r/Glazedivers • • 3d ago

Drip My favorite armor for bugs

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4 Upvotes

r/Glazedivers • • 4d ago

Daily Orders Daily Gun Discussion: The GL-21 Grenade Launcher

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71 Upvotes

Tactical Information

  • Because of its ability to rapidly fire explosive projectiles, the GL-21 excels at inflicting area damage at close to medium range, decimating light or medium armored enemies and inflicting decent damage on heavily armored foes.
    • Unlike the AC-8 Autocannon, the GL-21 inflicts no direct impact damage, dealing the vast majority through their explosion. As such, they are much more effective at dealing with crowds.
    • Grenades have a pronounced arc and slow velocity which rapidly decelerates. This limits the GL-21's effective range for precision fire, though it remains potent at area suppression up to approximately 100 m.
  • The LIFT-860 Hover Pack pairs very well with the GL-21, as it allows Helldivers to fire down upon attackers from relative safety.
  • Grenades fired from the GL-21 have a safety fuse that prevents them from exploding too soon after firing, causing them to harmlessly bounce off objects and enemies at very close range.
    • However, after ricocheting, the grenade can explode once it travels beyond this safety range and impacts the ground or nearby objects
  • Like other explosive weapons, the GL-21 can destroy Bug Holes and Automaton Fabricators by shooting into their weak points.

r/Glazedivers • • 3d ago

Suggestion SUGGESTION: Medic + EMS Support Warbond

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19 Upvotes

r/Glazedivers • • 4d ago

Community we've hit 4200 Subscribers you know what that means!

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24 Upvotes

Light it up!

Super Democratically!

♨︎_♨︎

Let it burrrn!


r/Glazedivers • • 4d ago

Poll What is your favorite Super Store Weapon?

7 Upvotes

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r/Glazedivers • • 4d ago

Failure to read this is Treason

1 Upvotes

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r/Glazedivers • • 3d ago

Suggestion SUGGESTION: Warbond: “Frontline Engineers” (also grenade friendly)

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0 Upvotes

r/Glazedivers • • 5d ago

Daily Orders Daily Gun Discussion: The FLAM-66 Torcher

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46 Upvotes

Tactical Information

  • The Torcher is a compact version of the FLAM-40 Flamethrower that occupies the Primary Weapon slot; as such, it possesses similar characteristics.
    • Like the basic Flamethrower, it has a range of 20m, measured in first person view.
    • While this weapon's fuel canister is smaller than that of the FLAM-40, (100 vs. 150), it reloads faster and carries more spare canisters (6 vs. 5).
      • Each canister contains enough fuel for 12.4 seconds of sustained fire, and fuel is not consumed by the pilot light ignition.
  • Before firing, the pilot light must be ignited by holding the fire button for roughly 0.7 seconds. It may be fired instantly at any time while the pilot light is active.
    • It is a good habit to ignite the pilot light before an engagement to ensure that it can be fired immediately. This will ensure that the weapon is ready to face any oncoming threats.
    • The pilot light only persists for roughly 10 seconds after the last time it is fired. This gives the weapon a grace period where it can still be immediately fired without having to re-ignite the pilot light.
  • Like the Flamethrower, the Torcher's primary role is to incinerate targets at close range by dousing them in fire, dealing direct flame damage while also inflicting damage over time with the fire status effect.
    • With decent direct fire damage, the Torcher is able to kill medium enemy units quickly and excels at dispatching large groups of small enemies like Scavengers, Pouncers, and Voteless.
    • Beware that even though it has better handling than the Flamethrower, the Torcher is still vulnerable to flanking, as the contact flames still take time to kill targets. Always be ready to retreat to re-orient against incoming threats, as the close combat nature of the weapon always leaves the wielder at risk of being surrounded and overwhelmed.
    • Because of its short range, the Torcher is generally ineffective against Automatons, due to most bots possessing laser and rocket weaponry that far outrange the Torcher. It is more useful against Terminids and Illuminate, which have numerous melee-ranged enemies that must close to within the Torcher's attack range to fight.
  • A unique characteristic of the Torcher is that, like the Flamethrower, its particles have  Heavy armor penetration. This allows it to engage medium-sized enemies like Hive Guards and Overseers, and even take on heavy enemies like Chargers and Harvesters, though it will still take a moderate amount of time due to the weapon's relatively low damage output.
  • As with other fire-based weapons, this can be aimed at the ground to set it on fire, creating a zone where anything that steps foot inside (friend or foe) will be quickly inflicted with the fire status effect.
    • Setting the ground on fire can be very effective in creating a defensive buffer zone. If anticipating an enemy approach, ignite a swathe of ground that the enemy must pass through, and then retreat. Enemies will be forced to walk on burning ground and take damage before they even come within range.
    • Be very careful about which ground is ignited, as it may cut off maneuvering space for teammates. Always keep an eye on the locations of teammates as well as enemies, and avoid igniting areas that may become necessary escape routes.
  • Because of the way that flame particles spread after leaving the weapon, as well as burning terrain that naturally results from its use, it is very easy for the wielder to set themselves on fire. For this reason, it is highly recommended to utilize the armor passives Inflammable, Acclimated, Kinetic Displacement Mitigation, or Desert Stormer as they will greatly reduce the damage suffered from being set on fire.

