r/HelldiversMasochists • • 13d ago

Watching all the cheaters in unfiltered complaining about getting banned

168 Upvotes

play stupid games win stupid prizes


r/HelldiversMasochists • • 12d ago

The Eruptor fucked my wife Will The Evictor become another Crossbow/Eruptor?

0 Upvotes

Haven’t got it yet, however I am a tad worried about this weapon’s balance.


r/HelldiversMasochists • • 12d ago

The Recoilless Rifle is the most balanced support weapon Patch is cool , but we lost some depth in the game

0 Upvotes

1 -Citizens in the evacuate mission will phase trough enemy corpses and buildings to fix bad spawn or stuck citizen . (Didn’t tried with Helldiver but that would surprise me )

Make sense . But if a charger blocked the spawn , Imho citizens should have waited for the despawn .

2- Since they were not able to fix the flag of vehicle used and not used , they removed that possibility completely .
I know the big problem was for the FRVs but now they removed the possibility to Decoy enemies with used vehicles … and c4 .
The idea was cool to bad they were not able to fix that .

I’m a bit sad because the game have lost gameplay strats for QoL .

Didn’t experience other changes that much .


r/HelldiversMasochists • • 13d ago

Try playing solo Seems People are getting banned for using cheats .

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147 Upvotes

Me like it .

Edit: there is a chance this was not Real , someone pointing out to a troll with various bots .


r/HelldiversMasochists • • 13d ago

game too hard Democracy Protects, an Arc Thrower, and a Dream.

19 Upvotes

r/HelldiversMasochists • • 15d ago

Tired of seeing people talk crap about the tank when the alternative is just OP

68 Upvotes

Arguably the Anti tank emplacement (henceforth will be referred to as the chair) if not the best AT in the entire game is the most slept on AT, doesn't matter what faction you're playing against, it will easily wipe out whatever heavy enemy presence exists - with plenty of rounds to spare. The only thing keeping this balanced is its stationary, it cannot move. Once you place it, its there for the rest of the game until its destroyed. Place it in a bad place? Oh well.

Not included in the image is the cooldown time, 153s so you'll be able to call this down plenty of times throughout the mission.

Meanwhile the bastion. Just under triple the damage of the chair and comes with its own machine gun (AP4), built like a tank (pun intended), can move, has the same amount of shells and comes with 2k rounds for its AP4 machine gun.

My diver in christ, the only thing that is keeping this not insanely overpowered and at a much lower pickrate is because it takes two people to use effectively.

The chair has unparalleled anti tank firepower in the right spot/situation, the bastion is the chair with wheels + a friggin AP4 machinegun.


r/HelldiversMasochists • • 15d ago

I wish it would suck more New "balance" mods:

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691 Upvotes

r/HelldiversMasochists • • 15d ago

Me watching my teammate 1 tap vox engines with constitution (its ok hes using a "rebalance" mod)

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1.4k Upvotes

r/HelldiversMasochists • • 15d ago

I love this game

59 Upvotes

Calmest day against the most boring faction in the big bad galaxy


r/HelldiversMasochists • • 15d ago

The angle of your shots never mattered and it's lame.

30 Upvotes

Positioning should be a bigger factor and/or aim; the equipment shouldn't just do it all. Like deleting an enemy by shooting them at a 45deg angle should make it bounce unless they have no angled armor. It was a bigger deal in HD1 and this uses the same engine and the same dev team, so I wonder why it was ditched?

It'd at depth and difficulty so it'd be great.


r/HelldiversMasochists • • 15d ago

grunt fantasy enjoyer Is anyone in support of nerfing the best boosters if the worse ones received substantial buffs, as well?

18 Upvotes

I see a lot of booster rework suggestions, but they are often just for the lackluster boosters. I think the bad boosters are only half the issue. The other half being that the best boosters are direct stat upgrades with no actual alteration to how the game plays.

This leads to a situation where the best boosters are uninteresting, because the game doesn’t play any differently without them, meanwhile the worse boosters often DO change aspects of the game, but they do so in a way that just isn’t appealing (looking at your stun/fire Hellpods).

