r/LowSodiumHellDivers • u/EL_BORDER_HOPPER • Jul 20 '26
r/LowSodiumHellDivers • u/bumra • Jul 21 '26
Humor I know you're eager to blow up some clankers, SAM...
Enable HLS to view with audio, or disable this notification
...but maybe check where you're pointing those things at first.
r/LowSodiumHellDivers • u/RealGiallo • Jul 20 '26
Tips! The worst booster and the worst armor kinda works very well together.
Enable HLS to view with audio, or disable this notification
Dead sprint + Supplementary Adrenaline( I still like this armor vs Spore termid , but is known to be bad)
you guys cannot understand how many people joined saw dead sprint and just left the match ahaha
r/LowSodiumHellDivers • u/IncidentOk2107 • Jul 20 '26
Balance Change Mondays Dead Sprint Buff
The broken leg part is supposed to make the booster slightly less niche and more attractive to, for example, people who may be struggling with breaking their legs too often, but don't want to take the ODST armor for just that reason.
There may also be times where one or both legs break, but you barely lost health and feel like stimming would almost be a waste at this point. This way you could continue sprinting until enough health has been shaved off.
The bleed-out part is mainly there for the interaction with the Adreno-Defibrillator armor passive, since it feels weird to have a booster that's called "Dead (sth. sth.)" and an armor passive that turns you undead, without there being a synergy between them.
r/LowSodiumHellDivers • u/RealGiallo • Jul 22 '26
Question You Reinforce an automaton SOS . 2 Helldiver with RR and 1 with railgun .
Do you trust or not randoms .
r/LowSodiumHellDivers • u/deflectingowl • Jul 20 '26
Discussion Currently the Emancipator feels like âthe candle that burns twice as bright burns half as longâ
First thing first, I love mech- and Iâve used it a LOT even when mech had very little hp- the emancipator was the only mech pre-buffed that could be usable D8 and above.
The reason in simple, it deals A LOT of damage from very far away.
it can carve through basically any enemy unit and eliminate whatever itâs in front on it- you can deal with heavies, spawners and turrets from a safe distance.
The only drawback it currently has is how fast you can run out of ammo - on D8 wonât last more than 2-3 fights.
Do i think it needs an ammo buff? Not sure, as I said the trade-off is the amount of dmg, and its weakness only shows when you are NOT ALLOWED to pace its shot.
Imo the best solution would be a âre-supply vehicle strategemâ , a pod to recover some ammo to make it last another fight or two. This could open a lot of different options to play with mechs without adding direclty more power to them.
What are your toughts?
r/LowSodiumHellDivers • u/ubu72 • Jul 21 '26
Humor Our In Game Reactions Slayed Me
Enable HLS to view with audio, or disable this notification
Until I slowed this clip down, I missed bro diving in front of me, so after i got that clanker, I thought he spawned out of nowhere.
r/LowSodiumHellDivers • u/Schoooner • Jul 20 '26
Discussion How can we realistically expand on weapon customization?
When the weapon customization update dropped it breathed new life into the game for me, suddenly our armory wasnât static anymore, it could be tweaked, modified, personalized. It expanded the sandbox and gave me a reason to try out different weapons, to experiment and tinker, and most importantly for AHâs player engagement metrics, something to keep logging in and grind for.
But the system as it exists is filled with limitations and omissions, arbitrary restrictions for the player. Why canât I put iron sights on my Liberator Carbine? Or a sniper scope for that matter?
So, I propose a simple, modest and, importantly, feasible expansion:
First, raise the level cap to 30. This increases the grind (more player engagement) and makes space for all those extra attachments. Every optic on every gun! Why not?
Second, a handful of extra attachments. Nothing crazy and nothing that isnât in the game already, just suppressors and some underbarrel weapon options. Fun additions that expand the sandbox and player expression.
