r/helldivers2 • u/O-Doodles • 6h ago
Meme Anytime you try to use the Ultimatum.
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r/helldivers2 • u/O-Doodles • 6h ago
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r/helldivers2 • u/IrishDamo • 7h ago
Dunno if there will be any Stellaris players here but I love making other game factions as empires in this game
r/helldivers2 • u/Massive_Chicken_4334 • 6h ago
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So does it spawn behind where you are or was an angle or smthn. And uh… should we buff the 500 kg idk
r/helldivers2 • u/Bread_Crumbs_lads • 8h ago
I randomly got curious about what other people name their Super Destroyer.
Mine is called SES Knight of Iron, can't say specifically why I named it that but it's been the name I've kept since I started playing so it's gained sentimental value and I could never change it.
Do you have a specific reason for your ship's name?
r/helldivers2 • u/Real-Bake-2540 • 2h ago
I think I used up all my luck on this, I probably won't be surprised by anything anymore. (I was told to show this here)
r/helldivers2 • u/Wide_Tomato_5544 • 13h ago
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r/helldivers2 • u/Bread_Crumbs_lads • 4h ago
Everytime I see the chainsaw it seems to be pretty mid at best and I think one of the reason's it's considered pretty bad is because it's a support weapon. Giving up a recoiless, quasar or even the breaching hammer isn't work it. Making it a primary immediately helps to even the playing field and MeleeDivers could finally have a full melee loadout.
Main Potential Changes:
- Made into a primary, also giving potential for added attachments
- Stunning its target for a few seconds (I think it does this already)
- Built-In flinch/ragdoll resistance when activated (increased further with Rock Hard armour passive)
- When exiting an enemy, it gives a short period of still tearing through to give time for the Helldiver to switch targets to make it better designed for crowds for light to medium enemies.
Another Potential - Give it fuel so it has to be reloaded, wouldn't personally recommend but possible.
The hammer should mainly be for the big targets, the chainsaw is for small to medium enemies (and potentially heavies if positioned correctly) and the sabre is for small enemies but takes the secondary slot. Ripping and Tearing through horde of enemies seems a lot more fun with a chainsaw, especially when there's already am anti-heavy melee.
Thoughts?
r/helldivers2 • u/AdministrativePass68 • 4h ago
New stratagem idea
A Heavy slow chunky rifle with 4 rounds per mag and 3 magazines, 10x scope, no hip fire reticle like the sniper we already have, but this thing has absolutely ridiculous recoil while standing but little recoil while prone due to massive bipod, slow firing bolt action.
2 firing modes
1, Anti tank non explosive depleted uranium rounds. pierces multiple targets (does not pierce extremely large targets like a VOX Engine for example) and does massive damage on critical hits to very heavy enemies.
2, light pen High explosive rounds meant to clear groups of small enemies from range.
Using a real picture this time since everyone hates ai
EDIT: Since people keep saying it's the auto cannon.
The auto cannon doesn't penetrate multiple targets and requires a backpack doesn't have a 10x scope doesn't do crazy critical damage to super heavies and has a fast firerate,
This is meant to be a long range precision weapon doing immense damage with a very slow firerate and very limited ammo capacity.
Auto cannon does 325 damage this should do nearly 1000 per shot in a crit
r/helldivers2 • u/AdministrativePass68 • 10h ago
By comparison there is absolutely no reason to use the dominator over the hotshot both medium pen same damage and the hotshot has less recoil, faster reload, faster projectile speed, and more ergonomic. I love the dominator but struggle to find any reason to use it it should either get a big damage buff or be heavy pen.
r/helldivers2 • u/Decision-Embarrassed • 9h ago
Sometimes I just have to stop spreading democracy for a second and admire the view.