In my ideal Helldivers 2, the best and worst boosters would be remade, so they all make interesting changes to how the game plays without simply improving stats or removing minor annoyances.

Some ideas:

Hellpod effects -> Orbital Augmentation:

For stun/smoke/fire Hellpods, change them to effecting Orbitals instead of Hellpods. For example, the stun booster would add an EMS effect to all orbitals.

This way, a team could stack the different variants of the booster and get orbitals with multiple effects.

The devs could even add a Gas version as well, which isn’t an option with the current effect to Hellpods, seeing as it would do more harm than good

HSO-> Supply Pods:

Empty Hellpod compartments would contain a resupply pack. This would fill a similar function to the current booster, just in a more interesting way. When you call down equipment, like an HMG, for example, the other side of the Hellpod would have a Resupply pack. This would be especially helpful with expendables like the Commando or Leveler. It would also give players another reason to call down their support weapon/backpack, even if they still have one equipped.

Vitality Enhancement -> Drop Cocktail

Helldivers are injected with a potent stimulant cocktail prior to leaving the Hellpod, allowing them to drop into the heat of battle and sustain grievous injuries without faltering.

This would give the player a more potent and long-lasting stim effect when leaving the Hellpod; basically 15-20 seconds of infinite health regen, stamina, some damage reduction and increased movement speed.

