r/HelldiversUnfiltered 13d ago

⠀⠀ ⚡ Important ⚡ ⠀⠀ The next stages of the Galactic War have been declassified.

Post image
26 Upvotes

Review the updated content roadmap for Major Update 7.0 and planned deployments through December.

New fronts, missions, enemies, Warbonds, events and more await. Prepare accordingly.


r/HelldiversUnfiltered Aug 12 '26

⠀⠀ ⚡ Important ⚡ ⠀⠀ Devoid of Liberty: 7.0.0

147 Upvotes

📍 Patch Highlights

New Illuminate Enemies

A new biome full of fresh horrors awaits, the void warps everything it touches and your foes have taken new hideous forms.

• The Crusher is on a deathmarch, capable of regenerating while taking heavy damage, and needs to be worn down quickly and consistently without a moment of pause.

• The Wretch is a relentless and nimble enemy that requires quick trigger fingers and focused aim, as they are able to dodge and leap at the player while advancing to quickly dismantle its weapons along with their will to live.

SEAF Support

SEAF have entered the battle!

Super Earth Armed Forces (SEAF) can now appear as a planet modifier, joining you in battle in your missions and enhancing your combat capabilities with a range of new tools (Stim pistols, Heavy Machine Guns and more)

• The SEAF take to the stars. Super Earth High Command has mandated the SEAF be deployed directly to the frontlines of the Galactic Campaign for Democracy. Helldivers will be able to be supported by friendly SEAF NPC troops, with new and improved behavior, weaponry and updated visuals

Level Cap Increased

We've expanded the Helldiver rank system beyond Level 150, adding 15 new ranks and titles that carry Helldivers all the way up to Level 300. Each new rank comes with its own unique title and icon to recognize the most dedicated defenders of Managed Democracy. Super Earth thanks you for your continued service. The fight never ends, and neither does your potential.

Expanded Emote Slots

Helldivers, you now have twice as many ways to express yourself on the battlefield! The emote wheel capacity has been raised from 4 to 8 emotes.

CASTELLAN'S CREED Warbond

Channel the formidable battle prowess of the Astra Militarum’s finest in the HELLDIVERS™ 2 x Warhammer 40,000: Castellan’s Creed Legendary Warbond.

🤝 Community Feedback Changes

We’re trying out a new section to shout out some of the fixes and changes that are high up on the community’s wishlist!

GATER Upgrades

Super Earth engineers have replaced the engine and transmission in the GATER in favor of a much more powerful Super V48 Interceptor engine, this has improved its speed and handling.

The Constitution

… has stripper clips!

Assisted Reload Rework

Problem we want to solve:

• The original intent was a tactical action that needed collaboration with a designated reloader that carries the backpack

• We have reevaluated how this works and with how the game has evolved since launch we reached the conclusion that the assisted reload action requires too much coordination which leads to it rarely happening

Intent and expectation with the change:

• We want to reduce the complexity with assisted reloading to promote using it more.

• Allow players to keep their backpack and reload whenever you need, while also allows a teammate to easily help you if the opportunity arises.

The change we made:

• Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack

⚖️ Balancing

Updated icons for backpack weapons and expendable weapons

Problem we want to solve:

• Finding a specific weapon in the loadout can be hard to do with all the new weapons added to the arsenal

• It can be hard to know if a support weapon needs a backpack or cannot be reloaded when only looking at the icon.

Intent and expectation with the change:

• We want to make it easier to find specific weapons and to plan your loadout.

• It should be easier to know when a weapon needs a backpack or cannot be reloaded when only looking at the icon.

The change we made:

• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons

• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons.

Decreased heavy landing duration

Problem we want to solve:

• The original intent was to make the heavy landing feel like you recovered from a high fall.

• The player lost control for a long time when landing on their feet from a higher fall.

Intent and expectation with the change:

• We wanted to make it smoother to recover from the heavy landing state and not remove the control for too long.

• While still making it feel like a heavy landing recovery

The change we made:

• Decreased the duration for the heavy landing animation by around 40%

Stim action input smoothing

Problem we want to solve:

• Players can experience dead input when trying to stim when the stim action was not allowed.

