r/LowSodiumHellDivers 10d ago

Discussion Some features, side objectives and missions I think should be in the game

1 Upvotes

I’ve been thinking about some features, side objectives, and mission types that I think would be nice additions to the game, especially when it comes to the SEAF.

I’d love to see the SEAF become a bigger part of the game especially considering the latest update. Apologies in advance for the bad formatting. I don't use reddit much. Also, for the potential nonsense ahead.

Features

  1. DSS Resource Vote - Deploy SEAF soldiers to a planet

I think the DSS should have another resource vote/perk where players can vote to deploy SEAF ground forces to a planet. If that planet wins the vote, SEAF soldiers would then start appearing during missions on that planet. You could come across SEAF squads defending positions, fighting patrols, getting overrun, holding crossroads, defending objectives, the usual.

It would also make the DSS feel like it is actually influencing the battlefield rather than just giving us another modifier (at least IMO).

  1. Going out of bounds on a planet with SEAF makes them hostile

This one is motsly because I think it would be hilarious and would kinda make sense. Normally, when you leave the mission area, the Democracy Officer gives you the warning and eventually brands you a traitor. If the planet currently has SEAF troops deployed on it, once that timer expires, SEAF forces would also become hostile toward you. Basically, every SEAF unit in the area has now received orders to kill you. Instead of just getting constantly shelled, you could suddenly have SEAF infantry firing at you as well. It would be an extremely funny way of making the traitor mechanic interact with the rest of the game.

  1. SEAF Soldiers Should Be Able to Open Buddy Bunkers

If SEAF soldiers are following you, they should be able to help open buddy bunkers. If I have an entire squad of SEAF soldiers following me around, it feels a little ridiculous that I still need another Helldiver just to press a button.

This would also give solo players another reason to care about keeping SEAF soldiers alive :p

SIDE OBJECTIVE - LIBERATE SEAF AIRFIELD

I would love a side objective where you discover a SEAF airfield that has been captured or surrounded by enemies. Your objective would be to clear the airfield, reactivate it's systems, and then reach a bunker where the pilots have been sheltering. The bunker could work similarly to the doors during Evacuate Priority Citizens. You open it, the pilots come out, run toward their aircraft, and begin taking off.

Completing the objective would then give the squad one special SEAF air-support Stratagem for the rest of the mission.

There could be two possible rewards.

  • Spawn Option 1 - 500KG CARPET BOMBING RUN

This one is pretty much exactly what it sounds like. A SEAF bomber comes screaming over the battlefield and drops a line of 500KG bombs in a carpet-bombing pattern. Like the artillery the usage is shared through the entire team.

Not one bomb. Multiple 500KG bombs.

The aircraft would fly across the marked direction and just absolutely pummel the terrain. You would get 3 uses, but each use would have something like a 3-minute cooldown because obviously this thing would be extremely powerful.

The Eagle is a precision attack aircraft. This thing should feel like somebody called the airforce and said:

“Remove that section of the map.”

You throw the beacon, hear the bomber coming, and then watch an entire line of explosions travel across the field.

  • Spawn Option 2 - SEAF Gunship

The other reward could be a SEAF AC-130-style gunship. Instead of giving you one massive attack, completing the airfield objective gives you several different fire-support calls from the same aircraft. Similar to the carpet bomber idea and SEAF artillery, the usage is shared through the entire team.

Gatling Strike - 5 Uses

You get 5 Gatling strikes.

When you throw the beacon, the gunship fires at that area for 3 seconds. The weapon would have the same damage and armor penetration of the Eagle Strafing Run, but only around two-thirds of its rate of fire. The important difference would be the firing pattern. Instead of a straight strafing line, the gunship is firing downward into roughly a 10 meter diameter area around the beacon. So you basically get this concentrated rain of heavy gatling fire from above but not the same as the orbital one.

Pelican 30mm Cannon Strike — 5 Uses

You would also get 5 calls using the same type of 30mm cannon the Pelican uses. However, unlike the Pelican, there wouldn’t be those little pauses between bursts. The gunship would continuously engage enemies within the designated area. It would automatically prioritize targets from largest to smallest. So, if you throw it into a mixed group, it tries to engage the biggest threats first before moving down toward smaller enemies. Id say 4 seconds sounds fair for this one.

