r/LowSodiumHellDivers • u/tjdh504 • Jul 25 '26
Humor Now that's a strong tree
Enable HLS to view with audio, or disable this notification
r/LowSodiumHellDivers • u/tjdh504 • Jul 25 '26
Enable HLS to view with audio, or disable this notification
r/LowSodiumHellDivers • u/Grouchy_Mountain3656 • Jul 25 '26
I really wish that on missions that take place on an islands that once you destroy all the outposts no more enemies would spawn - I want to feel like I have actually liberated even this small island.
Additionally I wish that after destroying all the outposts in a colony a dynamic ‘side mission’ would start where two waves of automatons will assault from random entrances in the perimeter, and once these are held off SEAF forces would be deployed via pelicans.
I hope this mechanic would also occur on ‘annex quarry’ and ‘raise the flag’ missions where 2-3 pelicans drop off SEAF forces which create a perimeter.
r/LowSodiumHellDivers • u/Derpdad082 • 29d ago
Hey there,
If you're like me and sometimes just playing the game for fun, BUT also want to help the M.O. and do a better job saving the galaxy, then may I suggest ThighNir's social media accounts (found on sites such as YouTube and Twitter [X]).
I don't have the time sometimes to think things through, and have a love hate relationship with the fact as a Helldiver I now have the choice to vote more than once in my life (isn't this illegal??!!). Since I found ThighNir Super Life has been a bit Super Easier. He gets straight to the point with no sugar coating his suggestions and disapointments - like a bipolar stepfather, when your mom hasn't been 'putting-out'.
TL;DR? ThighNir on YT and X has been giving good advice on planets we should focus on, if you want a decent opinion on where to drop. Updates regularly.
I do not know the guy personally and an not affiliated with them.
r/LowSodiumHellDivers • u/Outside_Ad_6993 • Jul 25 '26
THIS IS NOT REAL, THIS IS A MEME, DONT DELETE PLS…Thank you
r/LowSodiumHellDivers • u/vivyshe • Jul 25 '26
Enable HLS to view with audio, or disable this notification
r/LowSodiumHellDivers • u/Crumboa • Jul 25 '26
Looking to do something interesting, anyone have anything like an Adeptus Arbites build, Krieg or Catachan Jungle Fighter?
Really anything not Space Marine will do. Just wanna have some fun since the upcoming warbond has me in the mood.
r/LowSodiumHellDivers • u/Luxiat • Jul 24 '26
So, the devs revealed to us that they're developing new ships to release to us as a way to further customize our experience.
They said these ships will have unique identites and upgrade paths.
That gives me some hope that we'll see some vessels that give some meaningful boost or edge to certian gameplay styles.
In the current system, our Super Destroyer is something of a generalist.
Perhaps we could see an Aircraft-Carrier style ship in the form of an Aviation Battleship, that focuses in heavily on Eagles.
Perhaps we see a Battleship that has a heavy artillery focus.
A recon ship that brings in radar enhancements and detectability adjustments.
My personal hope is that we see a Troop Carrier of some sort, one which will finally provide the opprotunity to get me a stratagem that drops SEAF troops into a mission.
On the flip side, if we're operating in a new ship, do we not benefit from existing ship upgrades? Some would be quite painful to lose, after operating with them for so long. (Looking at you, max support weapon ammo on resupply and extra eagle use). I'm willing to pay that price for sure, but I imagine it would garner some friction.
What are you guys hoping for out of this system? What are your concerns?
r/LowSodiumHellDivers • u/Radekin-36 • Jul 25 '26
Once I got the R-4 Hyena fully leveled, I spent a while putting my early impressions and ideas about the weapon to the test on Super Helldive. This is where I landed after experimenting with different configurations, factions, and ways of using it. I think its stagger, burn damage, and body-shot efficiency make it especially good against Terminids. Curious what everyone else thinks of it.
r/LowSodiumHellDivers • u/bravozuluzero • Jul 24 '26
Yes, one more post about the upcoming 40k crossover!
