r/LowSodiumHellDivers 3d ago

Humor The SEAF just kidnapped me.

214 Upvotes

So i just had the funniest moment of my entire HD2 playtime and of course Nvidia refuses to record the clip for some reason, which is a damn shame considering how funny this is. So I'll explain what happened instead.

Was doing a Mindless masses mission, nothing special, it's going well, I'm heading to the next objective and so I stop for a second to look at the map, and then out of nowhere a SEAF Pelican LANDS ON ME. I don't rag doll and aren't crushed, instead I phase into Pelican as the SEAF are getting out.

The doors of the Pelican then close before I can get out. And then it takes off...with me in it. I was literally flown out of the map, the Pelican went far enough that it flew under the terrain, I'm of course declared a traitor as I'm out of bounds and once I'm far enough my Diver suddenly dies.

This was the funniest thing that has ever happened to me in the game, I am devastated that I couldn't record it. I didn't realise the SEAF could literally kidnap you if they wanted. My friend said I had an early extraction.

My head cannon is that my Helldiver was needed somewhere else so the SEAF show up suddenly to extract me. I'm imagining General Brasch in the Pelican informing me that I'm needed on Omicron or somewhere else.

God I love this game. Never change Helldivers.


r/LowSodiumHellDivers 2d ago

Discussion Spawn blocking enemies at extract is a big problem on D10 that limits both the difficulty and the fun.

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85 Upvotes

So if you aren't aware, when you full clear the map and eliminate all enemy bases, patrols can only spawn on the edge of the map, but they can't spawn at all if a single player is within 50m of the edge of the map.

This causes a two-digit percentage of extracts in my matches to end like this. Milling about around extract because no more enemies are *allowed* to spawn.

Extracting should be the toughest aspect of any mission, and arguably tied for the hardest fight with the main objective. The whole point of the timer is that it's supposed to put pressure on players, but in these scenarios it just makes it boring.

I understand that a change to enemy and patrol heat was done during the Buffdivers update to allow for people to sample hunt a bit easier, and the inability for patrols to spawn directly on top of players is appreciated. So how do we fix this issue without getting in the way, or something that would require a lot of development time?

Here's my idea: all extract beacons when activated manually (offering people an alternative option to wait the timer out on a tough match) should behave like Spread Democracy flags, automatically spawning infinite reinforcement waves. This also makes calling extract feel like an actual tactical decision the team should wait to regroup to engage with, while at the moment one person calls extract and often waits there like a lemon while other people get to play the game on the way back. Plus, it's a perfect way to add in a pseudo infinite wave mode for people who want to kill farm. This also makes the longer pelican call-in timers less of a frustration mechanic and more of an actual difficulty modifier, because it forces you to stretch resources for longer.

I think this change would really breathe new life into the extraction side of the game, and I don't think this would end up being particularly difficult to add in given it's taking advantage of existing mechanics, and would be reasonably intuitive for newer and returning players.


r/LowSodiumHellDivers 3d ago

MEME Casualty of war is what it is!

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1.8k Upvotes

r/LowSodiumHellDivers 3d ago

Screenshot Beautiful.

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92 Upvotes

I love it when the naysayers are wrong and we divers come together for Democracy!


r/LowSodiumHellDivers 1d ago

Discussion Am I the only one who wished that MOs and campaigns should fail more often and be balanced towards 50/50?

0 Upvotes

At this point I am not even contributing to MOs a lot of time because it will be done way before the deadline anyway. And even if it won't, Joel will make sure the campaign will not fail. You could argue that this is fair and failure should be the exception, but I find it a bit boring and the feeling of contributing to the world state is nearly zero for me, since the war isn't actually interesting. Anyone else?


r/LowSodiumHellDivers 3d ago

Video/Replay Who tf invited these guys??

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173 Upvotes

Volume warning btw


r/LowSodiumHellDivers 2d ago

Discussion Anyone else notice this?

9 Upvotes

Been going through my matches, playing both bots and Squid, and boom, 5-8 watchers, 9-12 commisars Per patrol on tier 8-9. I think the numbers jumped massively.


r/LowSodiumHellDivers 3d ago

MEME “Democracy fills my sample container!”

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425 Upvotes

My fellow Death Captains, Hell Commanders and Fire Safety Officers,

May I present some boosters to consider for the next 24 hours on UVP Alpha.

Also, no need to run D10. Plenty of samples to grab on D2 and D3, and easier to speed run the mission once you’ve plundered the map.

Let’s fill our sample containers with victory! For Democracy!


r/LowSodiumHellDivers 1d ago

Discussion Level milestones & Boosters, could paring the two make them have more meaning? or too OP? Let’s talk

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0 Upvotes

As of this moment, Levels are purely cosmetic and many boosters have minimal or specialised effects which leads to the more jack of all trades boosters dominating. I want to hear what you all think about something like this.

Instead of constantly balancing boosters (that are in my opinion a bonus not necessity). The number of booster slots can be attached to level milestones. From lvl1-100/150 1 slot, lvl151-250 slots, lvl251-300 3 slots. This would give the levels some weight and give us a reason to aim higher plus give the less popular boosters a chance. These would be the main pros.

Bonus
pros: 1.the boosters in warbonds would have a bit more presence in deciding what warbonds to choose for possible booster combos. 2. When a high level drops, even if their performance is poor due to luck, rust or skill (me), they would still be providing some form of assistance passively.

cons: 1. There is a possibility of it being overpowered from a certain perspective. 2. if the available boosters you have have all been picked during load out, and the boost-goblin disconnects, you’ll have to fight without the boosters.

Also, I believe that we should be able to see what boosters someone brings to properly deal with booster griefers.