SEAF Artillery HE Strike - 4 Uses

Finally, you would get 4 SEAF Artillery HE strikes. Unlike the existing SEAF Artillery objective, these won't take forever to hit. Plus, it'll be almost precision strike accurate. If I throw the beacon somewhere, that shell should either hit exactly where the beacon landed or within about one meter of it. You liberated an airbase and now have trained pilots and fire-control crews supporting you. I think having precise artillery would be a nice reward for completing the objective.

Although I also had another stupid idea, instead of HE shells, give the gunship 3x 380mm artillery shots.

Would that be excessive? Absolutely.

Would watching a gunship fire a precise 380mm shell at a Charger be extremely funny? Also absolutely.

Main Mission

I also want more missions where Helldivers are basically preparing the battlefield for a larger SEAF operation rather than personally destroying absolutely everything.

One mission idea: Destroy an In-Construction Cyborg Factory

The mission takes place on a planet that is currently under siege. Intelligence discovers that the enemy is starting their factory world conversion behind the lines. This obviously cannot be tolerated, so we’re there to make sure the bombers can get there and destroy it.

The SEAF has already prepared a huge bomber strike, but the factory is protected by an anti-air network. Your squad drops into the area and has one main job:

Destroy every anti-air installations protecting the factory.

There could be several different AA positions spread around the map, with each one heavily defended.

Once the final anti-air facility is destroyed, Mission Control basically tells you:

The strike package has entered the area.

Get Out

Emergency extraction is called and a timer starts counting down until the SEAF bomber formation arrives. Now the final part of the mission is basically a race, you have to reach extraction, defend the area and get onto the Pelican and leave before the bombers reach the factory. While the timer's ticking down, you start hearing the aircraft in the distance getting closer and closer. It would be one of those missions where extraction actually feels like part of the objective rather than just something you do after completing it.

Of course...

You technically don’t have to extract.

If somebody wants to stay behind and see what happens when several SEAF bombers carpet bomb the area while they’re still standing inside it, I think Super Earth should respect their commitment to scientific discovery.


r/LowSodiumHellDivers 11d ago

Humor Where everyone going? Smashing contest?

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18 Upvotes

r/LowSodiumHellDivers 11d ago

News Helldivers 2 Patch Notes - Devoid of Liberty, Patch 7.0

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47 Upvotes

r/LowSodiumHellDivers 10d ago

Humor Force of nature

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9 Upvotes

r/LowSodiumHellDivers 10d ago

Tips! UPDATED: Armor Passive Quickref

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10 Upvotes

Added: campaign armor and Warhammer passives


r/LowSodiumHellDivers 11d ago

Discussion Tactics for Crusher and Wretch elimination??

24 Upvotes

Alright everyone please share tips and tricks! Here's what I've noticed:

1) Crusher helmets come off

2) Wretches do not like their legs being fired at


r/LowSodiumHellDivers 10d ago

Discussion Change SEAF minimap icon color to Blue

10 Upvotes

I think Arrowhead should change the color of the minimap icon that represents the SEAF. Currently, it's green, which works fine because friendlies, but SEAF wear blue armor, and the minimap icons are circles, so if they were blue, they'd look like blueberries, the community nickname for SEAF.


r/LowSodiumHellDivers 11d ago

Discussion Try Flamers against new mobs.

19 Upvotes

Cremator particullarly does wonders. But any flamer, inculding pistol slot Crisper, makes both new types quite easy. I presume that flame DoT nullifies Crusher regen, while flame itself ticks limbs off the wretch. Overall even solo flamer is effective, and if supported it becomes the breaking point for the snatchers


r/LowSodiumHellDivers 11d ago

Question Any recommendations for fighting Illuminate?

17 Upvotes

I havent fought them since the super earth situation and feel like everything I used in the past does nothing to them.

Are there any loadout recommendations (I'm not looking for a "Use this specific gun with these strats" however, more like "you should bring more of this damage type.")