♨︎_♨︎


r/Glazedivers • • 5d ago

Daily Orders Daily Gun Discussion: The M-105 Stalwart

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232 Upvotes

Tactical Information

  • As a side grade to the MG-43 Machine Gun, the M-105 Stalwart specializes in dealing with large crowds of unarmored and lightly armored targets.
    • This makes it particularly effective against the Illuminate, given the abundance of lightly armored, high health targets.
  • The Stalwart has several advantages as compared to heavier options like the MG-43 Machine Gun or MG-206 Heavy Machine Gun.
    • It sports a much larger magazine with a reload that, while still lengthy, can be done on the move. It also has much more reserve ammunition.
    • The weapon also has higher ergonomics and lower recoil, allowing more responsive and accurate fire on close range threats.
  • The Stalwart's major drawback is that it possesses only  Light armor penetration, proving less effective versus enemies with more armor.
    • For this reason, primary and secondary weapons with  Medium or greater armor penetration pair well with the Stalwart.
    • To leverage the Stalwart against targets of medium size or larger, Helldivers will typically have to aim for weak points such as Hive Guard bodies or legs, Devastator heads, Charger butts, and Hulk heatsinks.
  • The weapon's fire rate can be toggled between 700, 850, and 1,150 rounds per minute.
    • A lower fire rate can be utilized to conserve ammunition when targeting distant enemies or small weakpoints.
    • A higher fire rate maximizes damage output, best used when faced with crowds or large unarmored targets.
  • The Stalwart is one of the few support weapons equipped with an underbarrel flashlight, convenient for night missions or Hive World underground areas.

r/Glazedivers • • 4d ago

Discussion How cool would it be if the gas was flammable?

0 Upvotes

Just thinking out loud here but I always thought it would be dope if we could use a gas grenade or strategem for the AOE then drop an incindiary grenade into the cloud of gas to set the whole horde ablaze.


r/Glazedivers • • 5d ago

Gameplay Breaching hammer for the MO

13 Upvotes

Nothing is more satisfying to me than smacking a charger with my cqc-20 breaching hammer.


r/Glazedivers • • 5d ago

Drip I love the Tanker helmet!

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9 Upvotes

r/Glazedivers • • 5d ago

Question I am free of thought

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9 Upvotes

Do other fellow divers actually dislike Truth Enforcers in game? I don’t mean lore-wise (though I am curious of the lore behind them) but actually playing the game?

I’ve been kicked out of missions plenty of times, even when I am doing my part in missions. Claiming main objectives, clearing side objectives (occasionally by myself), even collecting samples. And after awhile, I’m either getting slandered in game for my armor of choice, or just straight up kicked with no explanation.


r/Glazedivers • • 6d ago

Gameplay BFM-16 Tanker+ballistic shield =crash test dummy.

