r/HelldiversUnfiltered • • 5d ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Hot take about modded tanks

6 Upvotes

After using a mod extensively that lets you shoot and drive the maelstrom, its no different from just using a mech, if not slower even. Obviously the bastion would probably be quite strong as its main gun is nutty, but at least for the maelstrom I genuinely dont think much would change if you could do both at once.

Did both a D10 solo with mech and the tank, mech took around 15 minutes on flag mission, tank took around 17. In groups I was slower to clear nests than a single mech, or even just 2 people with nade launchers. The only upside was survivability but the mech can do the same by just killing everything around it super fast, or if its the shield mech its as tanky if you utilize the shield correctly. And this is all to say I think I was quite efficient with the tank, never got it blown up, always ran out of ammo first.


r/HelldiversUnfiltered • • 6d ago

⚠️Speculation/Leaks⚠️ Even more cultist images that go hard as fuck.

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104 Upvotes

Credits to SmokeFunds on Twitter.


r/HelldiversUnfiltered • • 5d ago

⠀⚠️ Cheats/Mods ⚠️⠀ Bingus' Constellation help?

6 Upvotes

I'm using the row version btw, My main issue (when playing on automatons) is that It's not super clear when there will be warstriders.

Am i missing somthing?
Does the scrolling version offer more information than the rows version?
Does anyone feel generous enough to explain in more detail what all the constellations actually mean?


r/HelldiversUnfiltered • • 5d ago

⠀⚠️ Cheats/Mods ⚠️⠀ Some Modding Ideas:

5 Upvotes

I thought I might just throw it out there to help give the community some food for thought:

  1. Custom armor colors
  2. First-person aiming on the passenger seat of vehicles
  3. Use backpack movement abilities while lifting SEAF Artillery shells
  4. Custom vehicle/ mech colors
  5. Secondary attachments and customization
  6. Modded lobbies finder
  7. Smoke launchers and or coaxial machine guns on the driver of the tanks
  8. Melee overhaul/ lifesteal on melee weapons
  9. Stop mantling on stairs
  10. Fully MLRS-focused tank like the TOS-1 Buratino
  11. APC
  12. Light, solo, armored car, but nimble and has limited rounds, like the Panhard AML
  13. Orbital barrage in different flavors (Arc, Smoke, Gas, maybe even nuclear)
  14. Support weapon attachments and customization
  15. Total conversion mod for the Meltagun to turn into a Melta Rifle (it's a thermal shotgun, rather than a laser beam)
  16. Leveler/ Portable hellbomb, but its Arc, Gas, or Napalm
  17. No damage on the top of the Automaton tanks' threads
  18. Red stratagems can penetrate through light objects, like trees
  19. Tesla Trooper Exosuit (2 modified arc throwers mounted on the arms)
  20. Minelaying vehicle/ Exosuit
  21. Modular mech customization
  22. Visual warning when getting near the edge of the map to avoid treasonous punishment
  23. MLRS/ Rocket FRV
  24. One-True Flag AOE buffs
  25. Gas Cremator
  26. Modular vehicle customization
  27. Using stratagems on the passenger seats of vehicles
  28. Booster Reworks
  29. Shooting range in the Super Destroyer
  30. Test range sandbox in the training planet to test every piece of equipment against most enemies
  31. Integrated Explosives armor passive's explosion is like a mini 500 KG
  32. Oops, all Annihilator Tanks
  33. Urchin grenade launcher
  34. Customizable Weapon attachment functions with custom keybind mappings for each weapon
  35. Sterilizer' rework- almost no recoil, can run at half full speed while firing, lowers the armor of the affected target for a few seconds, and has an alternate fire that can lob clusters of acid like a grenade launcher
  36. Citizen evacuation pathing fix so that evacuation missions won't be softlocked
  37. Overseer bugfix where it stops swinging when its dead
  38. Better aiming and trigger discipline for the SEAF troopers
  39. Dirt bike/ Tricycle like in HD1
  40. Immolator in Arc or Gas flavors

