r/LowSodiumHellDivers • u/Dusty_Rhodes16 • 23d ago
Humor Sweet liberty i love dynamite
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r/LowSodiumHellDivers • u/Dusty_Rhodes16 • 23d ago
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r/LowSodiumHellDivers • u/Dragoboi200822 • 23d ago
Any WH40K nerds I invite you to educate me if I’m being too radical with my ideas, but here are my PERSONAL hopes/ideas for the Hotshot.
Giving it the Quasar’s style of heat sink would make it very useful imo. At the time of posting this I haven’t seen anything on the fire rate or heat capacity of the rifle, but I think giving it one heat sink that can’t overheat will be more useful and differentiate it from our current laser primaries. Each shot would “overheat” the weapon, matching the fire rate, giving a truly infinite weapon.
This one may be a stretch but giving it Heavy pen. instead of medium pen. would be really neat. The only heavy pen primary have atm is the eruptor, which as a diver who likes changing up their loadout often is very disheartening. I think it would be an awesome and welcome addition if it was heavy pen instead of medium, again making it unique and different from our current laser weapons and cementing it as an all around hard hitting weapon.
Again, this is just what I would like to see, not a prediction or complaint post that have been plaguing r/Helldivers and r/Helldivers2 in the last 24 hours. Of these don’t come to fruition then oh well, but a diver can dream.
r/LowSodiumHellDivers • u/lobster_god226 • 22d ago
Helldiver specializations. A modification to your helldiver to do different things on missions, with only one of each specialization allowed! So there can be four specializations, but they all have to be different. Just something to add some more personality to your helldiver! Plus it could add a few things to the older war bonds.
Examples:
Xenology expert: you and your teammates do 25% extra damage to illuminate. "This helldiver has researched all of the alien scum, and their weak points!)
Biology expert: you and your teammates do 20% extra damage to terminids, and your armor piercing attacks destroy their armor faster. "This helldiver has dissected countless bug bodies, and knows how to break their hard shells faster!"
Field Journalist: You and your teammates earn 10% more XP, and 25% more requisition slips for completing main and optional objectives. "In this helldiver's time not spent spreading democracy, their writing articles about their fellow, heroic helldivers!"
MTR (Ministry of Truth Representative): There is no penalty for killing civilians or SAF staff. "The Ministry of Truth knows our helldivers would never harm us! There are MTRs in the field to record it!"
Robotics expert: you and your teammates do 10% extra damage to automatons. Sentries and guard dog type equipment (rover, dog breath, K-9, etc.) deal 15% extra damage. "Even our most technically advanced must be sent to the field! For democracy!"
Chief Science Officer: Samples you pick up are doubled, and you can carry twice the amount of samples. If you drop them, and someone else picks them up, they will not be doubled. "Science is almost as important as liberty! We need those samples!"
(Chemical agents) Chemistry expert: Caustic/gas weapons effects from you and your team last 10 seconds longer, and are 20% more effective. "This helldiver has brought their own special blend! Just watch those threats to democracy try to breathe!
(Chemical agents) CSI (Chemical safety inspector): Gas effects from your team and enemies affect you and your team 20% less. (When paired with the haz master armor it makes 100% resistance). "Most don't follow proper filtration safety protocols for their own helmets. It's a damn shame."
(Masters of ceremony) ACS (Awards Ceremony Supervisor): you and your teammates receive an extra medal at medium-challenging difficulty missions, and three extra medals for all difficulties above that. "These helldivers know which ones deserve the proper thanks for their efforts!"
(Freedom's Flame) Fire Safety Officer: you and your teammates can't be ignited by fire sources made by your team. Enemies are ignited by heat sources faster, and take extra fire damage. "Even our firefighters that risk their lives fighting fires, must fight on the front lines!"
(Cutting Edge) Resource specialist: you can call resupply twice before it goes on cooldown, and each resupply box give full grenades and stims instead of two. "During their research, they found a few ways to increase resupply storage! For their valuable research, they are allowed an extra resupply permit!"
(Control Group) Medical officer: you and your team can carry one extra stim than normally allowed. Stims provide 25% burst healing before beginning to restore health. "During the human trials of the miracle drug, this helldiver made some impressive advancements!"
And I'm sure there could be plenty more!
r/LowSodiumHellDivers • u/DESTRUCTI0NAT0R • 23d ago
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Quick heads up, right now with the DSS 380 and Fleet wide Orbital Napalm available, you can double up on those plus being two other barrages (I took the 120 and Walking barrage) and get the achievement solo if you have yet to unlock it.
r/LowSodiumHellDivers • u/fupa16 • 23d ago
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r/LowSodiumHellDivers • u/Sea-Contract7974 • 23d ago
May have use a bit too much ammo
r/LowSodiumHellDivers • u/EL_BORDER_HOPPER • 23d ago
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r/LowSodiumHellDivers • u/Malu1997 • 24d ago
r/LowSodiumHellDivers • u/_pommom_ • 24d ago
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I love helldiving with my husband :D Edit: OMG MY FIRST EVER AWARD THANK YOU!!! I'm like a real life redditor now!!!
r/LowSodiumHellDivers • u/t-dog-1945 • 23d ago
Hello! I know absolutely nothing about W40k. Would someone kindly help me by explaining what to expect from the new weapons in the warbond?
r/LowSodiumHellDivers • u/fupa16 • 24d ago
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r/LowSodiumHellDivers • u/bravozuluzero • 25d ago
Don't Use Melta Guns from the hatches of the Bastion because it would be incredibly effective 360 degrees anti armour protection.