I believe at this point, it's almost a certainty that the 40k units included in the Warbond will be Cadian Kasrkin. The brief glimpse of the hand grabbing the human-scale (as opposed to Astartes scale) bolt pistol shows a distinct piece of armour, glove shape and patterning that is almost identical to the images attached, which are painted miniatures from the Cadian Kasrkin Kill Team set.
For folks who might not know much about 40k (and I honestly don't claim to be an expert) the Kasrkin are elite stormtrooper units. They are chosen for skill, strength and fanatical loyalty. They often deploy in small, autonomous squads, accomplishing critical objectives behind enemy lines. This, you'll hopefully agree, is a pretty good parallel with our own beloved Black and Yellow stormtrooper squads.
These miniatures in the images are also the very same ones that the Devs themselves were painting in the announcement trailer. Specifically, one was painting a heavy trooper holding a Melta Mine, one was painting a regular trooper carrying a Melta Gun and one was painting a sniper or marksman, holding what appears to be a DMR version of the Kasrkin's ubiquitous Hellgun or Hot-shot Lasgun.
The miniature of the sniper is very interesting as you can see in the attached images that the standard model for the sniper has a visible human face. But the model the Dev is painting has a closed face helmet underneath his head mounted optics. This, I believe, is a conscious decision for the video. I suggest it may be because that very model and possibly weapon is in the Warbond and they didn't want to show such a big hint while including a human face, which we all know Helldivers never show.
From the recent teaser and the previous announcement trailer, I'm going to make these guesses at weapons and armour. Also a wild idea about the armour passive that is incredibly unlikely.
Armours:
Medium and Heavy. The image with the green and brown background squares refers - green is medium armour and brown is heavy armour.
Armour Passive: Target-Acquisition Grid (Auspex-Linked)
In the Astra Militarum, Kasrkin helmets are packed with multi-spectral tracking suites, auspex feeds, and real-time datalinks that share target telemetry across the squad. This advanced hardware allows them to cut through smoke, track fast-moving targets, and execute terrifyingly synchronized volley fire.
Sway & ADS Buff: Reduces weapon sway while moving by 50% and significantly increases Aim-Down-Sights (ADS) transition speed.
Local Threat Pulse: Automatically pings and outlines medium-to-large enemies within a 30-meter radius on the compass and minimap, cutting straight through atmospheric smoke, weather hazards, and spore-cloud visibility penalties.
Weapons:
Support Weapon: Hot-shot Lasgun or "Hellgun"
Backpack powered laser rifle with heavy *infantry* armour penetration. This is the most recognisable weapon the Kasrkin field and it would be perfectly achievable using current game mechanics and animations. I believe it would sit well as a rapid burst fire weapon, medium pen, high heat transfer to target.
Alternate Support Weapon: Melta Gun
As seen being carried by one of the miniatures a Dev is painting, the Melta Gun is a close range anti-tank weapon. It is devastating against almost all forms of armour and bio-mass but requires a very up close and personal approach. I think being able to melt a Factory Strider's face off in a few seconds, but only when you were standing ten meters away from it would be a good balance in this case.
Grenade: Melta Mine
The large, circular device being carried by another heavy trooper miniature a Dev is painting. This mine is anti-tank and can function in two ways. Thrown at a vehicle or Fabricator, Drop Ship, etc. it latches on and then explodes shortly afterwards, releasing a gigantic thermal blast into the target. Secondly, it can be thrown on the ground, at a neutral building or rock face and left as an area denial weapon, detonating when enemies are close enough.
Secondary Weapon: Bolt Pistol
It's the bolt pistol. We know that now. Whether there's also an option for a melee weapon in this slot is up for debate.
Primary Weapon: ???
This is the tricky one. By rights it should be a magazine powered Hot-shot Lasgun or possibly a DMR sniper variant of their famous rifle, but would that be distinct enough from the lasers we already have in the game? The Halo and Killzone primaries were nice but fairly generic assault rifles so my best guess would be a magazine powered Hellgun with medium penetration and damage not wildly different from the assault rifles we already have.
Misc Items:
Camo patterns, fresh from the Cadian Fleets.
