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

Can someone pill me on armor? How important is the armor bonus? What traits are advantageous when combined with what playstyle? I've been using the one that gives you a 50% chance to resist lethal damage but I dunno how that stacks up against others.
Really, the only thing that matters against bugs is speed and stamina so you can outrun swarms easier. Would never run heavy armor against bugs.

For bots though, if you're using the personal shield, plus the heavy armor with 50% explosive damage resistance, you can survive one hit from pretty much anything they can throw at you. You can get direct impacted by the cannon tower or a tank, and live with around 40% health, not accounting for getting ragdolled off a cliff. You can survive a devastator rocket barrage because you tank the first one, the second knocks you down, and unless you get incredibly unlucky the third one misses. Those little faggot bots with the RPGs barely do half your health on a direct hit.

The +2 medkits +2 seconds to medkits armors are all very good because chugging a medkit makes you effectively invincible for four seconds, as long as you don't get outright one shot, and refills your stamina fully.

The extra grenades armor is good for clearing bug holes, but its value diminishes whenever a new stratagem weapon comes out and people figure out how to cheese bug holes with it.
 
For bots though, if you're using the personal shield, plus the heavy armor with 50% explosive damage resistance, you can survive one hit from pretty much anything they can throw at you
I got an armor from the superstore that has stats halfway between medium and heavy with recoil reduction when crouch and 50% explosive damage reduction and it is so nice for bot missions. With a shield it makes pissing off a cannon turret or tank so my buddies can shoot it in the ass into a trivial matter and I can fire autocannon on target faster.
 
Some guy on a difficulty 7 mission kept going on one man suicide runs against random shit on the map and whenever the other three of us went down he'd reinforce them on the penis explosion chamber he'd found himself in. Everyone lost their samples, my buddy lost the backpack he was using to reload my autocannon, and the third guy ragequit at his stupidity. At the extract I reinforced him in twice to shoot him in the goddamn face and he asked "Why?"
I ended up in some premade group, and one of them took the shield I called in before shooting me in the face. When I respawned it was by landing on his friend with my drop pod, grenading him in the face, taking the samples and jumping into a hole before being kicked.
Felt good.
 
So this might be why incendiary weapons felt really bad: if you are not the host burning doesn't do any damage.
"Burning damage deals zero damage when you are not host. Here is video HOST vs NOT HOST for proof. If you feel you don't deal damage, this is the reason. Incendiary is great when YOU HOST | #Helldivers2 "



With all due respect High Command the fight for Malevelon Creek has not been finished.

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Happy Liberty Visibility Day. Freedom has Arisen.
 
With all due respect High Command the fight for Malevelon Creek has not been finished.

View attachment 5865493

Happy Liberty Visibility Day. Freedom has Arisen.
It's like I'm playing Planetside 2 all over again, where each alert is easily winnable but the people playing the game are fucking cockroaches who actively refuse to win, and then go "w-well who cares about winning, I got my [K/D, Certs, Super creds/Medals/etc.], why do you care about winning so much, it's just 50 medals?"

edit: is the ballistic shield backpack utterly fucked, and causes you to just T-pose whenever you pick up an item off the floor, or am I just cursed?
 
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It's like I'm playing Planetside 2 all over again, where each alert is easily winnable but the people playing the game are fucking cockroaches who actively refuse to win, and then go "w-well who cares about winning, I got my [K/D, Certs, Super creds/Medals/etc.], why do you care about winning so much, it's just 50 medals?"

edit: is the ballistic shield backpack utterly fucked, and causes you to just T-pose whenever you pick up an item off the floor, or am I just cursed?
Don't forget people still not being able to figure out how to do those scientist evacuation missions.
 
Stalwart with a supply pack is still a viable build for bug missions imo. Take the Lib Penetrator or Slugger shottie for the elites and call downs for the super heavies and you've got a pretty well rounded package
It might work on bot ones too considering suppressing fire is a thing against them.

