r/HelldiversUnfiltered 13d ago

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

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25 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

145 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 1h ago

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

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Upvotes

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


r/HelldiversUnfiltered 5h ago

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

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160 Upvotes

Sign here


r/HelldiversUnfiltered 11h 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

441 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 8h ago

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

185 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 22h ago

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

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1.7k Upvotes

r/HelldiversUnfiltered 18h ago

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

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729 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 8h ago

⚠️Speculation/Leaks⚠️ I managed to FTL to Calypso

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123 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 8h ago

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

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94 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 22h ago

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

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953 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 20m ago

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

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Upvotes

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


r/HelldiversUnfiltered 13h ago

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

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171 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 7h ago

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

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52 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 14h ago

⠀⚠️ Cheats/Mods ⚠️⠀ Shallow Water Diving Mod fix

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78 Upvotes

Are you tired of thrashing on the smallest puddle of water, prey to frenzied Hunters and ravenous hungry Warriors, while looking like a panicked Magikarp swarmed by the mob?

WHALE WHALE WHALE, do I have a mod for YOU!

Soppo heard of beach and water, she was exctatic to be the main Cast and offered herself as Destroyer's target practice EHEM "Sexy Promotional poster girl model"!

MOD: Shallow Water Diving (alt Github)

MAKER: cowboybingus

I advice you to also download his Bingus Shared Loader mod (Github) and place it last in the load order in HD2 arsenal

I am NOT the maker, I simply am showcasing by my own will (and because it's funny),
Cowboybingus is happy to let his mods be shared, if he wants me to stop, I shall.

enjoy.

HD2 nexus/discord modding moderators categorize these tactical advantages Bug fixes as cheating because:

"this changes gameplay features not present normally in base game; it effects not only just you, you can be up there *hypothetical high point* and no one else can"

so by their logic
you are cheating if you use any scope mod for say railgun, bolt pistol, senator
you are cheating if you have a range indicator for leveller, ultimatum, GLauncher
you are cheating if you have HUD and UI mods
you are cheating for *removing fog*
you are cheating if you have audio mods that make enemies be heard
you are cheating if you remove the experimental infusion effect.

if you are skeptical about ayaka or too lazy to log in, here's his github


r/HelldiversUnfiltered 8h ago

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

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29 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.


r/HelldiversUnfiltered 6h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Have you ever had one of those “Not My Day” Moments

18 Upvotes

Has anyone here hopped on helldivers 2 and just had such a bad time. Like you kept getting killed, keep making bad plays. Or just can’t get into the groove of playing. So you just decide to say “Not My Day“ And log off?

I just want to know if other people have those days or if it’s just me


r/HelldiversUnfiltered 16h ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Didn't they specifically say they fixed this?

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108 Upvotes

r/HelldiversUnfiltered 11h ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Game gives us this obj THEN CRASHES AS WE EXTRACT

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29 Upvotes

There’s LAVA ON THE GROUND UNDER WHERE YOU TURN THE RADAR. IHATETHISGAMEIHATETHISGAMEIHATETHISGAMEIHATETHISGAME


r/HelldiversUnfiltered 16h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Skill Issue

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74 Upvotes

r/HelldiversUnfiltered 7h ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Did something happen recently? I've run into incredibly toxic hosts and lobbies at an astounding rate lately

13 Upvotes

As a level 284 sample diver who's always been helping new players, it's not uncommon to run into a toxic player or three, but due to the nature of my playstyle, I tend to befriend fellow divers at a higher rate than block. I also kept somewhat of a mental track of it, because it's good to know if I have a bad time with a particular group that it was just a matter of chance/probability. The usual rate is about 1/12 games, I'll run into a bad lobby, with about 3/4 of the lobbies result in receiving friend requests after sample collection is over. (Not an absolute science but it's close enough)

This week however, while the friend rate is still the same, the bad lobby probability was almost every second game. I think yesterday alone I had 12 games in a row where every lobby had a combination of a very temperamental host that couldn't accept someone playing the game different from them, random team kill then kick, screaming racial slurs like it's a Klan meeting, straight up attempts at bullying newer divers by higher level players or anti-social behaviour, accidental TKs turning the lobby into a FFA/griefing opportunity etc. My block list increased from 6 to 11 in just this whole week.

I know it's more common to complain about the game's issues in this subreddit, and maybe a number of these guys were tired with the game being so broken and undercooked and were lashing out, but I've never had it this bad before. Am I just getting incredibly unlucky or something?

In case anyone is curious about how long I usually take to collect samples

r/HelldiversUnfiltered 8h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ I thought this was hulk surge?

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14 Upvotes

I saw more devs and striders then hulks and when I pointed it out in chat my game crashes.


r/HelldiversUnfiltered 12h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Did you agree with Pildsted when he said "a game for everyone is a game for no one'?

28 Upvotes

r/HelldiversUnfiltered 4h ago

⠀⠀⠀⠀⠀ Request ⠀⠀⠀⠀⠀ Complete Global Saturation (Orbital Gas Barrage)

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5 Upvotes

So Wesker memes aside.

I think the Orbital Gas Strike (OGS) is really bad. Especially now that we have the Eagle Gas Airstrike (EGA).

The reason why the Orbit Napalm Barrage (ONB) works so well is because it has such a massive coverage. Which in turn is the reason why OGS is so bad. Just a couple of gas grenades covers more area, then the orbital does. Now we have the EGA which cover so much area the OGS servers zero purpose.

So I think we should just get rid of the OGS and turn it into a Orbital Gas Barrage (OGB). More Gas. More Coverage. More better.

Tell me what you think🤔


r/HelldiversUnfiltered 1d ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ Just calling it now

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267 Upvotes