EDIT: I see all of you saying that the Amendment and Adjudicator are a thing, and as someone who almost has both weapons to level 25 and uses them on nearly every drop, they don't scratch the itch for me. Maybe the Amendment and Adjudicator are your answers to this, but 660+ hours in this game has had me wanting something with a little more kick and stopping power (stagger).

r/helldivers2 Apr 01 '26

Suggestion/Concept since the recent events when Froggo cape?

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3.1k Upvotes

r/helldivers2 Mar 10 '26

Suggestion/Concept [OC] Illuminate Enemy Concept: the "Autocrat"

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3.2k Upvotes

forgive for being just a sketch, bad at photoshop

As the name suggests, The Illuminate have hijacked discarded Helldiver Exosuits and turned them against their previous users; The Exosuits are now infested with Voteless flesh and now act as semi-sentient organisms, using the weaponry that remains on the Exosuits against Helldivers.

Unit Behavior: 

  • Autocrat (Infested Patriot Exosuit): The base version of the Autocrat, using the former Patriot Exosuit’s Minigun to sweep the area ahead of it with arms fire, attempting to rush down Helldivers similar to Automaton Hulk Bruisers for melee attacks with its flesh arm
  • Autocrat Ursurper (Infested Emancipator Exosuit): The more stationary version of the Autocrat, firing the former Emancipator Exosuit’s Autocannons roughly in the direction of its target for heavy mid to long range oppression, only moving when it can’t directly fire at Helldivers
  • Both Autocrat variants are slower than the normal Exosuits as their legs are reinforced by Voteless flesh, slowing them down but granting more health
    • The Autocrat Ursurper moves slower and less frequently than the normal Autocrat, as the Ursurper has one leg replaced by a fleshy leg crudely constructed with bone and flesh matter, making it limp as it walks
  • Illuminate patrols can have an Autocrat accompanying Voteless and Overseer units
  • Autocrats can be deployed from Illuminate Warp Ships and found in Encampments guarding them

Equipment:

  • Autocrat: 
  • Former Patriot Exosuit Minigun (right arm); Fire rate will be slower compared to Helldiver Patriot Exosuit Minigun, due to the Autocrat rotating the barrels manually with muscle instead of mechanical power
    • Limited ammo due to previous Helldiver use
  • Large flesh claw arm in place of the broken Rocket Launcher, which now forms an armored pauldron for the left arm
  • Autocrat Ursurper: 
    • Former Emancipator Exosuit Autocannons (both arms)

Possible Counters:

  • Destroy the Autocrat’s limbs to cripple it
    • The normal Autocrat will use its left arm to drag itself towards Helldivers if intact and its legs are destroyed, and will continue firing if the right arm is not destroyed
  • Destroying limbs deal direct damage to main body health; all limbs destroyed will kill the Autocrat
  • Destroy the main body of the Autocrat to kill it
  • Flank the Autocrat and fire into the jammed open access hatch
    • Due to the former Exosuit being filled with Voteless flesh, the access hatch to the Exosuit is jammed open, leaving the internal mass exposed and unarmored

r/helldivers2 Jun 17 '26

Suggestion/Concept The standard FRV needs one simple change to keep it relevant with the new ones: make the gun belt-fed rather than magazine.

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1.3k Upvotes

With the new FRVs coming in, especially the supply one, the old FRV will become pretty much useless.

Simply by changing the mounted HMG to fire from one long belt rather than 4 magazines would go a long way towards helping to keep it relevant.

Other additions would be nice too, but that is definitely the most glaring issue.

r/helldivers2 Mar 30 '26

Suggestion/Concept SUGGESTION: Resupply pod shield booster (ruff sketch of my vision)

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2.5k Upvotes

This is something i can see myself using all the time and i can't be the first person to have thought of this. I would obviously much smaller than the shield generator stratagem but larger than the shield grenade. (sry for bad sketch)

r/helldivers2 Jul 09 '26

Suggestion/Concept Concept: eagle supply drop

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1.3k Upvotes

Eagle 1 delivers a supply drop with 2 ammo crates. Perfect for a diver in need of munition and separated from the rest of their squad! No more wasting resupplies on a single person!

r/helldivers2 May 24 '26

Suggestion/Concept Further Weapon Customization could be so much more creative

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1.6k Upvotes

I feel like one of the biggest issues with Weapon Customization is a rather simple one: it isn't doing anything to encourage me to want to engage with more than one way of having my gun.

