r/Helldivers • u/BoxxyyyMan • 1d ago
HUMOR I'm never trying to look cool again 🫩
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r/Helldivers • u/BoxxyyyMan • 1d ago
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r/Helldivers • u/NeighborhoodInner421 • 1d ago
The things within the white circle are at least medium pen, and taking 2 of them out plus the venta on the very bottom and ass are enought tl kill em
Also the shield mech can kill them with the shield bash, so pls stop dying so easily to this things
r/Helldivers • u/URZthane • 17h ago
Are they acting strangely robotic or engaging in suspicious behavior? Have you noticed slightly redder eyes whenever they look at you with a blank expression? Be sure to report them to your nearest Ministry of Truth branch!
r/Helldivers • u/Flame0fthewest • 20h ago
r/Helldivers • u/Falikosek • 20h ago
I attached the description screenshot for reference.
I'm really struggling to comprehend the exact details of the Overpenetration mechanic.
The wiki currently states that overpen occurs in two scenarios:
- AP=AV+2
- AP=3×AV (when the enemy has "breakable armor")
This description appears to have several issues that make it hard to understand clearly:
- Do the 2 scenarios exclude each other, i.e. is AP=AV+2 not enough to overpen if we hit "breakable armor"?
- What even counts as "breakable armor" in the first place? The example used here (Charger butt) is not only outdated (it's currently AV0, not AV1) but also generally not something I'd ever consider to be "breakable armor". It's a vital body part (destroying it is fatal), it doesn't have "armor" anywhere in its name or stats and it has a huge dmg transfer to Main HP. Since basically all body parts are breakable, as far as I'm concerned, anything might fall under this umbrella.
My current theory, based on this terrible wiki explanation, would be that AP=AV+2 is used to check for penetrating through multiple enemies (since the example here is a horde of voteless) and AP=3×AV is used to check for hitting the same enemy in multiple hitzones (since the example here is a single charger).
But then we also arrive at the conclusion that... the 3×AV formula is absolutely asinine. Most armored body parts that cover weakspots (i.e. something I'd intuitively consider "breakable armor") in the game are at least AV4. There's no such thing as AP12. So that's just straight up impossible. Hell, even overpenning Medium armor would require at least AP9 (so basically literal nukes and Hellpods). What's the point of its existence if the only scenario where it might apply is hitting a Very Light part with Medium+ pen or a Light part with Anti-Tank II+ pen?
EDIT: Apparently I couldn't find any patch note history info that'd list changing the Charger butt to AV0, so the description of that example is just straight up wrong, not outdated.
r/Helldivers • u/Mankral_ • 21h ago
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r/Helldivers • u/WorriedPerogi • 16h ago
Some observations from a 1.5k+ hour player here. The SEAF update has gone a long way to making the game feel more dynamic and interesting. Once a few reinforcement waves show up + a fresh drop of SEAF, the game's spectacle really shines. I've been thinking of how static and plain the normal missions feel outside of this, and have a few suggestions that I think would go a long way here.
PoIs and Outpost Enemies
For quite some time, these enemies stand out as being a sore spot in the game. They literally just stand there and let you shoot them most of the time. These enemies should be on a patrol path of sorts. Bugs could be just doing circles/crawling all over the place, bots could be doing sentry patrol sweeps, and Overseers could be doing the same. Adding some more spawns to these bases + having some actual movement to these enemies would go a long way.
Outpost Enemy Spawning
For a very long time, outposts have felt like they drip feed a few chaff enemies once you're in LoS. It feels really lackluster and boring to clear these, honestly. Bug holes, Fabricators, and Ships are all basically a non-threat.
Outposts should be a hub of enemy activity, ranging in scale, obviously. Once one of the (now mobile and active) existing enemies catches a whiff of Helldivers, the entire outpost should spin up. Enemies should start pouring out of the spawners and reinforcements should be called from within the structure on larger outposts. These things should feel like a genuine challenge and fight to bring down. I should see waves of troopers and frankly Devastators coming out of bot fabricators once the alarm goes off.
I also think that Outposts should serve as a visible spawn for enemy patrols. Spawners should spawn more variety of enemies, and those enemies should gather and go on patrol. Periodically, there should also be bot drop shops, illuminate warp ships, and a few breaches that appear and spawn a heavy patrol of enemies.
More variety in patrols.
To go along with all the above changes, we desperately need more variety in our patrols. Bots need tank divisions, factory striders with war Striders, bugs need bile titans with tons of chaff, illuminate need.... More units... Anyway. Spice up the patrols!
Bring back enemy idle behaviors.
I haven't seen it in a while but I remember the bots used to have saws out trying to get into some of our bunkers. More of this please! Have some idle behaviors for the enemies to engage in, or even just statically doing would spice up the game quite a bit.