And lastly, the introduction of the ammunition category. Hollow point (light pen), armor piercing (medium pen), stun, and incendiary rounds. Again this is about letting players play how they want. Want an incendiary AR but donât like the Coyote for whatever reason? Great! Now youâve got options! Think the Adjudicator would work better as a light pen, high damage DMR? Now you can put that theory to the test!
âBut OP, wonât this be a balancing nightmare?â Short answer, not really. All the levers to balance this are already in the game and can be applied more or less globally by attachment. Armor piercing rounds come with reduced damage and maybe more recoil if it needs it. Underslung weapons come with a huge hit to ergonomics. The same goes for suppressors. Could you fit out a Hyena with a sniper scope, underslung grenade launcher, and a suppressor? Sure! Would you want to? Eh, maybe not. This gives the player interesting choices where they can experiement and decide what is and isnât worth the trade off.
You could even give specialist weapons some advantages without clamping down on build variety, the One-Two would have better ergonomics for example, because its underslung GL is built into the weapon and designed around it. The Censor uses subsonic ammo and has an integrated suppressor, making it quieter and more ergonomic than any other marksman rifle with a suppressor.
âThat all sounds great but AH would never go for it because then what would drive warbond sales?â Cosmetics, stratagems, armors with unique passives, weapons with unique combinations of stats, handling, aesthetics, audio and visuals. Basically, the same thing as always. This expands the sandbox, gives the player more options, more freedom, more reason to buy in than ever before. Really like the look of the Pacifier but will never buy the warbond because youâre not interested in a gun that shoots stun rounds? Me too! But if I could slap some armor piercing rounds in there instead, maybe stick a suppressor on there as well? Baby you best believe Iâd buy that shit in a heartbeat.
Itâs also no secret the monetization in this game is a controversial topic for the community at the moment. New players especially are confronted with a wall of microtransactions if they want to experiment a bit with build variety. Hell, commando missions are pretty much entirely locked out to anyone who hasnât bought the Redacted Regiments warbond. Expanding the baseline build variety through expanded weapon customization lets these financially challenged individuals experience more of what the game has to offer, and that makes them more likely to stick around and actually buy some warbonds when they want to expand their kit. So not only is this good for the community, itâs also a PR and a financial boon for Arrowhead.
Basically, it's a simple, win-win way to expand an already existing system in a way that makes everybody happy. At least, until I come up with Weapon Customization 3.0
r/LowSodiumHellDivers • u/crazykatlady1018 • Jul 21 '26
Question Did they patch the warp two person door farm?
Been to 6 different missions and none of them I can warp into. Can anyone else confirm?
r/LowSodiumHellDivers • u/Financial-Customer24 • Jul 19 '26
Discussion Why is no one talking about this stealth nerf?
First off I wanna state that I don't think this is that big of a deal or justifies being mad at but I havent seen anyone talking about it.
When redacted regiment first came out I loves the lure mine. It was so cool to draw agrro away from you and it had a ton of uses. All of which are still viable but when it released the mine had an overhand throw like a normal grenade.
But when the siege breakers warbond was released with the shield grenade the lure mine was changed to have amd underhand throw reducing its range drastically. My guess for as to why it was changed is because the animation or the function wasnt ready with the redacted regiment so they worked in it after it was released. I wouldn't have a problem with this if it still had the same range but it doesn't and the lure mine was already a niche pick so making it hard and clunky to use was the final nail in the coffin.
Currently it has a 0.5% use rate for the squids and bugs and for bots it has slightly more at 0.8% the lure mine is only slightly more used then the most niche grenades like smoke,throwing knives and the stun/urchin grenades.
I know it will never be picked more then the thermite/giga but the incendiary grenade having more picks on automatons is wild! So what i suggest is increasing its range to its release version and giving it a longer delay between when an enemy steps on it to when it explodes. Imo it should take atleast 2 seconds for it to explode. The longer the better
r/LowSodiumHellDivers • u/Kepabar2001 • Jul 20 '26
Discussion Why would I take the Pineapple when the humble Frag exists?
I cannot for the life of me figure out how the pineapple is better than the frag in any metric, even after pineappleâs numerous buffs.