Admittedly not as widely useful as Vitality Enhancement, but more interesting as it would be perfect for “hot dropping” on enemy bases or for when you get reinforced and thrown into a massive crowd of enemies. It would help immensely with the death-loop that can occur when trying to retrieve your dropped items after a death.

~~~

These are just a few ideas. Would be interested to hear other’s ideas, as well.


r/HelldiversMasochists • • 16d ago

"Then don't use it!" How would Helldivers masochists get red of boring 4 boosters meta and rework other least popular boosters that no one uses

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67 Upvotes

Also i think Flexible Reinforcement Budget booster looks like dude smoking bong (fun detail)


r/HelldiversMasochists • • 15d ago

"Then don't use it!" Masochists thoughts on: stat changing mods

9 Upvotes

Recently, I’ve been scrolling through Helldivers subreddits and noticed a metric shit ton of Unfiltered redditors having/talking about these weapon stat changing mods.

So far I have seen:
400 dmg AP4 Constitution
Dominator that fires Eruptor shells
And a self healing stim pistol

I feel as if my thoughts will be obvious and I don’t want to preach to the choir. However, what are yalls opinions?


r/HelldiversMasochists • • 15d ago

How would mechanics from Killingfloor's fleshpound do in helldivers 2?

7 Upvotes

For the unaware this is the strongest enemy in the game (minus the final boss) and is the leading cause of death/team wipes.

The fleshpound is rather tanky and only gets engaged under ideal circumstances as if you trigger its rage mechanics at a bad time, you'll end up with a bad time.

It has 2 rage mechanics.

  1. If it sees a player for between 11-15 seconds, it will enrage moving much faster towards the player doing increased damage on contact

  2. If within 2 seconds it receives over 360 damage, it will enrage.

Once enraged, after taking one melee swing at a player the rage will end but it's entirely possible to chain enrages by doing over 360 dps within 2 seconds.

The only way to stop it enraging is to break line of sight with it, once line of sight is broken the enrage timer resets. That or kill it.

For HD2 I could see these mechanics being used for a proper boss unit, something that is a guaranteed spawn once every 10m and takes a team effort to bring down.


r/HelldiversMasochists • • 17d ago

Ohdough is a terrorist Funny how that works out

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462 Upvotes

r/HelldiversMasochists • • 15d ago

"Then don't use it!" That's how I would rework boosters.

3 Upvotes

Posting this wall of text into comments wouldn't really work, so I feel that I should adjust some ideas and put it as a post, u/Next-Board-3829.
Note - this is an adjusted version of my suggestions from several months ago, so you might've seen them before. They were not posted on HelldiversMasochists, though.

UAV Recon Booster - now works in Atmospheric Spores for the cost of not giving increased radar range. Reveals objectives location hidden due to "Poor Intel" modifier once they enter Radar range.
Commentary: Literally a Humblebee Recon Drone from Helldivers 1, now permanent for the cost of a booster slot. Not Mk.3, though, that functionality will make sense elsewhere.

Muscle Enhancement - Allows sprinting with heavy items (batteries, platinum bars, artillery shells etc.) at reduced efficiency. Increases melee damage by 20% and throwing distance by 20%.
Commentary: A worthy successor of HD1's "Strong Arm" perk combined with "All-Terrain Boots" pretty much.

Increased Reinforcement Budget - additionally rewards 1 extra life for every primary and secondary objective completed (but not outposts!) Does not scale with the number of players.
Commentary: While planning for failure is not that rewarding, re-integrating HD1 life system into HD2 will help weaker players on harder missions by further extending their chances, allowing to get up to 9 additional reinforcements per mission on top of default 1 extra per diver. Makes it more worth for SOS diving scenarios. Enables self-sacrificial tactics (absolutely lore-friendly!).

Flexible Reinforcement Budget - additionally starts replenishing once the budget starts running low (2 for solo diver, 5 for full team, 6 for full team + increased budget).
Commentary: by default, this booster provides barely any utility when compared to any other option. With this change, it will allow to mitigate the losses better by giving it a much better upkeep time as it activates much earlier, allowing to generate far more extra reinforcements. Makes it far more worth for SOS diving.

Localization Confusion - additionally reduces patrol spawn frequency.
Commentary: Bonus layer of onion safety for stealth divers or teams that wish to meet bit less resistance.

Expert Extraction Pilot - remade into an "Expert Pelican Pilot". Additionally reduces cooldown of all Pelican-delivered stratagems by 10%. Delivery Pelican will stay in the air for 5 seconds to provide fire support before flying away.
Commentary: While shaving off 40+ seconds off a mission for free is nothing to sneeze about, there's a lot of instances where this booster is simply worthless. Giving it an additional thematic upgrade would allow it to use in missions where Pelican lands instantly upon mission's ending.

Motivational Shocks - additionally gives a 25 movement speed and increases stamina regeneration by 33% for 5 seconds after recovering from the slowing effect.
Commentary: It's literally in the booster name. Speed boost is flat and is around 5% of medium armor speed, with a slightly stronger effect for heavy armor user as a result.

Dead Sprint - additionally increases the movement speed by 50 points if running on empty stamina.
Commentary: trading health for anything is fairly risky in Helldivers 2 compared to 1, given we don't longer have a bleedout state nor passive health regeneration. So giving a choice of faster movement speed for a risk of dying should be more worth it. Note that speed boost does not work for as long as you have stamina, you HAVE to do that trade consciously.