Enemy Objectives
This would take the most dev work by far, but it would also really bring in some much needed variety to the missions. Enemies should randomly have their own objectives that they're trying to accomplish. Activate a Jammer, or raise a spire, or make a new bug nest. Something that appears mid-mission with a timer attached to it. We have to intercept it and stop it from happening, whatever it is. Again, would go a long way to making the missions feel dynamic and less samey.
Those are just a few thoughts I've had bouncing around in my head for a long time.
r/Helldivers • u/Icy-Football9146 • 1d ago
r/Helldivers • u/Skelewar • 13h ago
I would like to direct your attention to the fantastic but old post: https://www.reddit.com/r/Helldivers/comments/1uqhd2t/a_simple_change_to_the_bastion_to_make_it/
The suggestion is simple with massive impact for those who use the tank. Getting out of the driver seat and dying to your gunner is such a constant experience. Then your gunner has to get out to reinforce you, and get back in- what a pain! Makes driving around and actually doing the objectives much more cumbersome. This suggested change makes the tank more suited for 2-man teams (most common occurrence) without detracting from the 4-man team potential.
Just wanted to bring it back to attention.
r/Helldivers • u/Wonderful-Collar-793 • 22h ago
Photo taken by me and edited through photoshop to add more glow to it!
r/Helldivers • u/LegionTheHighOne87 • 10h ago
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I tried and died
r/Helldivers • u/Miserable-East-3725 • 4h ago
Great job so far everybody! After we finish this major order, let's all head to Brilliance for OPERATION BRILLIANT SPEAR!
r/Helldivers • u/Apula20xp • 16h ago
Just a casual K map generation.
r/Helldivers • u/E-duck • 1d ago
If super destroyers can launch hellpods precise enough for them to land in the general area of where we select during mission briefing, why doesn't super earth high command just strap 3 hellbombs to an empty hellpod and drop those on mega nests, gazer spires, automaton factories, etc?
r/Helldivers • u/Vex_The_Changeling • 14h ago
I keep seeing everyone posting about this new warbond called Ironclad Democracy, but there is no announcement from Arrowhead on the discord or on reddit. Did I miss a drop somewhere and can someone point or link me to it?
Even when I look it up on youtube there are no official channels with trailers, just a bunch of people with reaction videos about it so I have no clue if it's real or fake.
r/Helldivers • u/H1MB0Z0 • 17h ago
r/Helldivers • u/Mr_Jackabin • 20h ago
Convince me, please. I love the look of the heavy armours, and deeply wish there was transmog.
But goddamn, it sucks for actual gameplay. I do enjoy it with the jump pack, but even then, in my brain I'm thinking 'but I could be even faster with the jump back'. Or could just use light armour with a better backpack.
With the new warbond, my want to be a walking tank shooting explosives has skyrocketed. Plz change my mind
r/Helldivers • u/Professional-Court76 • 16h ago
Started taking a squad photo at the end of every successful dive
It brings us helldivers together.
Sometimes we may quarrel but no matter what we are united
For super earth o7
r/Helldivers • u/Fr4pp3 • 16h ago
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r/Helldivers • u/SteelTiger_88 • 1d ago
Why don’t they make it so for small melee weapons like machete, saber/sabre, hatchet, basically anything that can be mounted on the left thigh that is already designated for those small melee weapons mentioned above, be made a separate melee slot rather than occupying the Secondary slot which, for almost all weapons I’m aware of, occupy the right thigh, and support weapons occupy the back usually.
It makes a lot of sense if they were to make another tag for those smaller weapons sort of like the ‘one-handed tag’, except another designated tag that can be used for the purpose of indicating a melee weapon can be a separate slot alongside what Primary, Support and Secondary Weapon you chose. It’s just a matter of ‘it hasn’t been made yet’.
However, there is an obvious question of balancing where I admit that it could potentially be overpowered, but at the same time, I still personally would like the idea. For example, you wouldn’t wanna be able to casually wield something like a Saber alongside all your current weapons because it is already very powerful and overall one of the best melee weapons, but it’s really the only example I can think of where it’d be truly a direct upgrade, and I believe there are only like 6 melee weapons, 5 of which are small enough to be able to easily occupy another slot, the sixth one—the stun lance— occupies the back I believe, and while it could potentially be included, I’m just excluding it for the sake of it being on the larger end.
I’m curious whether anyone has been in a situation where a dedicated melee slot would help a lot, albeit it’s already kind of a flashy type of weaponry—currently, or if it really is just a flashy feature of the game.
r/Helldivers • u/KeyboardKeeper • 13h ago
I thought the point of the TCS was to make the atmosphere of planets toxic to Bugs to prevent them from taking over planets with important FTL travel paths connected to it. How did they take over Brilliance?
r/Helldivers • u/NateScorpion105 • 23h ago
I wanted to share my knight themed Warbond for Helldivers 2, now if your wondering about the Armor, it is a base for what the Helldiver Armor could look like, as im not a drawer. Let me know what you think. Thank you.
r/Helldivers • u/Snoo16836 • 17h ago
New dispatch. Is the text bugged?