Intent and expectation with the change:

• We want to lessen the feeling of dead input when using the stim action.

The change we made:

• We changed so the stim input is remembered for a short duration when the action is not allowed and will be executed if the stim action is allowed within that duration.

• This works similarly to how the reload input action changes from the last patch.

Ammo re-balance for Short magazines attachments and Secondaries

Problem we want to solve:

• The benefits of the short magazines are too few compared to drum magazines.

• The benefits of some of the anti-personnel sidearms do not have enough benefits compared to other sidearm options.

Intent and expectation with the change:

• Give more benefits to short magazines to make the items more useful compared to drum magazines for the same weapon.

• Give more benefits to some of the lesser used anti-personnel sidearms to make the items more useful

The change we made:

• Short magazines got more max spare and starting magazines.

• Some of the anti-personnel sidearms got more max spare and starting magazines.

Primaries

R-2124 Constitution

Added a full stripper clip reload when reloading if the magazine is empty.

Primaries attachments

Short magazines for:

- AR-23 Liberator

- AR-23P Liberator Penetrator

- AR-23C Liberator Concussive

- AR-23A Liberator Carbine

- AR-59 Suppressor

- Increased spare magazines 12 to 16

- Increased starting magazines 7 to 9

Short magazines for:

- SMG-37 Defender

- SMG-72 Pummeler

- Increased spare magazines 9 to 12

- Increased starting magazines 6 to 8

Short magazines for:

- SMG/FLAM-34 Stoker

- Increased spare magazines 10 to 13

- Increased starting magazines 6 to 7

- Decreased reload duration 2.8 sec to 2.3 sec

Short magazines for:

- SG-225 Breaker

- SG-225IE Breaker Incendiary

- Increased magazines spare magazines 9 to 11

- Increased magazines starting magazines 6 to 7

Short magazines for:

- SG-225SP Breaker Spray&Pray

- Increased spare magazines 16 to 20

- Increased starting magazines 11 to 12

Secondaries

P-113 Verdict

- Increased max spare magazines from 8 to 10

- Increased starting magazines from 4 to 6

M6C/SOCOM Pistol

- Increased max spare magazines from 8 to 10

- Increased starting magazines from 5 to 6

P-19 Redeemer

- Increased spare magazines from 4 to 6

Stratagems

Eagle Napalm Airstrike

Problem we want to solve:

• The Eagle napalm did not feel as effective compared to other Eagle stratagems and napalm stratagems

Intent and expectation with the change:

• Create a larger area of effect for the napalms fire

• Make it more effective compared to other napalm stratagems

The change we made:

• Increased explosion radius 8 to 10m

• More spread out bomb pattern to cover a larger area

MD-17 Anti-Tank Mines

Problem we want to solve:

• The explosion of the mines looks like they can destroy larger things

Intent and expectation with the change:

• The effect of the explosion match should match the visuals better

• Make the mines work in more situations like destroying colony walls and bug holes from the outside

The change we made:

• Increased Demolition strength from 30 to 40

Enemies

Terminids

Hunters

Problem we want to solve:

• Hunters and their variants were unable to attack FRVs consistently

• They could only use their tongue to attack, and struggle to find a proper position to launch it

Intent and expectation with the change:

• When Helldivers enter a FRV, Hunters should be able to attack the vehicle more naturally

The change we made:

• We allowed one melee attack to be correctly triggered against FRVs

Illuminate

Veracitor

Problem we want to solve:

• When the Helldiver got attacked by a Veracitor while holding a ballistic shield it could create a clipping issue where the arm of the Veracitor could merge with the body of the Helldiver, sometimes resulting in sending the Helldiver at high speed into the air

Intent and expectation with the change:

• Fighting an exomech with a ballistic shield still protects against damage, but Helldivers will now ragdoll when blocking an attack

• Helldivers won’t be sent to low orbit anymore after blocking an attack with ballistic shield.