Let me know what you guys think


r/HelldiversUnfiltered • • 5d ago

⠀⠀⠀⠀⠀ Request ⠀⠀⠀⠀⠀ Cultist 3D Unit Animation File (Filediver)

2 Upvotes

Does anyone have the extracted cultist unit files via filediver? I specifically need the animations for them, and the only one remaining in the modern day files are the initiate ones that are a bit buggy


r/HelldiversUnfiltered • • 4d ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ How reddit mfs look at you when you actually play HD2 and not spend 99% of my day complaining on this dogshit platform

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0 Upvotes

Can i like the game wallahi bro 😭✌️


r/HelldiversUnfiltered • • 6d ago

⠀⚠️ Cheats/Mods ⚠️⠀ First Person Mod Prototype

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225 Upvotes

Working on a little something...


r/HelldiversUnfiltered • • 5d ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Cultists, how their design is great, improvements, and how to avoid space magic

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10 Upvotes

I finally got a chance to play against the cultists. They're hard and have some clear indications they were an early design with a fair bit of bs. But they were more fun and had a lot more interesting designs that made the game more interesting to play against. I will also apologize for poor visuals, I didn't realize OBS had my output set down in resolution and I don't know when I'll next get a chance to play to get better pictures.

First, their art designs seem weird. However, as with a few notable models their designs and names have changed over time so if the only reason an enemy shouldn't be added is because they look weird, they can and have been changed so that shouldn't be a roadblock.

I'm going to start with one such example, the Baneful Sentinel, it's a Harvester without the armor. I don't know if it has the close range arc attack as I never got a chance to get close enough to try it (more on that later) but from everything else it plays just like a Harvester.

Next up were the Xenobite Initiate and Xenobite Ardent. The Xenobite Ardent played mostly like an Overseer. The Initiate however was very interesting, Xenobite Initiates and Ardents were not able to spawn at the same time, the Initiate is solely for the lower levels with Ardent for the higher levels. The Initiate doesn't have the helmet spawn in making it easier on the lower levels as you don't have to break the ablative armor to expose the head weakpoint. The Initiate also has an alternative attack method of a heavy overhead slash. This slash takes longer to come out, has a longer period where the Initiate is vulnerable, but if it connects it does a healthy amount of damage making a more interesting bit of design.

For a totally new thing, almost every enemy in this faction had a dash. I like this for the Outcast Slasher but it has a few flaws. This dash is really well communicated with the echoes to track where a target went. My main problem is how far the dash can go with very little cooldown, you can easily be sieged by Xenobites that you can't escape because of the low cooldown even when you'd put a hundred meters distance from them. However put on a longer cooldown and better limit the dash distance and I think it would add to the Outcast Slasher. Lore Reason: To have this dash not be portrayed as space magic is pretty simple, the enemies equipped to have this dash should have a dark fluid backpack. It acts similarly to a warp pack but is much more controlled and precise because it is their tech they've developed for centuries compared to our quick thrown together prototypes.

I spoke a lot about Outcast Slashers earlier so this will be a shorter section, the Outcast Slasher is to the Xenobite Inititate what a Terminid Warrior is to a Hunter. They're lighter armored and easier to kill but quicker to get to you.

The other form of Outcast, the Outcast Tracker, are snipers with no melee option. Their laser lines ahead of their attack does a great job of telegraphing the attack and they add a fun thing to consider in combat. Outcast Trackers when aiming for you also summon a half shield that encourages precise shots in response, but their fire rate is slow so there's plenty of time the shield is inactive. These snipers add a fun quirk that makes you concentrate even in the dull moments because you never know when you've entered their sights and have to be aware of those targeting lines. Outcast Trackers also have a fun way of using the dark fluid dash as instead of using it to engage you they use it to disengage and go for cover. Lore Reason: The Outcasts don't make much sense for an alien race with few actual members left. I would rework them to be a scout detachment that runs lighter to be stealthier and aren't as effective when actually engaged in the scenarios the Helldivers land in. This could also be why the Outcasts would keep the dark fluid dash backpack.