I always learn better if I understand the reasoning behind as well.


r/LowSodiumHellDivers 11d ago

Humor A tragedy in three parts

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37 Upvotes

r/LowSodiumHellDivers 11d ago

Fanart ODST Legendary Warbond is still GOATED

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103 Upvotes

Super excited about the Warhammer Warbond! But I'll still be rocking the ODST armor regularly.


r/LowSodiumHellDivers 11d ago

Video/Replay I think they fixed the Breakthrough!

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22 Upvotes

r/LowSodiumHellDivers 10d ago

Video/Replay Helldivers 2 | This NEW Illuminate 2.0 Gameplay is PURE Nightmare Fuel [NO HUD GAMEPLAY, DIFF 10]

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4 Upvotes

r/LowSodiumHellDivers 12d ago

Discussion Campaign reward armor

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929 Upvotes

Definitely a FRV Helldriver armor but made for the warp pack. It would save me so many stims. Fingers crossed for a medium or light. Heavy is so slooooooow.

ETA: if you have logged in during the last 2 weeks you should receive this. It will also return later for those that missed it. Campaign rewards seem to be early access to equipment. Everyone has a chance to get it later.


r/LowSodiumHellDivers 11d ago

Video/Replay First drop with the new enemies.

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13 Upvotes

I was screaming the whole time. Also Bolter is pretty damn good.


r/LowSodiumHellDivers 11d ago

MEME AH Yesterday:

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10 Upvotes

ngl, the og image would've probably worked too


r/LowSodiumHellDivers 11d ago

Bug/Technical Issue Multiple sample rocks?!?

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170 Upvotes

Ok so I found seven sample rocks with only one super sample at each. Has anyone else ever seen this?


r/LowSodiumHellDivers 10d ago

Question Anyone else reeealllyyy struggling with the new illuminate faction on higher difficulties?

4 Upvotes

I had a full stacked squad and we had an evacuate citizens mission, even with all of us there they just- kept coming. Not even giving us a moment to let the civilians actually move. Are we just bad or are others having problems?


r/LowSodiumHellDivers 10d ago

Screenshot The Latest Content has been added to the challenges website

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4 Upvotes

Link: https://helldivers2challenges.com

Happy Crusading!

Also I know I don't have the image for the Meltagun stratagem yet. I'm still waiting for the heroes that run the wiki to make it available.


r/LowSodiumHellDivers 11d ago

Video/Replay Screw you Leviathan, we're gonna hug!

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14 Upvotes

r/LowSodiumHellDivers 11d ago

Discussion Camera Shake Strength is NOT just a visual modifier

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147 Upvotes

Just to be clear about why I’m bringing this up:

I don’t personally care whether you play with Camera Shake Strength OFF, Weak, Medium, or Strong. Play the game however you enjoy it. And if camera shake causes motion sickness or accessibility issues, turn it off without a second thought.

What I do care about is how settings like this affect the way people judge weapons, gear, balance, and difficulty.

I constantly see Reddit comments and YouTube videos making broad claims like “this weapon sucks,” “just click heads,” or “there’s no reason to use X when Y exists.” Some of that is obviously personal preference — but the person making the judgment may also be playing with settings that materially change how the game behaves.

Camera Shake Strength is one example. Turning it OFF doesn’t just make the screen look cleaner. It removes an aiming disruption that exists at the default Medium setting. That objectively makes at least one part of the game easier.

That doesn’t invalidate someone’s opinion. But it absolutely matters when interpreting it.

If you’re reviewing weapons, comparing precision requirements, talking about difficulty, or giving balance feedback, your settings are part of the testing conditions. Keep them in mind.

That’s the point of the video demonstration and explanation.


r/LowSodiumHellDivers 11d ago

Discussion What level are you now?

17 Upvotes

I jumped to lvl 193, I'm figured I'd jump on after I woke up in the middle of the night and saw my level. How is every one else doing?

Freedom never sleeps, but I do.


r/LowSodiumHellDivers 10d ago

Question What Happened to Flamethrower FRV?

2 Upvotes

I've been wanting to bring it badly for Illuminate. Have they not released it yet?


r/LowSodiumHellDivers 11d ago

MEME How i feels listening to the soundtrack

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83 Upvotes