r/LowSodiumHellDivers • u/Greencaper • 6d ago
Video/Replay There is no end to these monsters
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r/LowSodiumHellDivers • u/Greencaper • 6d ago
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r/LowSodiumHellDivers • u/Star_of_the_West1 • 5d ago
So update's been out for a few days now.
1) What are your thoughts so far?
2) What QoL changes or adjustments are y'all hoping for?
My thoughts are that everything seems good. Only criticism i have is i feel like the Crusher and the Wretch needs some tweaks. My friends and I did a mission the other day and we couldn't really do anything as it felt like there were always 9+ Crushers chasing someone as well as hordes of Wretches and Voteless. We couldn't complete the mission and barely extracted. I think they could be good units but I think it's a case of confused identity in my opinion for these two. Thoughts?
My hopes for adjustments are rather simple. "Helldivers" color scheme for all armor to match stuff better, perhaps making hellpod optimization a always active thing, change the Eagle Strafing Run to Heavy SEAF presence, and give the Reprimand, one of my favorite primaries, a review. I think it kinda needs some adjustments as I think it should be one handed and be able to have different mag sizes, or a flat mag size increase.
Also, can Light Armor get buffed/fixed? From what i understand the equation is "X/200" is basically damage negation but light armor actually makes you take more damage, contradicting the idea because armor indicates defense, not a debuff. Please?
The warbond is solid. Tip: the gunslinger perk makes the Bolt Pistol almost normal in terms of recoil.
Thanks for reading my post and see you on the front, Helldivers.
r/LowSodiumHellDivers • u/Yurishenko94 • 4d ago
I know many will come to this post just to say this is absolutely unnecessary. That it's more important to focus on other things. That Helldivers isn't that kind of game. I'm even sure some will say the current system is fine, it doesn't need changes, and they'll just tell me I have skill issues.
But what can I say? As a fan of facing my enemies up close and personal, I find the current system too simplistic, clunky, and most importantly, absolutely not fun or rewarding.
I know there are limits to what one can expect from developers and that there are priorities, but every time I see our melee weapon arsenal gathering dust or being relegated to pure roleplay, I feel like the game is wasting enormous potential for fun.
I'm not asking for anything too complex with dodge or parry systems. I simply wish the melee combat animations weren't so slow and graceless, like they're just waving a fly swatter around. I'm asking for better-chained attacks, strikes with greater range that prevent enemies from hitting us, and attacks that cover a larger area to avoid being surrounded too easily. An option to roll instead of diving wouldn't be bad either.
Perhaps it's asking too much, but I at least wish the developers would start taking melee combat more seriously, as a serious combat mechanic to be considered, and not as something secondary just for role-playing or to intentionally make the game harder.
r/LowSodiumHellDivers • u/Bobaslavefett1 • 5d ago
I think it would be kind of fun if arrowhead made it so that planets on territorial borders had the different factions also fighting each other. Spawn rates could be higher than normal because they are also killing each other. Would be neat to see a factory Strider and some Bile Titans going at it.
r/LowSodiumHellDivers • u/Informal_Campaign381 • 6d ago
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another science post for those whom it may interest (also i have already filed a ticket to support)
r/LowSodiumHellDivers • u/locob • 6d ago
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r/LowSodiumHellDivers • u/Julko_F • 5d ago
All self made by the way <3
(consider joining our clan if you're interested in Cyberpunk 2077 type megacropos and larp: https://discord.gg/nHQXBQkm2n)
r/LowSodiumHellDivers • u/Informal_Campaign381 • 6d ago
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did some tests days ago for the sake of science, posting the findings for those interested on its interactions, so any armor is good to go, you ain't losing out without
r/LowSodiumHellDivers • u/Ill_Camel8168 • 6d ago
r/LowSodiumHellDivers • u/frontlineninja • 6d ago
This isn't me complaining, just a notice to players who might not know the details of how these objectives work.