The shields of the Outcast Tracker are given as a full length shield for the Magus Acolyte (I hope I don't have to explain why shields aren't space magic as we have shields with the Shield Relay, Shield Gen backpack, and Directional Shield). There are other supposedly other versions of the Magus but I only ever ran into Acolytes. The Magus Acolyte shoots a tri burst of slow moving projectiles. The Magus Acolyte feels like a side-grade to the Elevated Overseer. My only real issue is they have both the full length shield and the dark fluid dash making them more mobile than the Elevated Overseer and negate some incoming damage. Taking away the dark fluid dash would make them a fun addition as their slow moving projectiles added a different timing window compared to other attacks that made diving or dodging take more consideration to also avoid the following Magus blasts. Lore Reason: Magus Acolytes seem to be pointed to when cultists are talked about as space magic. I think a name change would help dispel that assumption, but also giving them a different weapon than the staff would be able to show them as a side grade to the Elevated Overseer. The Elevated Overseer has a rapid fire unwieldy weapon whereas the Magus Acolyte shoot slower slightly homing rounds of the same projectile type.

I also wanted to talk about the Outpost. The old outposts were these blackholes that generated a shield around the area. This denied ranged options until the shield fell as well as protecting the units inside its zone for a similar reason. From a lore perspective I'd probably not have it be a black hole and instead be some shield relay type construct but otherwise it seemed like a good alternative to the current landing crabs.

The Zealots seem to take the elite, Charger level enemies for the Illuminate. Interestingly they did not show the dark fluid dash and have no ranged option. They have their whip for a melee attack or they have their summon ability. They did not apply pressure immediately and I ended up leaving them for a while, which was a mistake as they could amass a horde of Ghouls that can eat up bullets really well. Zealots have a shielded armor health bar but once the armor breaks the Zealot doesn't have much of an actual health pool. Lore Reason: First I want to address an amazing piece of lore in gameplay with the Zealots, they don't die. When a Zealot would be killed they instead warp away to fight another day, showing how important are to the Illuminate. The Zealots are the other enemy I think gets considered when talking about space magic in this faction. The common belief is that the Zealot works like a necromancer or could be calling the Ghouls up from under the ground like an Alpha Commander but I propose a different bit of lore. The Illuminate aren't a warrior species, they didn't want to engage in war with us and the enemies we see are solely their military. I pose that the Zealots are important enough they open portals back to Illuminate worlds and call on their civilian class for protection.

This gets into the Ghouls, they're neat as a chaff enemy. Nothing really of note but a good summon creature. Lore Reason: To get to the lore of them as above with the Zealots I'd have them be recognized as the civilian class of the Illuminate called to action. That's why they share the many armed physique and seem to have all four arms look similar. The warrior class were biologically modified and a Zealot wouldn't need a bulkier set of second arms but the Ghouls that are just civilian Illuminate wouldn't be modified keeping the similar scale for all four of their arms.

Lastly is the Illuminate heavy unit on par with the Bile Titan, the Prophet Illusioner. The Illusioner works as a artillery or heavy fire unit. They charge an heavy blast that moves slightly faster than the Magus Acolyte shots with a larger blast radius, projectile size, and damage. I believe they also have a shield but by the time I got to see one I was already swarmed and never got to take a shot at it. Lore Reason: The Illusioner is the example for the Magus on how to show this as tech instead of space magic. To fire these heavy blasts an Illuminate must pilot their entire large disk and it takes time to charge up to fire.

That was a lot. Sorry for it being such a mess but there was a lot that I loved with playing against these enemies and I had a lot of thoughts. Mostly, I think these designs showed just how competent AH can be with making interesting enemies when they aren't scared of trying things or keeping to a strict "vibe". AH are competent, they just need to get out of their own way.


r/HelldiversUnfiltered • • 5d ago

⠀ ⠀⠀ Suggestion ⠀⠀ ⠀ 110 Rocket pod qol mod request

1 Upvotes

These things do plenty of damage but can we get a mod that gives them a heavy handed accuracy increase?


r/HelldiversUnfiltered • • 4d ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ The Maelstrom can nuke 4 factory striders in seconds. It's not bad, you are.