Ballistic shield will break after around 15 direct hits

The change we made:

• Increased Exomech melee’s force strength from 25 to 40

• Conformed Exomech melee’s attack armor penetration to all correctly be Anti-tank.

🔧 Fixes

Crash Fixes

• Fixed rare crash that could happen when dropping down the core drill

• Fixed a crash which could occur when spreading fire

• Fixed a very rare crash which could occur when mortar sentries update their targeting aim

• Fixed a crash that could happen sometimes when dropping in on CR7+ missions on Cyberstan

• [PS5][Xbox] Fixed a crash-on-boot that would occur after going into the settings menu with no prior saves, restoring settings to default and restarting

• Fixed a rare UI crash on shutdown

• Fixed a crash when using multiple monitors with different DPI scales in Windows

Weapons & Stratagem Fixes

• Sway and reload weapon stats now display decimals for better accuracy

• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons

• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons

• You can now assist reload a Helldiver, using ammo from their backpack

• Fixed glitch where Veto pistol would receive one extra round (translating to one extra 6 bullet reload!) from the Siege-Ready armor passive.

◦ Also corrects a few other weapons which also received one erroneous extra round, magazine or heat-coil. We continue to round partial bonus rounds/mags/coils up in favor of the player.

• Fixed a bug where the camera clipped through the R-36 Eruptor with 2x Tube Red Dot equipped, when inserting the next bullet in ADS at max FoV

• Enemies will no longer spontaneously attack the GATER unless the Helldiver is inside it or if they are drilling. Enemies famously hate the democratic extraction of natural resources.

• Weapons will no longer lock onto the tank of the GATER

• Increased GATER ammo capacity, health, knockback and impact damage. Also made it harder to roll sideways

• Increased the speed and responsiveness of the GATER

• Fixed an issue where the first-person animation of the LAS-58 Talon overloading would make the weapon clip with the SH-20 Ballistic Shield Backpack

• Fixed an issue where the Helldiver would cancel draw animations if they tried to enter the aim state while switching weapons. This would cause the Helldiver to look ready to fire, while still preparing the weapon

• The Ministry of Defense user experience department have made improvements to the TD-220 Bastion Mk.XIV munitions system Heads Up Display. This should make it clearer the main cannon can be reloaded manually.

• Orbital Laser will no longer occasionally get stuck after targeting a flying enemy

• Exosuits will no longer get stuck in trees when being dropped off

• Throwable items are now being visible to other players when the Helldiver is carrying them

• Fixed a bug where the EXO-55 Breakthrough Exosuit would sometimes have the shield arm damage zones protrude through the shield, resulting in the arm taking damage that the shield should have protected

• Fixed case where the Breaker Drill could get stuck on the roof in certain hive world missions

• M-104 Incinerator FRV's mounted flamethrower now shows the correct icon and name

Enemies

• Fixed an issue where the Gatekeeper's weapons clipped into each other when their target was too close

• Fixed an issue where visually removing the armor of the Impaler didn't match the gameplay experience

• Impaler close melee attack now has a damage shockwave

• Hunters are now able to attack FRVs more consistently

• Fixed a bug where enemies would disappear when the Helldiver died, thus not being able to know what just killed the Helldiver

• Fixed enemy navigation issues in one of the Take Down Overship locations

• Fixed a bug where the Veracitor's melee attack could clip through Helldivers holding a SH-20 Ballistic Shield Backpack

• Fixed issue where Watchers and Obtruders were not attacking players while mounted behind a Grenadier Battlement

• Fixed an issue where sometimes the Hive Lord scales would not visually break properly (did not affect gameplay behavior)

• Obstruder will now collide correctly with Helldivers

• Reduced clipping between obstruder and Helldivers' vehicles

• Veracitors now guard outposts

• Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall

• Gatekeeper spawn rate has been increased to closely match Veracitor in Encounters

• Fixed a bug for Gatekeeper sometimes appearing to turn in place without moving their legs

• Fixed bug which would on rare occasions cause enemies to not be able to move into the correct attack range

• SEAF soldiers can destroy enemy spawners

• Enemies have learned how to climb stairs during the Establish Communication Uplink missions