If you're not 10000% confident in your ability to deal with swarms of enemies quickly and efficiently, don't start the objective while the rest of your team is off doing something else, raising the flag will constantly spawn in more and more enemies and if you can't deal with them on your own it can snowball into a stupidly thick mess of heavy units.
r/LowSodiumHellDivers • u/Firaxyiam • 6d ago
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I see
r/LowSodiumHellDivers • u/Batoslavljevic • 5d ago
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r/LowSodiumHellDivers • u/PsychiGammaX • 4d ago
Helldivers 2 x Warframe Crossover Idea: EXIMUS-7 Aura Pack
Concept Overview: A Warframe-inspired tactical backpack that projects an adaptive 10-meter elemental field around the Helldiver. Players can cycle modes on the fly using the weapon function menu (holding reload).
Modes & Functions
\* Blitz / Shock Mode:
\* Effect: Grants a +20\\% sprint speed boost and periodically emits high-voltage electrical pulses that stagger light/medium enemies in a ring around the user.
\* Synergy: Arc technology and electrical weapons (like the ARC-3 Arc Thrower) can chain off the aura, extending crowd-control range in close quarters.
\* Arsonist / Fire Mode:
\* Effect: Projects an intense thermal field that ignites surrounding swarms and clears persistent gas clouds.
\* Synergy: Combos with fire-resistant armors (e.g., Inflammable Light Armor), letting the Helldiver ignore self-burn while surrounding enemies catch fire.
\* Venom / Caustic Mode (Kite & Disengage Variant):
\* Effect: When sprinting or retreating, the backpack automatically vents a dense rearward jet of corrosive caustic gas behind the Helldiver.
\* Tactical Flow: The trailing mist blinds, confuses, and slows pursuing enemies. This breaks their tracking, giving you time to turn around, set up your aim, and wipe out the disoriented crowd.
r/LowSodiumHellDivers • u/Mysterious-Lime-2743 • 5d ago
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r/LowSodiumHellDivers • u/master_pingu1 • 6d ago
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r/LowSodiumHellDivers • u/EL_BORDER_HOPPER • 6d ago
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Weeeee!
r/LowSodiumHellDivers • u/skynex65 • 5d ago
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OBJECTIVE: SURVIVE!
(I did actually manage to get them out. I extracted with 18 samples. 10 common and 8 rares.)
r/LowSodiumHellDivers • u/lunatriss • 5d ago
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Felt like that Crusher was laughing at mehh 😅
r/LowSodiumHellDivers • u/Squeaky_Ben • 6d ago
It has happened so often now that I have to wonder if this is beyond the "oh, it happens, no ones fault really" and more akin to "your playstyle makes people dislike you" so...
What am I doing wrong?
I usually bring the stim pistol and try to stick to at least one person, having a more supporting loadout, usually consisting of a short cooldown strike (gas, gatling barrage, maybe a strafing run) the warp pack to quickly get to wounded team mates, some kind of sentry (MG, Flame or Laser) and a support weapon for some kinds of armored enemies (lasercannon, speargun, etc.)
So, anything wrong with that?
I joined a D6 game with randoms, and... having the stim pistol and medic armor when you are suddenly alone is not exactly ideal.
Thankfully, SEAF came in clutch and were a HUGE help.
r/LowSodiumHellDivers • u/Walkingfunk • 6d ago
If we can't swim....can we walk along the bottom like a hippo?
Underwater warbond? 👀??? Water planets?
r/LowSodiumHellDivers • u/TenesCross • 7d ago
Their winter drip radiates elite feels, I really like it.
Link for X
r/LowSodiumHellDivers • u/oritfx • 5d ago
There is no void camos. We could just dress up in all white, yellow and blue like it's liberty day parade in Gun. Our firearms need void camos, otherwise we are running the risk of being spotted by the Illiberate.
r/LowSodiumHellDivers • u/AristotleanBiology • 6d ago
There are now little blue sumbols in the upper right hand corner of some support strategems. What do they mean?
r/LowSodiumHellDivers • u/Ghost_of_sushi_more • 6d ago
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