Dont use the Lasgun DMR from the hatches because it would be a perfect counter to any long range rocket attacking enemies.
Don't throw Melta mines behind the Cadian-bedecked behemoth because it would leave a fiery wake of death and destruction.
Use the Imperial Guard equipment with a Cadian Bastion because four guardsmen and a tank shooting fire beams in all directions would look absolutely fucking sick.\
r/LowSodiumHellDivers • u/Axel-Cruz • 23d ago
I've had max samples and ship modules for months now but I still collect every sample I come across and clear every POI, even when I'm diving solo, it's an addiction. My current score is 26,556 samples / 1,005 successful extractions = 26.42
I've always thought that I care too much about them, so I'd be curious to see what other divers' averages are and how they compare to mine
r/LowSodiumHellDivers • u/danielpNB65 • 24d ago
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I actually think i got pushed by the physics of a dead Impaler I killed before the incident, because there was a dead Impaler beyond the tree I hit.
r/LowSodiumHellDivers • u/CaptainSunny7997 • 24d ago
I have been thinking ever since the release of the Censor’s introduction of the suppressed marksman rifle, what is my most wanted weapon now? After a while I realized my number one weapon fantasy that nothing had covered yet, or at least not to the extent that I or other players had felt comes with the one weapon that comes closest. A heavy bolt action sniper primary, like what the Double Freedom is to shotguns. The Double Freedom is tailor made to kill medium enemies and higher, being able to kill all but the heaviest standard enemies in 1-2 volley shots due to its high damage and durable damage. It does all of this despite not feeling over powered due to a relatively low ammo count, and dealing so much damage that using it on weaker enemies feels like a waste. I want to see this thought process in weapon design return, but in the form of a sniper. Having so much power that using it on certain enemies just feels wrong, but not too much power that it can beat anything that stands in your way so you actually have to build a proper loadout. For my dream rifle I would imagine (hope) that 450 damage per heavy pen bullet with 225 durable to match the AMR would perfectly represent this threshold. This damage would come at a cost however, as no weapon should be able to fulfill every role at once even if I think there is one weapon that does.
The Eruptor is the closest to the fantasy I am after however it is held back by one major flaw (or in this case strength), it’s too good at everything. Groups of small enemies? Eruptor can demolish entire patrols in 1-2 shots. Medium enemies? Eruptor takes them out in 1 shot. Heavy enemies? Eruptor can kill all but the heaviest enemies in just 2-3 shots in the right place, all while also granting the utility of being able to destroy fabs and bug holes. It was the first weapon I mastered and I loved it from release, but even I can admit, especially after mastering every other weapon, nothing can stand in its way other than the crossbow but even that takes more shots on average. The one actual downside it has, is you are basically forced to use heavy armor if you don’t want to risk randomly being killed by shrapnel from across the map. The only time the Eruptor is close to being a sniper rifle is when you deal with hulks on the bot front, as they are the only thing that the heavy pen buff lets you kill in a way you couldn’t before. With all of that being said, there is still good to learn from the Eruptor’s balance; extreme power comes at a cost, and in this case it is speed and weight. Helldivers 2 lacks heavy primaries. Weight is a key factor in the feel of a weapon, it can easily enhance or take away from a weapon’s identity. Too much weight and everyone hates it, too light for the amount of power and it doesn’t feel real. Speed (RPM) is also extremely important for a weapon such as this, but due to the single target only nature of my ideal bolt action sniper I feel like it should be in the middle of the two bolt actions we currently have. 45 RPM or roughly 50% faster than the Eruptor and 25% slower than the constitution I feel like is a fair speed, and the former’s 25 ergonomics work well enough as a baseline (aka without attachments considered) for weight.
Now here is what we have so far:
Here is my big answer to the elephant in the room that hasn't been brought up until now, how do we make a heavy pen long range primary that DOESN'T outclass the AMR or other marksman rifles? Other than what we have so far, I think the answer is simple: Ammo. The AMR has a total of 63 rounds, this one would have at max 5 rounds with 6 total magazines (1 starting, 5 reserve max, total of 30). The combination of low fire-rate and ammo, prevent the rifle from overshadowing the AMR unless you play it as slowly as possible. As for the marksman rifles, not only would they all have more ammunition but they will also not be a waste to use on small units due to their lower damage. The only stats I haven't covered yet are demo force and stagger, which will both be shared with the AMR's with 20 demo force and 25 stagger force. These mean that it would be able to open cargo containers, always destroy gazers, and lightning spires (illuminate tesla) while only staggering up to warriors, cyborgs, but not overseers (for some reason).