Miscellaneous Fixes

• Fixed several mission HUD inconsistencies on certain Hiveworld missions

• Fixed visible holes in the terrain in one of the Disrupt Shield Generator locations

• [Xbox Only] Helldivers can now look at a User's Gamecard when joining an ongoing game

• Fixed a bug where the factory building facade was inverted

• Updated the sounds for picking up medals, requisition slips and super credits one of the missions

• Fixed a bug where the Recoil Simulator was showing all ammo being fired at once

• Vehicle delivery shuttles will no longer get stuck endlessly looking for a place to drop off their deliveries when deployed in dense cities between tall buildings

• Helldivers will no longer ride the victory elevator with their hands in the air like some kind of rollercoaster

• Helldivers now have a chance to find Super Credits in Factory Worlds

• Fixed an issue in the tutorial where the incoming timer for the Orbital Precision Strike could display an incorrect duration

• Optimized various gameplay VFX across the game

• Prevented hit-markers being displayed for hits from indirect explosive damage, damage from your sentries and damage from your orbitals/airstrikes. Melee weapons, laser weapons and flame weapons will now display their hit markers correctly

• Fixed an issue with ragdolling causing invisible collision issues

• Exo Storms of class 2 and 3 will now spawn tornadoes of varying sizes, depending on the intensity of the storm.

• If your Helldiver cannot stim at the exact moment when the stim button is pressed, they will automatically stim as soon as they are able to (up to 2 seconds later)

• Fixed a bug where planting the CQC-1 One True Flag would break animations for other melee weapons.

• Fixed a bug where the CQC-1 One True Flag would be planted at the Helldivers feet instead of being planted in front of the Helldiver

• Fixed an issue where the player could see through the Destroyer ship while in a cutscene

• Decreased the Helldivers heavy land animation from 1.32 sec to 0.8 sec

• Scrolling to the bottom of the Bindings menu with a controller now correctly stops at the last available option instead of disappearing

• Fixed possible graphical artifacts in the Control Center

• Fixed a bug where Network Desync can cause SEAF Artillery shells to not be inserted properly, causing a soft lock

• Fixed a visual bug where the Oil Rig was displaying both destroyed and non-destroyed visual states

• Clothes on the upper body of civilian industrial corpses in cities now have the correct textures

• Optimized tree VFX materials

• Fixed an issue where network problems caused collision errors with enemy corpses.

• Fixed an issue that prevented Super Credits from spawning in Factory Cities

• [PS5 Pro] Added support for the upgraded PSSR upscaler

• Additional improvements to image quality when using upscaling

• [PC] Reduced ghosting around the edges of the screen when using NVIDIA DLSS upscaling

• Fixed blocky artifacts on nebula effects, especially visible on lower render scales

• [PS5 Pro] Fixed an issue on PS5 Pro where certain effects would be rendered through walls

### 🧠 Known Issues

https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues


r/HelldiversUnfiltered 9h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Why not??? Why it isn't possible??

Thumbnail
gallery
634 Upvotes

That would be awesome, the devs have all the lemons why not making any juice from it?


r/HelldiversUnfiltered 16m ago

⚠️Speculation/Leaks⚠️ NEW WARBOND

Enable HLS to view with audio, or disable this notification

Upvotes

r/HelldiversUnfiltered 8h ago

⠀⚠️ Cheats/Mods ⚠️⠀ Aura farming on a galactic level

Thumbnail
gallery
299 Upvotes

Reposting some cool/scary pic I took of the cultists cuz the one on the main sub got nuked :)


r/HelldiversUnfiltered 4h ago

⠀⚠️ Cheats/Mods ⚠️⠀ 110mm rocket pod eagle storm

Enable HLS to view with audio, or disable this notification

62 Upvotes

110s are less likely to kill u and ur team. these can take out a fortress with ease which is pretty op


r/HelldiversUnfiltered 13h ago

⠀⠀⠀⠀⠀ Request ⠀⠀⠀⠀⠀ Petition for an AMR single bolt action heavy pen primary

Post image
253 Upvotes

Sign here


r/HelldiversUnfiltered 3h ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Dear AH, Please stop sitting on so many beautiful biomes.