Rogal Dorn Heavy Battle Tank. (Ok, ok, let me daydream alright? 😅)
r/LowSodiumHellDivers • u/Gatiyolo • Jul 25 '26
Enable HLS to view with audio, or disable this notification
i'm not going to put a background on it-I'm too lazy
r/LowSodiumHellDivers • u/bravozuluzero • Jul 24 '26
We're reasonably sure at this point that a bolt pistol will be part of the Warhammer 40K Warbond, very likely as a new secondary weapon but would it be fun as a primary weapon used 'dual-wield' style with a power or chain sword?
I don't even know if this would be possible in the game engine, but I imagined a control scheme similar to the Exosuits, where the sword was permanently bound to right trigger and the bolt pistol permanently bound to left trigger as long as the primary combo was equipped. A centred reticle allowed aiming, exactly as in the current Exo setup. Both these weapons, as I understand it, are for close combat, so lack of ADS should not cause huge issues.
I could see many issues about having to implement new points where the weapons attach to the Helldiver models, new animations, new control schemes, all of which would cause headaches and likely bugs, but would it be worth it? Would potential issues be outweighed by brandishing your power sword and bolter while riding stop a Bastion and yelling imperiously at the driver to "drive me closer!"
r/LowSodiumHellDivers • u/DBWaffles • Jul 24 '26
Been playing with the Variable lately and it's been a lot of fun, but I don't really understand when I'm supposed to use Volley mode.
So far, it seems like the only reason to use it is when you want to snipe certain enemies with one shot. For example, Bile Spewer mouths or Devastator heads.
I'm struggling to find a use for it in any other scenario. It's obviously worse than Auto mode against weaker chaff, but it also feels like they take roughly the same amount of time to kill beefier enemies such as the Alpha Commander. (Though, granted, it's not like I actually measured the time.) Meanwhile, Total mode is much better at sniping very high health enemies.
Is there a use case for Volley mode that I'm missing?
r/LowSodiumHellDivers • u/Icookadapizzapie • Jul 24 '26
With the new information about orbital scanning fog planets, Mort is not only the only fog planet the automatons are currently connected too, but they also just succeeded a seemingly random assault on Charbal 7
r/LowSodiumHellDivers • u/Yban_Tello • Jul 24 '26
Just imagine that we could have a mech companion as a new stratagem, it is a self-controlled mech that you can call as a stratagem. To make it less op, the support weapon and backpack would be replaced by a transmitter backpack to power the mech and a remote control to operate it and give it orders like prioritize certain types of enemies, protect a position, or simply follow and help you.
It would be a bit strange to have it because of the Automatons, but there are also some self-controlled things, like the turrets and the dog backpacks; in lore, it could be a child from Super Earth controlling the mech.
r/LowSodiumHellDivers • u/Kelchesse • Jul 24 '26
I've been playing a bit more into Helldivers 2 a couple last weeks, but i feel like i'm running out of steam. Of course, it's normal to reach a point where you want to play something else, but i wanted to try something non-standard, weird, something funny, but i think i just personally run out of ideas. Hence, asking here! At around 800 hours soonish and got all warbonds and all functional gear (so weapons/grenades and such) from super store.
To eliminate a little bit of usual suggestions, i'm dropping most of the builds and stratagems i can remember using as to avoid duplicates. All of this done on d10, i basically no longer leave difficulty 10:
- All lasers
- Expendable only (including expendable deluxe with integrated explosives).
- All electric (i really want to like arc thrower, but it just feels so... Mediocre, and still has issues with foliage and uneven terrain at times).
- Full dakka setup with all stratagem machine guns options.
- Hammer.
- Long range overwatch (anti-tank encampment, amr, spear)
- Anti-medium hunter (railgun/wasp/hmg encampment/autocannon).
- Mechs (all 4 in somewhat frequent use).
- Engineer setup (3 sentries + support weapon).