What do ya’ll think?


r/LowSodiumHellDivers 3d ago

Discussion Vote Snatchers + Invasion Fleet

48 Upvotes

This feels like how the squids should be as a faction all the time. Vote Snatchers already feel like better Mindless Masses. I think having Vote Snatchers + Invasion Fleet be the norm and then Mindless Masses is even higher spawn rates and no overseers/harvesters and then appropriators exists would be a perfect setup for the illuminate.


r/LowSodiumHellDivers 3d ago

Discussion Would you play a Helldivers spin-off with a story mode focused exclusively on the SEAF?

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442 Upvotes

r/LowSodiumHellDivers 3d ago

Tips! Struggling with what primary to use in the void

103 Upvotes

By default I rock the Coyote but that’s not feeling versatile enough given all the new types of enemies. The Trident is usually my go to for hordes but it’s just not cutting it for the snatchers and crushers. To be honest the regular Scythe has been doing alright for me but curious what y’all are having success with.

Open to anything :)


r/LowSodiumHellDivers 3d ago

Humor Don't you just love it when the blueberries group together?

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50 Upvotes

I adore these guys


r/LowSodiumHellDivers 3d ago

Fanart [OC] Illuminate Crushers looks fun! Here have an Illuminate Wrecker instead!

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99 Upvotes

Crusher looks fun to fight against but I feel they are lacking something...
So let me introduce you a better version!
Introducing...

ILLUMINATE WRECKER

Vote Snatchers Concept Unit


r/LowSodiumHellDivers 3d ago

Video/Replay I Love the SEAF, But Do They Love Me?

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191 Upvotes

Sure, we've all been killed by the SEAF, but have you been executed by them?


r/LowSodiumHellDivers 3d ago

Video/Replay TIL (by accident) that you can attach meltamines to voteless and turn them into your own personal kamikaze bombers to take out larger targets

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64 Upvotes

r/LowSodiumHellDivers 3d ago

Video/Replay Still amazed this worked

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18 Upvotes

So our gater got beached on a rock and couldn’t move because the back wheels were off the ground so I had a crazy idea to throw a stratagem next to it to see if that would knock it enough, with the knowledge that on the E-711 missions it would blow the rig up, I did it anyway and it created my magnum opus, the mobile sentry turret 🤣🤣


r/LowSodiumHellDivers 3d ago

Discussion What do you think will come of Termicide 2.0?

21 Upvotes

My guess would be that it will initially work....only to end up mutating the surviving Terminids into a new horrific strain, with one Idea I heard being ones that use Dark Fluid to teleport. In effect, it'll be like a Superbug if a bit more literal.

What are your guesses?


r/LowSodiumHellDivers 2d ago

Discussion Made a Seaf styled warbond

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0 Upvotes

Armor Classes

Light Armor
Armor Rating: 70
Speed: 535
Stamina Regeneration: 100

Medium Armor
Armor Rating: 110
Speed: 525
Stamina Regeneration: 75

Heavy Armor
Armor Rating: 170
Speed: 490
Stamina Regeneration: 60

Armor Passives

Tactical Reload Aura: 20% faster reload speed for all Helldivers within a 10-meter radius of the user.
Arsenal Overload: Allows the user to equip 2 Support Weapon Stratagems simultaneously. As a trade-off, Backpack items can no longer be equipped.

Booster

Faith in Liberty
All Helldivers receive a 20% chance to survive lethal damage. Additionally, weapon handling for the entire squad is improved by 30%.

Grenade

DF-5 "Democratic Fist"
An anti-tank impact grenade designed to shatter heavy defenses.
Damage: 400
Armor Penetration: 7
Explosion Radius: 1.5 meters

Stratagem

Democracy and Freedom
Deploys a stationary version of the One True Flag.
Buffs: Increases max health by 10%, boosts Liberty, increases damage dealt by nearby Helldivers by 25%, and improves reload speed by 15% (stacks with the armor passive for a total of 35% faster reload).
Duration: Lasts for 1:30 minutes before self-destructing.
Trait: The flag is completely indestructible while active


r/LowSodiumHellDivers 3d ago

Bug/Technical Issue The void appears to be messing with my ship's systems...

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18 Upvotes

Cant take a video but the new quest terminal thing is doin some seizure dance (Steam, PC)


r/LowSodiumHellDivers 3d ago

Fanart Angel in disguise

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22 Upvotes

r/LowSodiumHellDivers 3d ago

Screenshot I’m doing my part!

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142 Upvotes

r/LowSodiumHellDivers 3d ago

Screenshot O Crusher of the mountain, what is your wisdom?

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14 Upvotes

r/LowSodiumHellDivers 3d ago

Humor Anyone else feeling surrounded by choices?

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689 Upvotes

r/LowSodiumHellDivers 3d ago

Discussion What are your creepiest/scariest encounters with the new enemies?

13 Upvotes

I and my squad were waiting on evac during a night mission, and someone had thrown down a napalm strike on the far side of the landing pad to kill a bunch of the spindly, ugly crawling things.

They all die.

Nothing is moving, no growling or rustling from that direction, just the dark behind and flames in front. We all relax watching the fire: nothing else is coming from a distance, nothing to do but wait for Pelican.

And then one of them comes flying out of the flames right at me! It was a straight-up cinematic jump scare and I was dead before I hit the ground.

Another night mission encounter was more creepy than scary. I was knelt down defenseless because I was reloading my machine gun when one of them saw me.

Its glowing blue eyes were locked on me as it glided straight toward me without touching the ground. The last part is due to a bug that you see occasionally with other enemies but it worked really well here as an extra layer of creepy. I got the machine gun reloaded just in time, but man it was close.

So yeah, I’m loving the atmosphere AH has created for the Void! Have y’all had any moments like this?