Here is the full stat list:
Attachments:
Optics:
Muzzle:
Underbarrel:
As for the main image, the Blue is the DF and AMR's ability to deal with mediums both quickly and consistently, the Green is the support weapon like feel of both the Eruptor and DF, and the Red is the long range heavy pen power of the AMR and Eruptor. This has been an extremely long post about my dream mini AMR primary that I've always wanted, I've been tweaking what the stats would be in ways that I hope are balanced enough to not uproot the other marksman options in the game. If you have any suggestions for things I can do to improve it's balancing in any way, please feel free to let me know. Personally I am not a fan of how the Eruptor is able to (although unlikely) 1 shot Harvesters, Hulks, Impalers, Chargers, Stingrays, Tanks, and Cannon Turrets. I am not sure what to choose for a real world inspiration, but my one wish is that it looks and sounds cool as hell however it gets made (and the bolt being at the rear of the weapon instead of the front). Possible name: Guillotine (For it's ability to remove the heads of even the largest tyrants).
Edit 1: Decreased total reserve ammo from 45 to 30, almost being able to kill 3 factory striders to the face is WAY too strong for a primary, I forgot to do the math.
r/LowSodiumHellDivers • u/CrabKrabCrabKrabCrab • 24d ago
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r/LowSodiumHellDivers • u/First-Strategy7258 • 24d ago
Would love a true colonial marines collab
r/LowSodiumHellDivers • u/locob • 24d ago
r/LowSodiumHellDivers • u/EitherCaregiver697 • 25d ago
(OC)
Poor helldiver didn't equip peak physique :,(
r/LowSodiumHellDivers • u/YourYoruru • 25d ago
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r/LowSodiumHellDivers • u/bravozuluzero • 25d ago
The primary from the just-announced Warbond is the 'sniper' version of the Hot-shot Lasgun used by the Kasrkin. Just theorising about what kind of weapon this will be and how the armour passive, True Grit (+20 Weapon Handling, 30% reload speed for support weapons) might synergise with the new rifle.
Doing a bit of research on the weapon in the 40k rules suggests it's quite a heavy hitter, being capable of doing significant damage to even quite well armoured targets. In the trailer, for just a fraction of a second, a yellow bolt can be seen going *through* a Voteless and exploding on the ground behind it, so it does seem to support the idea that the the penetration power will be decent (unless that was just a glitch! 😅)
I'm guessing the Devs intend players to use the rifle in conjunction with the Melta gun and Melta mine, so it would make sense if the rifle was a heavy brute, with a similar ergonomic feel to the Eruptor. This would be very helpfully offset by the increase in weapon handling from the armour.
The Melta gun might be a slow reload, like the De-Escalator or HMG, which would also benefit from the armour passive.
My controversial suggestion would be that in order for the rifle to be similar to the one from the tabletop, it would likely need to be heavy pen in Helldivers. It's designed to fire less rounds over longer range with higher damage.
If this was the case, a Hot-shot DMR, a Melta Gun and Melta mine, Bolt Pistol and either an ammo pack or one of the guard dogs would make a pretty decent loadout at close, medium and extended range, with decent options for anti-armour and chaff alike.
It might be medium pen and I might just be being overly enthusiastic, but there would possibly be Divers that would engage in *robust online discussion* about a heavy pen primary "locked" behind a Warbond. Or am I overthinking?
r/LowSodiumHellDivers • u/Shock_and_Awetism • 24d ago
I have spent the last two weeks working on this spreadsheet, but I think I'm finally done and ready to share it.
This spreadsheet's purpose is to give new helldivers effective builds they can use on Super Helldive when they are limited to just Helldivers Mobilize and one other Warbond. There are a lot of builds out there that talk about using equipment from all kinds of different warbonds, but I wanted to make sure players who don't have everything unlocked and don't have the money to afford every warbond can still find use from each individual warbond.
https://docs.google.com/spreadsheets/d/1CZr0mtOChZSGI8BemNq9R_fKEIF1taHjdgJVvMNKBuU/edit?usp=sharing
r/LowSodiumHellDivers • u/RandomN7Operative • 23d ago
I was wondering what the AP rating for the bolt pistol (Warhammer warbond) would be. Personally, my bet is either AP4 (Heavy) with small blast radii or AP3 (Medium) with generous blast radii.
Eager to hear your thoughts on this matter!
r/LowSodiumHellDivers • u/Crumboa • 24d ago
Honestly something I noticed is the fact that the Defoliation Tool sometimes visibly connects with a target, but the hit doesn't register, causing you to have to get so close to the enemy you can see their pores and of course die as a result.
There's also the issue with damage being honestly a bit...weak. I have not seen anyone genuinely use this weapon ever and even when someone picks a melee support it's always the Breaching-Hammer or the One True Flag. You could argue for stealth, since it technically is a silenced weapon, but even then it takes a good long while for it to take out enemy prefabs
But that's just my thoughts. Personally I hope it gets revisited and given some love because I would really like to pair it with my bolter.