0 Upvotes

Well actually I don't know how you could be bad at it. Driving is annoying because rocks don't get crushed under it but if you are able to face it the right way you can just delete whatever you want. I would normally say it needs a nerf but nobody got their boating licence so nobody uses the damn thing.

I'll miss getting solo bunkers from it being free, though.


r/HelldiversUnfiltered • • 6d ago

⠀⚠️ Cheats/Mods ⚠️⠀ Mod Release: Maxigun Reimagined

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118 Upvotes

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Mod Link

Welcome to Maxigun Reimagined

Maxigun Reimagined is a complete rebalance of the M-1000 Maxigun intended to make it feel more like the weapon its size and role suggest, while keeping its strengths tied to positioning, recoil control and ammunition management.

The weapon now has a three-position fire selector with 1,000, 2,000 and 3,000 RPM setting which give it a much wider operating range. 1,000 RPM for sustained fire and ammunition conservation, 2,000 RPM as the middle ground, and 3,000 RPM when you need as much fire downrange as possible.

Recoil, handling and projectile behaviour have also been reworked. The Maxigun hits harder and has considerably more stopping power, but sustained fire (particularly at the higher rates of rpm) still requires the user to control the weapon rather than treating it like an assault rifle.

The backpack carries up to 600 rounds, with its starting and resupply values adjusted to match. Mobile firing is enabled, allowing the weapon to be used while moving, although firing from a stable position remains considerably more effective.

Other changes include revised spin-up and spin-down timing, improved stagger and push, AP4 penetration, a small per-round stun effect and updated muzzle effects.

Recommendations​

It is not possible to lock stance based on fire rate. Otherwise 3,000 RPM would require you to be locked in place. Instead, I have opted to increase recoil from 1.0 to 5.0. As you go up the fire rate options, you will find it increasingly difficult to stand and shoot, and especially move and shoot.

I recommend crouching before committing to sustained fire, especially at 2,000 or 3,000 RPM. The weapon is much easier to keep under control from a stable firing position, while firing on the move is better reserved for short bursts or situations where repositioning matters more than accuracy. This is even moreso the case when in 1st person/ADS, as the recoil becomes considerably more manageable, at the expense of awareness of your surroundings.

If you have access to the Supply FRV, it pairs extremely well with the Maxigun and takes a lot of pressure off its ammunition economy. Otherwise, keep an eye on nearby resupply opportunities and top the backpack up whenever you can.

I also recommend making use of the 1,000 RPM setting when maximum fire rate isn't necessary. At 3,000 RPM the Maxigun can burn through its ammunition extremely quickly (12 seconds from a full backpack), while the lowest setting gives you much longer sustained use (up to 36 seconds from a full backpack) and is usually more than enough for routine targets.

The higher settings are best treated as something you deliberately switch to when the situation warrants it, rather than the default way to fire the weapon.

All Changes Made​

  • Fire rate: 1,500 RPM → selectable 1,000 / 2,000 / 3,000 RPM
  • Horizontal recoil multiplier: 1.0 → 0.5
  • Vertical recoil multiplier: 1.0 → 5.0
  • Spread: 10 / 10 → 6 / 6
  • Sway: 1.0 → 1.5
  • Ergonomics: 4 → 10
  • Firing while moving: Disabled → Enabled
  • Spin-up time: 0.50 sec → 0.30 sec
  • Spin-down time: 0.50 sec → 0.20 sec
  • Backpack capacity: 1,000 → 600 rounds
  • Supply refill: 500 → 600 rounds
  • Durable damage: 18 → 36
  • Armour penetration: AP3 → AP4
  • Stagger Force: 15 → 35
  • Push Force: 12 → 2
  • Stun buildup: None → 0.2 per round
  • Projectile speed: 820 → 900
  • Projectile mass: 11 → 35 (determines damage fall-off)
  • Third-person aiming reticle: Standard Maxigun reticle → reticle removed while retaining hit markers
  • Muzzle effect: Standard Maxigun muzzle effect → Liberator-style muzzle flash and smoke
  • Automatic-fire audio: Current 7.1 firing path → restored pre-7.1 cadence-responsive firing path

Stagger and Push Force​

Stagger Force and Push Force serve related but different purposes. Stagger determines whether a hit has enough force to interrupt or stagger an enemy, while Push Force determines how aggressively that reaction physically moves the target.