IMO there's still a role left for the Recoilless, because the reload takes a shorter time than the Quasar cannon takes to cool down for a new shot and you don't have to wait for the shots to charge. Thus, if paired with a team reloader or just positioning oneself well, it still can be quite useful.
The main advantage I see with the recoilless is that it is ready to fire as soon you pull it out if there’s a round in it, which is something that cannot be said about the EAT or Quasar. The rate of fire with a 2nd person loading would also be a perk but I’m not trusting anyone else with the backpack with how chaotic this shit gets. If they made people able to load while the pack is on the firer’s back it immediately becomes more appealing.
 
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Those commie robot fucks are gonna free their cyborg overlords and we have bug players and creek gamers to blame. Not that the creek shouldn't be liberated but people went "BUT MUH CREEK IT'S THE MEME"
 
It's like I'm playing Planetside 2 all over again, where each alert is easily winnable but the people playing the game are fucking cockroaches who actively refuse to win, and then go "w-well who cares about winning, I got my [K/D, Certs, Super creds/Medals/etc.], why do you care about winning so much, it's just 50 medals?"

edit: is the ballistic shield backpack utterly fucked, and causes you to just T-pose whenever you pick up an item off the floor, or am I just cursed?
There is something incredibly wrong with certain types of carry items. SSSDs are prone to t-posing as well.

I hope Creek niggers fuck off from the current war when we finally take it. All the lost time from losing Draupnir because 80k of these dopes were fucking around on meme planet. It was funny at first, but as always, retards on the internet run it into the ground. I'll excuse the bug chasers because the game's advertising has them front and center.
 
edit: is the ballistic shield backpack utterly fucked, and causes you to just T-pose whenever you pick up an item off the floor, or am I just cursed?
did you hit B? It gets weird when you hit B. The only time it is supposed to pop out if when you ads with the pistol. It’s kinda fucked.
 
did you hit B? It gets weird when you hit B. The only time it is supposed to pop out if when you ads with the pistol. It’s kinda fucked.
Nah, I tried to run it with the defender smg, and my character would hold it in his offhand at all times, but every time I picked up an item off the floor my character would just t-pose and be unable to do anything until I swapped weapons.

The Creek is fucking kill, and I hope thousands of redditors are too, because I'd like competent teammates and a community metagame that isn't balanced around the 250 000 people actively ignoring it.
 
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  • Feels
Reactions: Dieter Laser
Good day Helldivers!
Today we have a slightly bigger update for you all to assist in the liberation efforts of our galaxy as well as some new environmental threats to watch out for.
May Liberty guide your path.

Overview

This update includes:
-Balance changes to missions, stratagems, weapons, enemies and Helldivers.
-General fixes and stability improvements.
- Increased Level Cap [EDIT]


Gameplay

Planetary Hazard additions
  • Blizzards
  • Sandstorms

Increased level cap
  • Level cap has been increased from 50 to 150

Balancing

Missions
Retrieve Essential Personnel

  • Moved the enemy spawn points further away from the objective to give players a fairer chance of defending the location.
  • There are fewer civilians required to complete the mission on higher difficulties.

Destroy Command Bunkers

  • Now has more objective locations, the mission was too easy before compared to other missions.
  • It can now appear in operations from difficulty 5.
  • Halved the negative effect of operation modifiers that increase stratagem cooldowns or call in times.

Primary, Secondary, & Support Weapons

  • Arc Thrower: fixed charging inconsistencies; it will now always take 1s to charge a shot.
  • Arc Thrower: reduced distance from 50m to 35m.
  • Arc Thrower: increased stagger force.
  • Guard Dog: now restores full ammo from supply boxes.
  • Anti-Materiel Rifle: damage increased by 30%.
  • Breaker Incendiary: damage per bullet increased from 15 per bullet to 20 per bullet.
  • Fire damage per tick increased by 50% (from all sources).
  • Liberator Penetrator: now has a full auto mode.
  • Dominator: increased damage from 200 to 300.
  • Dominator: increased stagger.
  • Diligence Counter Sniper: increased armor penetration from light to medium.
  • Slugger: reduced stagger.
  • Slugger: reduced damage from 280 to 250.
  • Slugger: reduced demolition force.
  • Slugger: fixed armor penetration tag in the menu.
  • Slugger, Liberator Concussive, Senator: fixed incorrect armor penetration tags in the menu.
  • Recoilless Rifle: increased the number of rockets you restore from supply boxes from 2 to 3.
  • Spear: increased the number of missiles you restore from supply boxes from 1 to 2.
  • Heavy Machine Gun: the highest fire rate mode reduced from 1200 rpm to a more moderate 950.

