Helldivers 2 - Hell is more diverse than ever as PlayStation's demographics continue to grow and change.

Anyone got any loadout recs against the bugs, terminators, and ayys, or point me in the direction of said recs? Currently lv10.
liberator, recoilless rifle, eagle airstrife/strafing runs and an MG sentry will be rounded out enough to handle most situations. the liberator penetrator is a decent sidegrade trading a little bit of damage per shot for better armor penetration. energy weapons are great, try any out when you have the chance. look at what other people are diving in with. having the right setup is one thing but off the top of my head you'll want to get a hang of pinging priority targets, dialing in on weakspots, working with your teammates, and knowing when to run the fuck away is a slept on wisdom.
 
Just as I was getting to where I actually prefer fighting the bots even more they switch the MO back to bug diving and throw in the predator strains again, fuck you Joel!

I'm itching for a new warbond but I'm not even sure what I would want in one. Are there any cryo weapons in the helldivers universe? I could see it being fun dropping liquid nitrogen orbital shots on bugs and freezing groups of them solid or having a cryo gun.
 
Average double edge scythe teammate
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Nothing against them, it's just very funny to me hearing their cries of pain with a random "FEELS GOOOOOOD!" in between.
The double edged sickle only harms the user on the third shot of a continuous burst. Mouse 1 for 170ms, let off for 85ms. Alternatively, practice some and get a good trigger finger for it, it's not difficult. No need for special armor or boosters.

For Democracy.
 
The double edged sickle only harms the user on the third shot of a continuous burst. Mouse 1 for 170ms, let off for 85ms. Alternatively, practice some and get a good trigger finger for it, it's not difficult. No need for special armor or boosters.

For Democracy.
I'll remember you when they send you to a liberty camp for posting this subversive Information, brother.
 
I'll remember you when they send you to a liberty camp for posting this subversive Information, brother.
I mean, if I was them I would patch it but spiritually make it a feature by adding a separate 'safe' fire mode that dynamically lowers the fire rate as it heats up more, the DPS dropping as it gains armor penetration, allowing you to leverage its superior holdout capabilities given that it is literally infinite ammo. Using this exploit, you are still doing somewhat sub-par DPS as you're only shooting twice for every 3 shots (ideally. My experimentation has found that the game considers a burst to be any subsequent shots fired without allowing the gun to start cooling off even slightly, which occurs after the interval the next shot would have been (roughly 85ms at 700 RPM), so I couldn't make a macro that fired it at a constant 600 or 500 RPM without hurting me. Then again, this is all assuming it is an exploit and this behavior wasn't intended. Like I said, manually firing off 1 - 2 shots in little bursts is trivial, even the wiki acknowledges this as a strategy to utilize in a pinch. And not to mention, it only starts to hurt inflammable users past 50% if you fire it for longer than a second in a continuous burst (until it gets hot enough to light you on fire), which certainly seems like a deliberate mechanic.
 
New balance patch is out along with new warbond teaser. Glancing through it, it seems like they didn't really nerf too much and instead increased damage on a bunch of ARs and SMGs, and gave the enemies a significant buff since it looks like bot and illuminate drop ships will now have 1000 more armor on them. Will probably make it harder to do clean runs on the extract missions since so many people's strat is just line up RR shots on drop ships.

New warbond looks cheesy ngl, I can't believe the rumors about a cowboy warbond were true but looks like we're getting a 6 shot LAS "revolver" type pistol, a lever action rifle, a hover pack and dynamite.
 
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Gay as fuck. The RR strat just became a favorite for me and my brother and now it's essentially not worth it?
I haven't tested it myself to confirm it's no longer a one shot to the engine deal but I get the feeling that will be the result. So if people can coordinate their shots you can probably still take down a good number of bots and having a strat mix like RR + quasar cannon in between shots you could alternate weapons effectively doubling your damage output.
 
Gay as fuck. The RR strat just became a favorite for me and my brother and now it's essentially not worth it?
Don't worry; 1000 more to any part of the dropship won't do shit. If an EAT/Quasar (2000 damage) could crack dropship engines pre-patch, the Recoiless's 3200 will still be able to. As for the warbond, I called a secondary that shoots laser bolts like the sickle and quasar and it's probably going to replace the dagger on my hip. And the hoverpack sold me on the warbond as a whole.
Edit: Increased body health. The engines are still weak to EAT and stronger fire.
 
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Highlights that stuck out to me in the patchnotes:
1. Slightly reduced spread for the Reprimand. People have been complaining about it since it came out, but it looks like a small change so I'm not expecting it to be radically different.
2. Slugger has greatly reduced spread and a small buff to damage. I think it really needed this to be honest. I tried it before and just wanted to go back to the Halt. If it can accurately hit stuff at a distance then it will finally have something that it can do better than the Halt. Plus more damage doesn't hurt.
3. Pummeler has improved stun and got its first damage buff. I tried out the Pummeler during the Gloom Expedition and really enjoyed it, but it did need a buff. So I'm excited for this one.
4. Eruptor projectile is now heavy armor penetrating and travels longer before exploding automatically. I honestly think they were tired of people saying that the crossbow is universally superior. Still a heavy armor penetrating primary that doesn't require you to set yourself on fire is nice, I'm going to give it a another try.
New warbond does look a little goofy, but I'd be lying if I said I wasn't interested in the rifle and hoverpack.
 
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A heads up for anyone who plays with mods that replace any models, the current update broke all mesh replacement mods, to the extent that mod creators will have to repatch their stuff to get it to work again. If you launch the game with any mesh edits, it will crash. Texture and sound edit mods seem to work fine, but sound mods may not load properly (won't crash though) and UI mods might not load at all (also won't crash though).
 
Anyone got any loadout recs against the bugs, terminators, and ayys, or point me in the direction of said recs? Currently lv10.
Nearly all weapons andstrategems are effective for bots and bugs all the way to diff 8. The only real rule of thumb is the artillery strategems ( other than the napalm one) are better for bots than bugs. Also some weapons are more useful on the higher difficulties than the lower difficulties.

For the illuminate the medium machine gun can kill literally everything they can throw at you. Aim for the joints near the head for the overseer. The eagle strafing run is great for them also.

if you want to avoid getting a lot of team kills recommend taking the regular machine gun over the Gatling, and avoid the regular and incendiary mines because they are hard to see on most maps and your teammates will walk into them every time. If they walk into the gas mines that's their fault they are super easy to see
 
Fucking fuck the factory striders have jammers now. They apparently added roaming armored convoys on higher diff bot missions that have the ability to affect strats like the illuminate disruptors
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Quick rundown on the "jammer" striders:
- They're part of a new side objective called "strider convey"
- Their jammers are functionally the same as the Illuminate disruptor towers. Meaning that hell bombs and orbitals can still be called down on them.
 
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