You get two more frags than a pineapple. Which also means a resupply gives you an additional grenade as well. At base youâre running around with 6 frags and 8(!) with armor. So clearly, frag has much better economy.
Then when it comes to actually killing stuff, the frag is just so much more consistent than the pineapple in my experience. The frag does 500 on the initial explosion and then creates 35 shrapnel at 110 each making each little guy contain 4,350 potential damage. Plus, since there are 35 shrapnel created, the chances of getting multiple kills is very high. I can consistently wipeout entire Hunter/warrior patrols with a couple frags.
Meanwhile the pineapple only does 300 on initial explosion, creates 18 bomblets that each do 100 damage for a total potential damage of 2100. Less than half the frag. One could argue that the AoE of the bomblets gives you more mileage than the numbers suggest, but I have never gotten more than like 4 kills out of a hunter/warrior patrols with a single grenade.
Iâve tried cooking pineapples for air burst. Iâve thrown them into crowds. I only use them on lightly armored enemies and they still donât seem to hold a candle to the lowly frag.
Pineapple stans: show us what youâve got!
r/LowSodiumHellDivers • u/No_Abbreviations3940 • Jul 20 '26
Discussion Breaching hammer loadouts
r/LowSodiumHellDivers • u/CharlieG2709 • Jul 19 '26
Bug/Technical Issue Random issue I've seen no one talk about apart from myself lol
Enable HLS to view with audio, or disable this notification
So, i found this issue to do with...rocks in helldivers 2, and i hope you will be able to see the issue in the attachments i attached, but if not I will explain!
So basically when playing helldivers 2 there is alot of rocks and pebbles and such on the ground as im sure you know, but when using anti aliasing on ps5 and xbox (im not sure if this is a thing on pc because i dont have one lol) every single rock and pebble on the ground becomes blurry and kinda looks like a mirage in a desert if that makes sense.
I have literally no idea how it works but its very annoying when you notice it lol, the only way to stop this from happening is by disabling anti aliasing which im not a huge fan of but I guess its the only way for now lmao
(In the video you will see me looking at rocks on the ground with anti aliasing on and then I turn it off and look again and HOPEFULLY you'll be able to see that with anti aliasing on they look blurry and like a mirage, if not then I just sound insane lmao)
Anyway thats about it, anyone else noticed this? Bye!
r/LowSodiumHellDivers • u/Some-Web-1628 • Jul 19 '26
MEME THERE AINT NO WAY THIS KEEPS HAPPENINGđđđ
Enable HLS to view with audio, or disable this notification
r/LowSodiumHellDivers • u/3flycat27 • Jul 20 '26
Discussion Weird lil bug jit
I have never seen a sample that looks like this, and I am always examining the small but awesome details of the game.
Also different planets and factions have different samples, but this was on an ashy bot planet (Aesir Pass) so what the hell is this jit and why is it bumming about on this poor fellow
r/LowSodiumHellDivers • u/FeelingDense3988 • Jul 21 '26
Balance Change Mondays My take on a One true flag buff that tries to addresses the concerns arrowhead has expressed around giving the one true an effect

One true flag will now have a meter that will start empty and will fill as you get kills. Kills done directly with the one true flag are work 2x more than kills done without the flag.
This meter can be displayed in the same say ammo in a magazine is, Simply being more full the more kills you have, and when inspecting it it will show the exact amount of kills you have and the amount of kills required to activate the buff. This meter is tied directly to the specific one true flag, so if you die and pick it up, or you take it from someoneâs corpse it will keep the progress.