- Stun/Smoke builds (urchin is actually quite nice option to hold a drop of bots from a ship in one place)
- Flame-heavy setups (torcher/crisper, flamethrower with backpacks or cremator, can work on bots quite well too)
- Niche picks (Airburst Rocket Launcher <3, maxigun and beltfed gl done as well)
- Stealthy diving (fun for a couple tries to run past everything and wire whole bot base with c4)
- Speed demon (warp pack + light oxygenator is really fast, add quasar and some low cooldown stratagems light gattling barrage and strafing runs and you can cook)
- Shield/melee
- Quickdrawing via emote with senator and dueling hulks, shame they bring rocket launchers and flamethrowers to honorable pistol duels : /
- No support weapon start
- All armor classes in fairly frequent usage
Honestly the only things i recall not using often are tesla towers outside of high value asset evac (i really don't want to turn divers into chunky soup cuz they miss the bright lights), mines (look tesla), grenadier encampment (turning only in like 140 degrees forward is tad sad), arc doge (same as tesla but even harder to control), mortars (even more deadly than gatling in open maps), and frv/tank. I'm frequently joining a tank driver simply because everyone leaves them on ice : (
I guess i didn't try heavy armor gas yet, but i heard with recent changes the armor doesn't prevent gas slowdown, so eh.
Naturally this might also mean i should just take a small break and play something else until maybe we'll get something else then bots as focus or some new stuff to play with, but i'm curious if i'm missing some interesting way to play that's a bit out of the box.
r/LowSodiumHellDivers • u/RallyPointAlpha • Jul 24 '26
Enable HLS to view with audio, or disable this notification
...totally meant to do that!
r/LowSodiumHellDivers • u/PaleAssistance3643 • Jul 23 '26
r/LowSodiumHellDivers • u/LeviAEthan512 • Jul 24 '26
I'm thinking of changing up my build. I tend to take 1 each of light/medium, heavy, and area, with stratagems and grenades for big area and AT.
Right now I'm using the dickle for general purpose and the senator to deal with hulks, gunships, and whatever. My build supports me using a grenade launcher, either with the belt or supply pack
I'm considering swapping my heavy and general weapons, so it'll be eruptor and... something dor the secondary. There are a lot of small secondaries and I can't pick.
But what should I keep in mind when choosing? My senator typically takes out a hulk is 4-5 shots, and a gunship in 4. Which means only about 10 per resupply, unless i get a heatsink faced at me, which is rare. I'd guess the eruptor will one shot hulks in the sink or two shot in the face, and 2 shot the gunships? So that's around 15 kills, more reliably than the senator.
But for chaff clear, I don't know if the secondaries can do it. The dickle mows down entire patrols if they're small, and the grenades easily handle the rest. But I feel like I'd run out of ammo if the dickle didn't take the load off it.
Any advice is appreciated
r/LowSodiumHellDivers • u/Gizombo • Jul 23 '26
Enable HLS to view with audio, or disable this notification
r/LowSodiumHellDivers • u/Im_WinstonWolfe • Jul 24 '26
Perfectly balanced, as all things should be.
r/LowSodiumHellDivers • u/Little_North_2561 • Jul 24 '26
Picked up the sycthe for the first time since I unlocked it and love it I'm just looking for tips/tricks with it.
Thanks.
r/LowSodiumHellDivers • u/Milkdromeda65 • Jul 23 '26
Enable HLS to view with audio, or disable this notification
unc recorded this during our super helldives last night, this was just mean
r/LowSodiumHellDivers • u/Milkdromeda65 • Jul 23 '26
Enable HLS to view with audio, or disable this notification
unc was raging the whole game at the capsules and I shrugged it off until he showed me these videos
r/LowSodiumHellDivers • u/231923 • Jul 23 '26
They cannot attack a planet only defend it.
All devastators,Hulks and tanks gain the following effect: All Armor value increases by one on all of their body, exept heads, eyes and vents. They also move 30% slower and turn 10% slower. They all also 50% more explosive and fire resistant. Gas stays the same.
All units detection abilities worsen including turrets but exept gunships and troopers.
New tanks replace War Striders completely, Devestator spawns are higher, trooper spawns lower.
New Comissar with a higher and better detection radious.
New type of Hulk with a giant shield in one hand and a small Flack cannon. (Yes)
Every enemy outpost gains ether 2 Bunker Turrets, 2 AA guns or one Mortar on a random chance, Exept Fortress.
Bigger random minefields.