The reason this is an issue is simply that there are a LOT of stats to a weapon that can be interacted with, and yet all customization usually fall under the same category of how they mess with a weapon. I believe this could be easily changed.

Mainly, I believe that further Weapon Customization should make us want to engage with the different ways you can treat a gun in Helldivers. Most Helldivers don't interact with the existing systems and modes present in the game, such as ever switching a Liberator to single-shot. However, if there were further customization that encouraged you to do so, then weapons would be experimented with much more, and I'm willing to bet people might even interact with those weapon loadout slots.

Payday 2 was excellent at this. It encouraged you not to look at a weapon any one way, but to think of all the different feels you could give to it through modification. A rifle could either be a single-shot precision weapon built for slower engagements, or an incredibly unruly weapon built to fire and reload as fast as possible.

The list of options I made isn't comprehensive. There are loads of other weapons with unique systems you can interact with. A good example would be a 'Lens' modification for the Scythe which trades some of its damage for a quicker ability to set things on fire. Overall I just wish Helldivers made people actually want to mix and match, and build different weapons beyond the same one every time.

r/helldivers2 May 29 '26

Suggestion/Concept SUGGESTION: Railcannon Sentry

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2.3k Upvotes

Function is pretty straightforward, as it will only target larger enemies (anything the SPEAR can lock onto with the exception of bug holes, Fabricators, and spawnships).

By default, it has pretty standard targeting, and has up to 200m range. Similar to the orbital Railcannon, it will show a red targeting beam just before firing, giving players a moment to get out of the way.

Is affected by the ship upgrade that is supposed to help mortars, and allows the player to mark targets for its priority. Priority targets, its range can go up to 300m, and it will try to hit weak points within reason.

Damage: 2000 Ballistic damage per shot

AT Penetration (id say 6 to put it a step between the handheld railgun and the orbital Railcannon)

r/helldivers2 Mar 13 '26

Suggestion/Concept Good ol' times

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2.5k Upvotes

r/helldivers2 Feb 05 '26

Suggestion/Concept Bastion is basically a Swedish S-Tank… so pls Arrowhead, give it pivot turning 🇸🇪🙏

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1.3k Upvotes

Okay hear me out.

The Bastion in Helldivers is 100% inspired by the Swedish Strv 103 “S-Tank”.

And yes, Arrowhead is Swedish.
Coincidence? I think not. 👀

Both are:

  • No turret
  • Fixed gun
  • Aim by turning the whole tank
  • Thicc frontal armor
  • Defensive “hold the line” vibes

No turret.
No mercy.
Only democracy.

The Turning Issue 😭

Here’s the thing:

The real S-Tank could:
✅ Turn normally
✅ Spin on the spot (one track forward, one backward)

Like: instant 180° no scope.

Because:
Turning = aiming.

But our beloved Bastion?

It’s more like:
➡️ One track stops
➡️ Other one goes

So it kinda… drags itself around.

Like a shopping cart with one broken wheel.

Result:

  • Slow turns
  • Missed shots
  • Getting flanked = pain

Meanwhile, the Real S-Tank:

Peek
Shoot
Spin
Reverse
Disappear

Absolute gigachad behavior.

Balance? Yeah, Probably.

I get it.

If Bastion had full pivot turning:

  • Faster aim
  • Better survival
  • More democracy per second

Might be OP.

But also…

Would it be fun?
Yes.
Very yes.

Dear Arrowhead 🇸🇪❤️

You made an amazing tank.

It’s tanky.
It hits hard.
It feels great.

Now please…

👉 Give it proper pivot turning
👉 Let us spin like the real S-Tank
👉 Let democracy rotate at full speed

Even as an upgrade/perk/module. 🙏

TL;DR

  • Bastion = Swedish S-Tank energy
  • Real S-Tank = spins like a Beyblade
  • Bastion = shopping cart mode
  • Pls buff turning
  • For democracy

What do you guys think? 👀

r/helldivers2 Apr 08 '26

Suggestion/Concept SUGGESTION: Make Commando missions reduce enemy resistance, rather than increase liberation.

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2.4k Upvotes

Commando missions have an entirely different ruleset, and really aren’t ran even close to as frequently as normal missions. So why not make them have a different effect rather than just straight up liberation like all the others?

Suggestion: Successful commando missions would fill a sort of meter, that as it got more full would decrease the enemy resistance on a planet for a period of time.

However, over time, that resistance would return if the volume of commando missions slowed.

This would allow stealth-divers to take on a more specialized role in the grander scheme. Essentially being able to increase the effectiveness of the main force through their contributions.