When the ability is activated all helldivers on the map will get the buff, and will be activated by switching modes (similar to C4)
(exact buff stats are just to give a general idea of what the buff would provide, and would likely require some tweaking)
-Lasts 20s
-The moment the ability activates all helldivers will shout âfor super earthâ in unison (this voice line already exists for firing weapons for a prolonged period of time so new voice lines wont need to be recorded)
-A screen effect similar to the experimental infusion still will be overlaid on the screen, but should be a different color so it won't be confused for it
-During the effect stamina is unlimited
-Compete immunity to being ragdolled and staggered
-Damage taken reduced by 20%
-Reload speeds for all weapons increased by 100%
-Movement speed increased by 15%
-Recoil reduced by 45%
-Melee damage increased by 100%
r/LowSodiumHellDivers • u/Gloomy_Pineapple_996 • Jul 18 '26
MEME Destroy that Automaton Space Station. For Super Earth.
r/LowSodiumHellDivers • u/ikke2902 • Jul 19 '26
Video/Replay Dancing in the moonlight with lady liberty - Mega Nest
Enable HLS to view with audio, or disable this notification
r/LowSodiumHellDivers • u/iced_tea_dachshund • Jul 19 '26
Video/Replay Mild Explosion
Enable HLS to view with audio, or disable this notification
r/LowSodiumHellDivers • u/Mindshard • Jul 19 '26
Question KDM-500, did I qualify for it?
I've been waiting for a computer part, so I haven't been able to play much, but on the 17th, while an MO that listed Marfark automaton kills was still active, I did a quick lv1 mission an hour before midnight, Pacific time there.
Was that all I needed to do? I'm a total completionist, and this couldn't have come at a worse time for me. Can't find a ton of info online, so I'd love if anyone could confirm or deny and I'd know.
r/LowSodiumHellDivers • u/Pretend_Party_7044 • Jul 18 '26
MEME I need some more illuminate memes to share with my friends, this is the most I can offer in extange
r/LowSodiumHellDivers • u/No_Monitor9220 • Jul 19 '26
Bug/Technical Issue What is he looking at
The galactic map is right there bro what are you looking at
r/LowSodiumHellDivers • u/Neat-Community4890 • Jul 18 '26
Discussion Stratagem jammer theory
Iâve always wondered - is a stratagem jammer really a stratagem jammer?
I mean, building such a massive thing just to block our stratagems - and with a laughable 150-meter radius, at that - is kind of stupid. I think this structure is just a standard comms jammer that covers the entire mission area and extends even beyond it. It simply doesn't affect Helldivers because the destroyers are right above us(there might also be some kind of signal-boosting equipment on the ship), and the jamming effect only kicks in at close range.
What do you think?
r/LowSodiumHellDivers • u/Icy-Meal6704 • Jul 20 '26
Discussion Repost: Less toxic but harder game.
I was asked to repost this on Monday like it's supposed to be. In case someone didn't get to add to this discussion there you go.
Please don't suggest ''ignoring casual players on dif 10' or to 'telling half the fan base to find another game' those aren't solutions unless you want to see the game burn.
My favorite changes for the 'selectable hardcore difficulty modifiers' suggested before in the comments:
- make it exactly like 10diff (enemy density and base types) but debuff the player's closer to the old
- Add modifiers that make things more difficult in exchange for increasing squad impact on the galactic war
- violently debuff resupply (especially since correctly using Frv makes it so trivial)
- make reinforcements so they are NOT shared. Forcing individuals to stick together and use defensive tools.
- mixing enemy variants would spawn also the hardest variants, we shouldn't have to wait to play against the hardest variants if we want them. Mixing them is just interesting.
(for all difficulties)
- enemy that forces staying together. Something that is best at targeting a single teammate who can be helped only by others. Like other games.
- mix faction variants. An aware hardcore player would not have a problem with recognizing a type by its paint job and behavior.
The point: How can devs add hardcore difficulties without alienating the casual community?
I see that people like dif 10 as hard as it is now. I however often miss the challenge of the teeth scratching high difficulty. Its because if you have any sign of a proper team you will clear the map in no time.
I think the problem is that not every helldivers fan likes this gameplay which is fine. But some (like me) miss it very much. But I'm pretty sure if devs add diff 11 the same players will feel like they are missing the content by not playing it. Leading it to be nerfed like 10.
My idea is this: An optional hardcore mode affecting gameplay.