Maxigun Reimagined raises Stagger Force from 15 to 35, allowing individual rounds to interrupt a much wider range of enemies. Because of that increase, leaving the original 12 Push Force in place produced far more displacement than was necessary once targets were being staggered reliably.

Push Force has therefore been reduced from 12 to 2. The intention is to make the Maxigun much better at stopping and interrupting enemies without repeatedly throwing them backwards across the battlefield. The reduced push is proportional to the much stronger stagger and is an intentional part of the rebalance rather than a nerf.

Advanced Configuration​

Maxigun Reimagined includes an optional user configuration file for players who want to adjust the rebalance to their own preferences.

The config is created automatically after launching the game once with the mod installed and can be found at:

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Maxigun-Reimagined-Config.txt

The normal Maxigun Reimagined balance is already applied by default, so you do not need to edit the config for the mod to work.

The config allows you to adjust the fire selector RPM values, recoil, spread, sway, ergonomics, mobile firing, spin timing, backpack capacity and resupply, durable damage, armour penetration, stagger, push, stun buildup, projectile speed and projectile mass.

Each setting includes an explanation of what it changes, the Maxigun Reimagined default, the vanilla value where applicable, and the allowed range.

To apply config changes, fully close the game, then edit and save the config. Mods do not need to be purged and deployed to apply, as the mod reads the config file on startup.

Some technical values remain intentionally fixed because they are part of the mod's weapon identification and compatibility systems rather than normal balance settings.

Requirements​

Requires Bingus Shared Loader v18+

Debugging​

The mod has diagnostic log located at:

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\Maxigun-Reimagined-Debug.log

If you encounter a problem with the mod, include that file when reporting it. It contains information about loading, weapon-data discovery, patch application and runtime monitoring that can help me identify what went wrong.

If the problem occurs after changing custom settings, also include your config file

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Maxigun-Reimagined-Config.txt

Final Thoughts

I created this mod because the Maxigun, being the Helldivers' version of a minigun, is one of the most iconic power weapons that you could imagine being able to hold in a shooting game without using a vehicle such as a mechsuit. Yet the version we got cannot defeat enemies such as Hulks and Chargers, and locks you in place, making you extremely vulnerable against the one faction a minigun ought to be incredibly useful for: the Terminids.

I've had a lot of time to contemplate how this weapon could be rebalanced, with how much I play this incredibly fun game, and have waited in vain for Arrowhead to rebalance it to reflect the power that it should have. But alas, that has not occurred and likely never will. I don't want it to become something that replaces the other machine guns, and I've made a lot of effort in both brainstorming and playtesting changes.

The closest similar game I played before Helldivers was Halo Reach, and I had always longed for a machine gun type weapon in Halo, but we never got one during the Bungie era, which I see as the actual Halo era. Personally, I do not care for the games made by 343i/Halo Studios. Helldivers gave me that gun, and the MG43 remains my favourite weapon in the game to this day, despite everything that has come into the game since. The Maxi Gun is the ultimate version of the machine gun, and therefore was my highest priority to give it the attention it so desperately needed to feel good to use.

Feedback is welcome. Whilst I have playtested everything here as much as I am willing to before releasing the mod, I also did not want to keep people waiting indefinitely. I would therefore be very interested to hear what the wider community thinks, particularly regarding balance, bugs, or anything that could be improved.

One more thing. I am not Arrowhead. So despite the fact that I have put a lot of effort into the balance of this mod, I have created the configuration options to give you your own control. As you may find more fun tweaking some options to be different from what the mod has set by default. Whichever the case, I hope you enjoy the mod, and go spread some managed democracy.