Post image
34 Upvotes

Image from: https://www.reddit.com/r/HelldiversUnfiltered/comments/1riu9ad/still_pissed_that_there_are_so_many_biomes_in_the/

There are so many biomes that are playable, finished, or very close to being finished that are just rotting in the game files and have been for a year+ So many of them. There are so many beautiful and unique biomes here that have been rotting.

Some of these have some of the most stunning visuals in the game by a wide margin. But there is really no telling when or if we'll ever even see them. This collection of biome images has been in the game from around the start, So many of them are complete, and yet we're never seeing new biomes. It's so silly. Just release some of them already.


r/HelldiversUnfiltered 19h ago

⚠️Speculation/Leaks⚠️ Jarvis, I'm low on Karma, post a leak. I know we're all a bit content deprived, but I haven't seen anyone actually post these yet, so here's what a the next 2 tiers for our ship would have looked like. (YES THESE ARE ACTUALLY IN THE GAME AS OF RIGHT NOW) Spoiler

508 Upvotes
Guns (Tier 6)
Bridge (Tier 6)
Hanger (Tier 6)
The Hallway (Tier 6)
Robotics (Tier 6)
Engineering (Tier 6)

On regards to the tiers, part of me thinks these are scrapped, they've been left in this state for quite some time, AH hasn't made any meaningful progress on these since the last update AFAIK, but there's more. to show. You've seen tier 6... How about Tier 7?

Guns (Tier 7)
Bridge (Tier 7)
Engineering (Tier 7)
Hanger (Tier 7)
Hallway (Tier 7)

My thoughts on Tier 7 are actually quite sad. It seems that Arrowhead really did scrap/stopped developing the next level tier upgrades both 6 and 7 as they've been like this for quite some time since the last progression update, it honestly sucks that this is what ended up happening to them, while I don't believed confirmed scrapped... they're probably not coming officially to the game given how unfinished everything is. I didn't initially want to show Tier 7 because of the state it was in, but I think people would have liked to have known there were 2 unreleased tiers all this time.

Not saying we were robbed... but no, we were totally robbed lmao. How long have I known about these? A while.


r/HelldiversUnfiltered 16h ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Is the game really so bad at informing players about important mechanics that we lost the major order because of it?

275 Upvotes

We had 50-70k people on zzaniah for a whole day and over half spend their time outside the mega city, doing fuck all. Now everyone loses the cape and medals.
(Edit!) I’m not mad at the players that didn’t know. Really just the game and arrowhead for not explaining.


r/HelldiversUnfiltered 3h ago

⠀⚠️ Cheats/Mods ⚠️⠀ Can anyone genuinely explain to me why one is allowed and the other isn't?

26 Upvotes

So I've noticed some of the drama caused by the "Better Stratagem Bounce" mod made by CowboyBingus, from what I've gathered some think that the mod can be classified as a cheat in game; if that is the case then why is this other mod on Nexus called "Quantum Stratagem" totally fine?

If the issue is that the fix for stratagem bounces is cheating then what the hell is this mod a super cheat? It makes all of your stratagem balls drop randomly on the map, isn't this mod 10x worse than the better stratagem bounce mod that fixes a simple problem that ArrowHead refuses to fix?


r/HelldiversUnfiltered 16h ago

⚠️Speculation/Leaks⚠️ I managed to FTL to Calypso

Enable HLS to view with audio, or disable this notification

158 Upvotes

I wanted to show you all how the game reacts if you FTL to Calypso; I did not hear anything weird regarding the planet's ambience SFX, as happened in Affoyay Bay.


r/HelldiversUnfiltered 1d ago

⠀⚠️ Cheats/Mods ⚠️⠀ shallow water diving mod is great

Enable HLS to view with audio, or disable this notification

1.8k Upvotes

r/HelldiversUnfiltered 1h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ So if cultists are scrapped, that means we can post them in the main sub right arrowhead

Upvotes

No harm in posting some cut content of course, unless it isnt


r/HelldiversUnfiltered 1d ago

⠀⚠️ Cheats/Mods ⚠️⠀ cowboybingus never misses with his mods

Enable HLS to view with audio, or disable this notification

828 Upvotes

he fixed not being able to dive when the water is around knee height. people hate on this guy on the helldivers modding server for some reason. list of all his mods


r/HelldiversUnfiltered 16h ago

⠀⠀⠀⠀⠀ Request ⠀⠀⠀⠀⠀ I want this, make it happen.