Stratagems
  • Patriot Exosuit: rockets will now penetrate armor only on direct hit.

Enemies
  • Balancing adjustments have been made to
  • Chargers normal melee attack now does less damage against Exosuits.
  • Bile Spewer and Nursing Spewer do less damage with their puke.
  • The Bile Titan can no longer be stunned.
  • Shriekers no longer create bug breaches.
  • Shriekers hitting you while they are dead now does significantly less damage.


Helldiver
Balancing adjustments have been made to
  • Heavy and medium armor protects better and you now take about 10% less damage than before while wearing heavy and about 5% less when wearing medium armor. Fortified commando and light armor is unchanged.

Fixes
  • Fixed issue where save settings for PS5 would be reset when the game is rebooted, causing things such as loadout and hint settings to reset.
  • Enemies now properly target Exosuits. Previously, many enemies effectively ignored Exosuits if a helldiver on foot was available for them to target.
  • Fixed Exosuits being able to fire their weapons while opening the minimap.
  • The Helldiver and the Exosuit both had a bug that made them sometimes take explosion damage multiple times making things like automaton rockets be too deadly, this is now fixed.
  • Automaton enemy constellations that preferred to spawn more of certain Devastators types did not work and are now functioning as they should. This means that sometimes when playing against the Automatons you will face more Devastators instead of other enemy types.
We have improved the system that prevents hellpod steering close to large or important objects.
  • We have solved issues where the effective area around objects was a lot larger than intended.
  • We have reduced the number of objects that prevent hellpod steering.
  • Note: This system is intended to prevent softlocks where players can drop on important interaction points, or drop into unintended places. We will continue to monitor the state of the system after the update to see if additional tweaks are necessary.
  • Fixed cases where the ground under some assets could be bombed causing them to float.
Ballistic Shield changes
  • Collision mesh has been slightly increased in size for more forgiveness
  • Changed shield poses so that less of the helldiver is exposed
  • Addressed bug where parts of the helldiver would become vulnerable while using the shield in first person

Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.
  • Game might crash when picking up a snowball or throwing back a grenade
Various issues involving friend invites and cross-play
  • Cross-platform friend invites might not show up in the Friend Requests tab.
  • Players cannot unfriend other players befriended via friend code.
  • Players cannot unblock players that were not in their Friends list beforehand.
  • Players cannot befriend players with Steam names shorter than 3 characters
  • Explosive weapon stats include only direct hit damage but not explosive damage.
  • Explosions do not break your limbs (except for when you fly into a rock).
  • Planet liberation reaches 100% at the end of every Defend mission.
  • Drowning in deep water with a Vitality Booster equipped puts Helldiver in a broken state.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Some player customizations (like title or body type) may reset after restarting the game.

Read up and dive out
End of transmission

-Release Captain Carlberg

Fire damage per tick increased by 50% (from all sources).
This is a snarky way of saying you'll die to fire even faster than before. Give fire resistant armor.
 
Really, the only thing that matters against bugs is speed and stamina so you can outrun swarms easier. Would never run heavy armor against bugs.

For bots though, if you're using the personal shield, plus the heavy armor with 50% explosive damage resistance, you can survive one hit from pretty much anything they can throw at you. You can get direct impacted by the cannon tower or a tank, and live with around 40% health, not accounting for getting ragdolled off a cliff. You can survive a devastator rocket barrage because you tank the first one, the second knocks you down, and unless you get incredibly unlucky the third one misses. Those little faggot bots with the RPGs barely do half your health on a direct hit.

The +2 medkits +2 seconds to medkits armors are all very good because chugging a medkit makes you effectively invincible for four seconds, as long as you don't get outright one shot, and refills your stamina fully.

The extra grenades armor is good for clearing bug holes, but its value diminishes whenever a new stratagem weapon comes out and people figure out how to cheese bug holes with it.
Once the Illuminate shows up, I do wonder what armor passives will come into play...
 
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