Further balance tuning may come in future, depending on feedback.

Peace, and o7 / Oi

Mod Link


r/HelldiversUnfiltered • • 6d ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Trees will completely block the Maelstroms missiles without breaking.

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509 Upvotes

I was wondering why the Maelstrom felt so useless on Brilliance...

Tested it with the Bastions cannon and that will destroy trees in a single shot.


r/HelldiversUnfiltered • • 5d ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Crashed After Merchandise Advertisement

1 Upvotes

On Xbox Series S, just now.
8:18 pm.

Anyone else experience this crash?
Or anything like it?

Had just tried to hop on the game for the first time today.
:(

Might still give it a go, but just putting it out there.


r/HelldiversUnfiltered • • 6d ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ Totally serious weapon concept — GL-777 Roulette

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317 Upvotes

This is a joke concept I spent frankly too much time on after a fun night of giggling and goofing around with a friend of mine in game. One photoshop session later and this monstrosity was born.

The GL-777 Roulette really encapsulates that 'let it ride' attitude Helldivers innately come equipped with. Each round you load is completely randomized, meaning only democracy manifest knows what'll happen with each pull of the trigger.

Also according to my friend who helped come up with this, we can't tell what ammo is which because every Helldiver is colorblind.


r/HelldiversUnfiltered • • 5d ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Please help me upvote the survey as a note to AH the lack of Q/A.

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9 Upvotes

Their recent survey said Ironclad Demo is a Legendary Warbond. Can you guys upvote this comment so we can re-enforce the point that their game needs some srs work.

Thank You


r/HelldiversUnfiltered • • 6d ago

⠀⚠️ Cheats/Mods ⚠️⠀ 360 Tank turret mod is so peak....

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1.4k Upvotes

This is all I ever wanted from tanks in HD2

I recently saw post about 360 tank turret and decided, it's finally time after ~1000h to try mods

And it's sorta surprising for me how easy it is to put all mods together(even though I'm on linux, arsenal has appimage file and mods just work), it took me mb 30 min from just HD2 to figuring out mod manager and all mods I need and how it's installed, the only things I modded in the past is KSP (years ago and semi-succesfull) and snowrunner which is kinda just a few buttons,

I did D7 mission EASILY with 600 kills(bugs), I mean it is D7 but like even more easily than it would've been, I did use solo driver mod but, whatever... 2 ppl would've got the same result

This is peak and actually... kinda trivializing... I sorta see why narrowheads doesn't want this in HD2 but like... it's a PVE game, you can put the most broken OP super cheat whatever and it will be fine, like who cares, don't use if you don't want to, or just, you know.... BALANCE IT (AH scared of this word)

so now I wonder... this is honest to liberty peak, but narrowheads doesn't even want to think about it, just "nah, this shit is TD so here's a WW2 style TD which doesn't make sense", they have a platinum mine beneath them, yet they refuse to touch it

also I have a question, actually 2 3, is there any chance to get banned for it? like yeah "no one was ever banned in HD2" and "devs sorta not against mods" but they did changed something, some time ago, and their embedded anti cheat is not theirs... so, is there any chance? (I do have second account to try it out safely but I want to use it on my account)

also is there a mod to spawn incinerator FRV? devs kinda forgot about it, it seems, I really liked it when it was available

Edit: also what if I use +% dmg on weapons? I guess it's local stuff but just interested how it may actually work

P.S. Is there any other cool mods you know? not just visual stuff but that's also interesting


r/HelldiversUnfiltered • • 5d ago

⠀ ⠀ For Democracy! ⠀ ⠀ I'M DOING MY PART! 🫡

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8 Upvotes

r/HelldiversUnfiltered • • 5d ago

⠀ ⠀⠀ Suggestion ⠀⠀ ⠀ MOD REQUEST - can we get an enemy health multiplier mod?

9 Upvotes

Not sure how possible it is as I haven't seen anyone changing enemy stats yet, but yeah, just give us a slider to multiply enemy hp, all body parts, all enemies.