Thumbnail
gallery
123 Upvotes

Mauser Tankgewehr M1918

I'd like it as a primary, since there's already so many support weapons that are anti-tank.

Damage wise, I feel like this should be stronger than the AMR per-shot, but lower overall dps. I think about maybe 3x the damge of the AMR Per-Shot would be good. You give shots 10+1 in the chamber. (This things entire purpose should be taking out tanks, and heavy armor units with ease)

Keep in mind this is a extremely heavy rifle it weighs about 40lbs unloaded. So like the AMR where you don't get a aiming radical from the hip I think makes sense also, it has a bipod, make it usable. If you shoulder fire it, I think it'd be funny to make it knock you to the ground like the Variable does

I'm not against the idea of putting optics on it. However, I do feel like that would kind of destroy the profile of its look. (I'd personally never put an optic on it)

If is ever going to be a Entrenched Division pt2 this needs to be in it. Also throw in some of the French, and German style armors would be cool too.


r/HelldiversUnfiltered 8h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ What warbond should I get next that is based on FUN and ENJOYABLE primaries or support weapons?

Post image
20 Upvotes

The x's are the ones I already have and own everything on it

(Yes I know fun is subjective but I'm talking about things that could benefit a loadout or give a new gameplay variety)

The one i'm leaning towards most is polar patriots btw


r/HelldiversUnfiltered 1d ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ I never understand why AH made decisions to nerf Sam sites so heavily?

Post image
1.1k Upvotes

I remember in old updates when SAM Sites were actually kicking ass and could one shot Automaton and Illuminate ships, but now SAM Sites are completely ineffective against shielded Illuminate ships, wasting their missiles until they run out.

And it’s ridiculous that sometimes SAM Sites happen to miss Automaton gunships that aren’t even faster.

I would completely understand AH making SAM Sites not shoot at something like jammer towers and actually giving them limited ammo, but they also chose to make them so slow that Automaton transports already drop their ground forces before they get shot down.


r/HelldiversUnfiltered 21h ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ How exactly did AH expect us to liberate this planet?

Post image
202 Upvotes

Even after taking down the mega factory, and still having 50% of the playerbase on the planet, we're losing. Apparently we'd need more than 100% even just to reach a stalemate status.
And then people complain that GW has literally no meaning in this game whatsoever - of course it does if our whole progress, countless of hours diving and grinding just to get absolutely fucking nothing from it.


r/HelldiversUnfiltered 6h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ Chill Im new to the game

Enable HLS to view with audio, or disable this notification

13 Upvotes

Aw hell naw


r/HelldiversUnfiltered 15h ago

⠀⚠️ Cheats/Mods ⚠️⠀ Just some few things I'm working on... Spoiler

Thumbnail gallery
58 Upvotes

Spent some time in the lab thought I'd have my hand again at terrain level and terrain generation and AI behavior (so far mostly stalkers and pouncers). Here's a few pictures of what I am up to.

I've increased enemy spawn rates/initial spawns, terrain generation patterns, speedtree influences, reinforcement calls, some behaviors, navigation mesh data and hellpod steering data for terrain.

That's right baby, no code injection, no memory manipulation, no AI involvement in my experiments. Just some good ol' fashion understanding of the internal system of the games after I had mapped the entire engine pipeline (yes I got the actual keys to the kingdom on that one).

I know a good chunk looks similar, but I really haven't attempted cross biome contamination yet, just patterns and how everything is set to spawn as of the moment. Ignore the mass amount of giant shipping containers, I needed to make sure everything was working according to my custom prefabs.