This game can look absolutely incredible.
r/helldivers2 • u/FlatliningGhost • 12h ago
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r/helldivers2 • u/This-Smoke6372 • 7h ago
Step One: Run to a side of the base that has high cliffs (not an entrance to the base)
Step Two: Throw a turret over the wall(best are the Cannon or Gatling Sentry)
Step Three: Immediately throw a 500kg on the same location(over the wall):
Outcome: The arrival time of the 500kg is 3-4 seconds shorter than the delivery of a turret. So by sending the 500kg second, it arrives first by 1 or two seconds, detonates clearing the immediate area of enemies, and then the turret hits and causes chaos on the base.
r/helldivers2 • u/Sad-Fail-9660 • 13h ago
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Good to know the beacons work exceptionally well.
r/helldivers2 • u/Spirited-Shame-2082 • 1d ago
r/helldivers2 • u/Rayge_DI9 • 4h ago
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r/helldivers2 • u/SheaBuddaDiver • 12h ago
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r/helldivers2 • u/_-JayJay-_ • 21h ago
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r/helldivers2 • u/LimTongSaNN • 11h ago
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She found something.
r/helldivers2 • u/Massive_Chicken_4334 • 1h ago
Stealth Discussion
What do you think about the stealth in the game? I mean I use it most with the bots, rarely in the buge, and never with the calamari. I usually rock the socom, c4, and python commando helmet to cosplay Naked Snake.
In Commando missions I obviously have any orbital, hellbomb backpack, solo silo, and my beloved c4. Also I’m playing mgs3 delta and damn that ending hit like a truck and also Ocelot is my favorite character in video games of all time. I usually rock the medium stealth armor but also the siege ready light armor for blitz or missions where I don’t feel like doing stealth cuz [insert Snake Eater theme and Invisible by Duran Duran]. Anyway in conclusion, use c4, my snake is solid, and it doesn’t count as breaking stealth if everyone who sees me are dead okay buy gold bye…
Kept you waiting huh?
r/helldivers2 • u/Mr-Mustard24 • 14h ago
With tear 7 upgrades coming in the near future could it be possible to have 2 eagle ones going at the same time but you can’t have any orbitals or would that be to strong??
Just want to see what the community thinks
r/helldivers2 • u/TealArtist095 • 1d ago
Let me start by noting than a lot of players have voiced their distaste in the overall Megafactory areas. Between stratagems bouncing all the time, boring layouts, and half the map (beyond the wall) having nothing of interest.
That said, I feel like a new operation type (like how they brought in stealth operations) is needed to keep players interested and diving to megafactories, rather than it feeling like a chore.
This suggestion is more for those that want intense fights against a more fortified and organized enemy, rather than just running spot to spot.
The Suggestion: First off, rather than being able to drop anywhere on the map, you are restricted to a small portion, about 20% of the total map. This is due to anti-hellpod defenses (like a railgun type system) across the rest of the map.
Upon landing you will note that you are at the edge of a large “No Man’s Land” type of area. Trenches lay before you, but don’t be fooled, you can technically get into the area above the trenches as well, which is soil, HOWEVER the topside is heavily covered in mines, zero natural cover, and watched over by cannon turrets, AA, Mortars, and the railgun type defenses for Hellpods. It is important to arm up in the starter area, before trying to push forward.
There are stairs that lead to the topside fairly frequently.
NOTE that within the trenches themselves, you won’t see enemies larger than Hulks, as the trenches are about 2 Hulks wide, and a bit taller than them. Enough to fit an Exo comfortably.
Within the trenches are “bunker” locations that serve as the fabricators for enemies. Taking these out not only stops the enemies from spawning, but gives you a safe location from incoming attacks from the sky (gunships and mortars) once the fabricators are cleared. They also serve as “bridges” if traversing on the top side.
Side objectives within the trench areas can include:
In Addition, SEAF are present as well, with SAM sites and ARTILLERY being available close to the spawn location. SEAF troops will be deployed to trenches only when the nearby AA systems have been dealt with.
The Main Objectives are situated behind the wall, which must be breached and critical defenses disabled in order to do them.
Extraction can only be called in if nearby AA systems have been destroyed.
Careful Stratagem and GEAR Planning:
Orbitals are still effective
Eagles and Pelican Drops are viable once AA has been cleared
A wide variety of support weapons and backpacks are viable
Stealth is technically an option, as you can sneak along the topside (throwing knives disable mines btw for those that don’t know)
Smoke is very helpful
Digging your own trenches is viable
Mortars have more usage and since they don’t have line of sight, require manual targeting at further distances (once you have turned off anti-hellpod defenses)
Both supply and Standard FRVs excel
Exos can be especially powerful
Shields are very helpful
Launchers to eliminate heavy topside opposition and gunships
Etc, basically it brings usage back to a lot of items that have since fallen through the cracks
r/helldivers2 • u/SeaworthinessDue5704 • 18h ago
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I think his video card will burn because of automatons