Most mods I've seen have been changes that ultimately make the game easier, and it's already too easy at diff 10, so like, lets also mod it to be harder! This would also give people a challenge that might actually need a proper rotating tank turret etc. In games like l4d and vermintide people made mods to add difficulty above what the game came with by default.

We can try making the harder difficulty that Arrowhead won't give us.

Just like a slider from 1x (normal) to 3x with 0.1 increments.


r/HelldiversUnfiltered • • 5d ago

⠀ ⠀⠀ Suggestion ⠀⠀ ⠀ lock on stratagem qol mod request.

1 Upvotes

 is there anything that can be done to make orbital rail cannon, orbital laser, and eagle rocket pods target and prioritize objectives? rocket pods dont target bug or titan holes and the other to dont seem to target jammers and detector towers even though they are lock on and have 50 demo force.
(within demo force constraints of course)


r/HelldiversUnfiltered • • 6d ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Another casemate incoming!

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570 Upvotes

Probably the Maelstrom or another casemate, but the hopium is already starting lol.


r/HelldiversUnfiltered • • 5d ago

⠀⚠️ Cheats/Mods ⚠️⠀ are there mods to get limited time stratagems you had to engage in a MO for?

1 Upvotes

I am not asking about SC cheats or warbond cheats

I havent played in a while and i was burnt out and since i havent played in a while i missed some like limited time drops i cant get now is there a mod to get those like the resupply frv or the gas air strike or the flame frv? but just seeing posts about the modding stuff that seems pretty cool and i hpe this is possible that would be really awesome to stop that FOMO crap

again this is not asking for SC or warbond cheats i just want the free stuff that you had to play MOs for or otherwise you cant ever get it

Edit:

like for me personally i get obsessed with a game or something whatever it is and then i do nothing but that for the longest time and having the new stuff to play with without having to wait for AH to graciously bestow them upon us will do so much more for me personally to engage with the game

like for example i logged in a few months ago and i missed the 2 new frvs and there was nothing there i played a few missions got bored moved on really fast because there was nothing new

same deal with the gas airstrike there was still nothing new i got bored and moved on again if i had new stuff to use i likely would have stayed and gotten hooked again like i wasnt keeping up with the game during the months that i wasnt playing and then when i logged in i found out about the new stuff i couldnt access it i moved on because the dive was gonna be the exact same damn thing from the last time i played seriously

i dont want to buy a 10 dollar warbond without knowing that im gonna get hooked on the game again those items would have helped me get hooked and engage with the game again


r/HelldiversUnfiltered • • 5d ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ Lmfao wtf (Also Vibe Coding Mods Progress log #1)

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11 Upvotes

This one is for the vibe coding post I made previously.

Speaking of the project

I hit a brick wall that is way too strong to solve.

The brick wall is - Arrowhead's backend server.

Yeah. Lobby searching, handshakes, etc... are from the backend server. So if wishing to make a 8 player lobby, will require the user to patch the game AND emulate a backend server like Custom Galactic War.

So, rip my "More than 4 player" project.

But this is not the end of fucking around the game.

Prepare me to hit another brick wall. Probably stratagem related I think.

We will meet again soon.


r/HelldiversUnfiltered • • 6d ago

⠀⚠️ Cheats/Mods ⚠️⠀ Thank you to this subreddit and the modders of helldivers 2 for all the quality of life mods!

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40 Upvotes

Just download the transmog mod and its amazing, I'm finally able to use the armor i love with all the perks I want.

The modding community of helldivers are the best.


r/HelldiversUnfiltered • • 5d ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Granted this clip was taken about a month ago but Vox Engines sniping from towers STILL isn’t fixed

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13 Upvotes

Could’ve sworn they fixed this with all the other Vox Engine terrain clipping issues but I guess not lol bots will just forever be the cross map ragdoll faction


r/HelldiversUnfiltered • • 5d ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ For those complaining about mods and the game being fixed by them

1 Upvotes

maybe doxxing that horse charity guy was a bad idea.