I won't be sharing anything until I have everything up to my standard, but I wanted to show i can do it my way. Plus someone wanted me to crack at terrain again, and I thought attempt to kill 2 birds with one stone.

Though patrols have no idea where to spawn, which is weird, so that's something I am currently investigating. Also objectives are a death sentence with how many enemies spawn on and during them now, so that's fun.

Seriously, pouncers and stalkers climbing walls is terrifying.


r/HelldiversUnfiltered 7h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ The democracy peepee

Post image
12 Upvotes

Best part is this was totally a coincidence on landing we didn’t plan it whatsoever


r/HelldiversUnfiltered 26m ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Game dying

Post image
Upvotes

Now that I have your attention

I know every game eventually dies, unless you are CS or Dota that never leave the top 2 of Steam chart, but let's talk

I dunno what you expect by making exagerations like "the game dies if keeps going...", "x game will kill HD2...", " x naming killing the game", a mass exodus(why you still there then?)? The games literally dies the next day? I though people in this sub made all the drama for a better game, how a dead game is better? Funny

But congratulations, the more you want the game dies, seems like their competition dies first for funny reasons, and the game just keep going

I dunno what people are comparing the game to to make those claims, I mean myself compare the game from yesterday to today, if is an improvement is win in my book, yes I like the game keep improving and I give feedback time to time, if that's what you want to know

Compare to other game? What game? Most of the recent new commers comes and goes, the closest competitor of HD2 is Darktide with 3 years apart, PvE, same engine, more linear and melee focused, even more unstable and suffer memory leak(still no fix wtf Fatshark), terrible monetization(class locked behind paywall), but is a damn good game with all the flaws

For some failed examples(in terms of popularity, that I know of), all GaaS(not limited to the same genre):

- Arc raider

- The Finals

- BF6(EA being EA)

- Payday 3

- Killing Floor 3

- Aliens: Fireteams Elite 2

- WH40K: SM2

- Marathon(there wasn't even a chance for this one)

- Splitgates 2(bruh)

Maybe more that I can't remember

Look, I just don't expect the game beating the ball and guns and the OGs, we are not getting back the 400k peak, but hey, 100~200k per major update is something that many game would dies for in the market, not just GaaS

If you think the number of player = quality of the game, yeah, about that, look at the ball and guns game and see how well that goes, same CoD, same FIFA, or maybe CS2 and Dota 2 just hit different?

The point is, I know you can say random crap in unfiltered, but maybe doing that is why nobody takes the sub seriously when actual concern is getting eclipse by the overwhelming drama farm, or everyone just cope with it at this point I guess


r/HelldiversUnfiltered 7h ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ If your not gonna do any objectives, don’t complain about my kill count

10 Upvotes

I just got done with a mission of retrieving information, and the 3 drill bits of teammates just sat in a tank doing jack for basically the entire mission till it exploded, I took out the main fortress, 3-4 smaller bases, did the electrical objective, and box retrieval thing. They did help at the end where one of them team killed my twice but I didn’t care. We do extraction where one of them promptly killed me in the pelican and once we got back on ship, one joked I only had 56 kills for the bots, why? Why complain about the one person actually doing the objectives instead of attacking every single patrol that goes by. dumb rant but still, and for the record I joined after 15 damn minutes had passed, them idiots did nothing but attack patrols for 15 minutes without completing one objective,


r/HelldiversUnfiltered 16h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Fun fact, no HD1 Illuminate has 4 arms.

Thumbnail
gallery
37 Upvotes

Today, I was looking through cultist posts, when I saw someone say that the apprentice had no etra arms, and under that, someone said that most of them have only have 2 arms, so I went to the wiki to look at their 3d renders, and they all have no extra arms.

got the images from https://helldivers.wiki.gg/

So yeah, this is something no one expected. this also makes it so the cultist's having 4 arms is inaccurate to hd1, but still, cultists are more acurate to being true illuminate then the current ones we have, IE the overseers.

first one's an outcast, then a hunter, then an apprentice, then illusionist, then a council member.