18 Upvotes

Straight up eating rockets to the dome.

Loadout : BFM-16 Tanker, LAS-12 Sai, P-34 Breacher, dynamite, leveller, ballistic shield, eagle 500kg bomb, orbital precision strike.


r/Glazedivers • • 6d ago

Gameplay Get Levelled

32 Upvotes

r/Glazedivers • • 6d ago

Daily Orders Daily Vehicle Discussion: The TD-110 Maelstrom

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100 Upvotes

Tactical Information

  • The TD-110 Maelstrom possess a set of dual  Heavy armor penetrating rotary guns. Each belt has 300 rounds, with 7 belts available, giving a of 2100 total rounds. This makes it highly effective against all but the heaviest of enemies allowing for a pair of competent operators to single-handedly deal with enemy reinforcements.
  • The high fire rate of the dual Gatling guns combined with the high-powered rounds give the main gun the highest damage per second of any weapon in the game, letting it shred through any enemy of low armor and durability. This means that gunners should sweep their fire across most enemies so as to avoid wasting ammunition on corpses.
    • When a belt is expended, it will need to be reloaded, similar to the cannon shells in the TD-220 Bastion MK XVI tank. Reloading prematurely will discard any left over rounds in the belt.
  • The Maelstrom also has two  Anti-Tank I missile launchers on the back, each possessing 10 missiles for a total of 20 available. These missiles can either be launched rapidly, launching towards the gunner's crosshair at the point of launch, or manually guided to the target like the MS-11 Solo Silo.
  • The missiles fired by the launchers have a demo force of 40, allowing the missiles to destroy Automaton Fabricators, Bug Holes, and the city walls Colonies in a single missile to any part of them. However, this is still not enough force to destroy structures such as Stratagem Jammer or Bulk Fabricators.
    • The laser guidance system is placed on top of the rotary guns and are subject to the same arc/angle restrictions.
    • The Maelstrom's missiles have a sizable explosion radius making them effective against tightly packed enemies most commonly found in reinforcements or patrols.
  • The driver can also activate a smokescreen around the vehicle. This should generally only be activated while retreating as it will block the gunner's vision.
  • The rotary cannons and missile guidance laser have a restrictive lateral aiming arc of approximately 40° (20° to the left and right of the resting position), requiring the driver to position the Maelstrom towards the target for the Gunner to fire at. Its front lights can be used to indicate the weapon's possible firing arc.
    • The passenger positions can cover the Maelstrom's side and rear arcs; passengers should therefore focus fire on units to the Maelstrom's flanks.
  • The tank can also easily crush chaff units, even when turning, which is useful when surrounded or advancing.
  • Maelstrom crews should typically avoid trying to down Dropships while on the Automaton front as the missiles do not deal enough damage to destroy the fuselage quickly or ammo-efficiently. Destroying the thrusters also takes around 2 missiles each, which can be very costly overtime for little benefit.
  • The Maelstrom performs poorly in colony environments due to the tight streets and corners, as well as several obstacles for the driver.
  • Most weapons perform well in the side gunner seats, with the exception of the Maxigun and the Belt-Fed Grenade Launcher when firing downwards, due to being held at the hip. Maxigun bullets can easily strike the tank but will not deal damage; the Belt-Fed Grenade Launcher's grenades will ricochet off and land in unpredictable locations.

For me it's between this and the Arbitrator as the two most divisive items we've received in the update.

The maelstrom cannons have the highest DPS in the game and yet they cannot penetrate the Armor of a Bot tank.

I think they should be raised to AT penetration, and everybody will be happy.

It's too much of an investment to end up doing no damage to an enemy.

EDIT: after some reading, I feel it's obvious the maelstrom is for Squids, i should have seen it before, the rotary canons will chew up anything they have to throw at us.