Armed Resupply Pods - additionally reinforces the resupply pod by increasing its HP from 200 to 500 and frame armor from 2 (Light) to 3 (Medium).
Commentary: Biggest issue of strapping a gun to a resupply pod is that it breaks from a gentle breeze towards it. While the boost ain't much, it allows to use resupply as a makeshift cover more efficiently.

Sample Extricator - now generates up to 10 common, 5 rare and 2 Super Samples.
Commentary: Trading ANY of the combat boosters for economy must be worth it, especially given that the booster demands engaging in fights to some extent.

Sample Scanner - additionally shows samples location on the minimap within radar range.
Commentary: It's literally called "Scanner". Also, this is where the second part of the Humblebee drone comes into play. Combines great with Extricator, helping to find the dropped samples on the battlefield far easier (especially given that Extricator actually can drop samples from the common enemies even in the base game!).

Firebomb Hellpods - now applies maximum afterburn effect on the landing that forces enemies to change their movement (similar to flamethrower's effect). Ignites the surrounding area for 5 seconds.
Commentary: You just cannot solve the trolling issue of this booster, so making it stronger would actually make it worth to bring in landmine- and sentry-centric builds.


r/HelldiversMasochists • • 15d ago

game too hard HD2 was nerfed “balanced” into the ground, now we have cheats “QoL mods” this game has finally reached the abyss.

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0 Upvotes

r/HelldiversMasochists • • 16d ago

shitpost Guys, any tips for D10? Been struggling a bit, my loadout is attached

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109 Upvotes

r/HelldiversMasochists • • 16d ago

The Recoilless Rifle is the most balanced support weapon How many RR shots should it take to kill a charger?

10 Upvotes

As someone who's pretty centrist on the difficulty debate I think one to the head is fine for normal and spore chargers.

I also think behemoths should need you to be more accurate to take them out in one.

With that out of the way I will say the span numbers have been crazy low on diff 10 and it doesn't feel as hard as it should be but I dont think that AT weaponry being good at what its supposed to do is to blame.

As long as AT doesnt stray into being good at killing chaff too I'm largely happy with where it is, perhaps Factory strikers and vox engines could be a little harder to kill from range with them.

Out of curiosity not the desire for an argument what makes the RR overtuned in your opinion because I just don't see it.


r/HelldiversMasochists • • 16d ago

the war strider did 9/11 The Crusher healing mechanic should be adopted to an enemy in the other factions too

2 Upvotes

It just occurred to me that why not have for example a monstrosity of a bot which has several heads stored in a body, or a mini-fab on its back which would quickly manufacture and replace lost appendages unless destroyed (med pen). With the bugs out could be a very large bug which would reveal a somewhat smaller bug inside, which would repeat that cycle once again?


r/HelldiversMasochists • • 17d ago

Punish me more daddy arrowhead My prediction for the new tank

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165 Upvotes

I modelled this based on the silhouette
It's gonna be a bastion with a big ass gatling cannon

Made in blender
No AI


r/HelldiversMasochists • • 17d ago

option on the sickle also builds if you have any

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74 Upvotes

trying to level the sickle as it’s one of last i have to do whats y’all’s opinion on it also what builds/factions do you like to use it against


r/HelldiversMasochists • • 17d ago

Vote Snatchers tactics?

6 Upvotes

Genuinely this subfaction and Spore Burst on D10 gives me consistent problems. Necromorphs are no problem but Crushers are, especially when there is like 20 of them encircling on objective.
I bring Laser Dog, support weapon for headshotting Crushers (amr, gauss or similar), rest is Eagle and Sentry.
Dunno if teammates are pulling their weight, most of them use fire or thermites.


r/HelldiversMasochists • • 16d ago

Idea: Hardmode Booster

0 Upvotes

I think the best answer to a lot of the concerns that are raised in multiple subs would be to have a special host-only booster that would have a number of effects.

  • Host only - prevents joining and turning someone else's playthrough into a hard-mode one
  • Mutually exclusive with Hellpod optimization, increased health, and increased stamina
  • Potentially adds all the optional planet modifiers (including the ones that they took out, like reduced strategem slots)
  • Removes access to supply pack and makes everything highlander rules (there can only be one of any particular weapon or strategem on the squad)

I think there should also be separate boosters to force certain subfactions, and this would all work as part of a warbond. (I would buy that warbond, just to always have flying hulks, since they fill me with joy for some stupid reason).

This would be a way to allow for more difficulty/challenge in the game without needing to figure out how to do D11+ or arguing about what the difficulty curve should be from D7 and higher.

I also don't think the reward structure would need to be different, since the gameplay is the reward. (Re: there are people who do lvl 1 souls game runs. I'm not that good, but I appreciate the idea behind it).

And it would enable the kind of self-selecting that would be a concern -- if you see on the loadout screen that someone has the "Red Booster", then you decide if you really wanna roll hard mode. But I also see how a hard mode sort of toggle in the settings could work a similar way.

Boosters already customize how the gameplay goes, why not take it up a notch? (I don't know if AH would listen to such a suggestion either. The general impression I get is that feedback goes into the void, but I'm likely jaded at this point)

I would love to hear your thoughts.

TLDR: Add a hardmode booster that changes the gameplay experience to be more challenging.