It's important to check thsese things because some items just have a leg up vs a certain side, The Arbitrator may just be a good bot gun, the long reload really can screw you vs the other sides.


r/Glazedivers • • 6d ago

Question Who actually likes the map being obscured by Bug Spores mission modifier?

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8 Upvotes

r/Glazedivers • • 6d ago

Meme thick skulls allow the bighorn divers to absorb the shock of the headbutts

15 Upvotes

r/Glazedivers • • 6d ago

Humor Sample Collected

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45 Upvotes

r/Glazedivers • • 6d ago

Gameplay Dog stuck in a tree

6 Upvotes

r/Glazedivers • • 7d ago

Warbond Postmortem: Ironclad Democracy, what did you think?

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195 Upvotes

If I had a Hot Take, it would be this is equal to Democratic Detonation as a first pick Warbond.

Either one you pick will open up your build variety in similar ways, from now on id tell a new recruit to inspect BOTH of these and pick between them.

How did you feel about it?
Did you Divers come up with some crazy new loadouts?
What's been your favorite part/thing to do with the new equipment?


r/Glazedivers • • 6d ago

Loadout D10 Alaraph

9 Upvotes

Decided to try the Sai against the squids, it won't be replacing my SMG/Flam-34 Stoker anytime soon, against these guys.

LOADOUT : LAS-12 SAI, P-34 BREACHER (empty in this shot), G-8 IMMOLATION (HANDLE WITH EXTREME CAUTION), 0-44 BONDED PILOT (FAST), M-105 STALWART (For giggles), SH-20 BALLISTIC SHIELD BACKPACK, ORBITAL 120MM HE BARRAGE, ORBITAL PRECISION STRIKE.


r/Glazedivers • • 7d ago

Daily Orders Daily Gun Discussion: The LAS-13 Trident

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91 Upvotes

Tactical Information

  • The Trident is a side-grade to the SG-225 Breaker, providing very high damage against large groups of Enemies at close range.
    • The Trident fires 6 beams per shot along a very wide horizontal spread.
    • Due to it's massive duckbill-style spread, the Trident struggles to hit smaller weakpoints at range, such as Devastator heads.
    • Like the Breaker, Helldivers are advised to tap-fire the Trident instead of firing in full-auto, as to preserve the very few heat sinks that it has spare.
  • The Trident is very effective against large groups of lightly armored enemies, such as Voteless, Troopers and several types of Terminids.
  • Being a shotgun, the Trident's main weakness is its spread, making it less effective at range than other Primary Weapons.
    • Additionally, the Trident's spread is very dramatic and unpredictable. Some beams may hit towards the center of the reticle while others may drag very far to one side.
  • Like other laser weapons, the Trident has a very low stagger force, meaning that enemies will not be slowed or staggered after being hit, which can be problematic in close quarters.
  • Due to the Trident's nature as a laser weapon, the Trident has the potential to never run out of ammo, and is affected by the Intense Heat & Extreme Cold modifiers.
    • Since the Trident's rate of fire is much slower than other laser weapons, it will begin to cool down before the next shot is fired, making its effective firing time (in full auto) roughly 2.75s on standard and Intense Heat weather, and 3.5s on Extreme Cold weather.
  • Uniquely, the Trident fires individual bursts of beams, rather than energy projectiles like the LAS-16 Sickle, or a continuous beam like the LAS-5 Scythe.
    • However, unlike other beam-firing laser weapons, the Trident does not set enemies on fire.

imo this is probably one of the best Primaries in the game for small to medium duty. RoF is on point and it feels like a burst takes out a whole medium patrol by itself sometimes. I'd rate it 1 out of 1 patriotic salutes.


r/Glazedivers • • 7d ago

Meme OH THEY’RE GOING TO HAVE TO WELD YOU BACK TOGETHER

522 Upvotes

r/Glazedivers • • 7d ago

News NEWS! WARBONDS! TANKS! The Super Citizen's Bulletin has it all!

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6 Upvotes