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

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I thought not doing all 3 missions hurts the war effort?
It just doesn't contribute, which isn't really bad in the grand scheme of things if you're playing on a planet that has 3,000 other players on it. Operation progress also saves, so if you complete two missions you can just log back on tomorrow and complete that last one. The only time where this really doesn't work is with the Illuminate, since they hop planets 5 times a day. You can still complete your operation, but you won't get anybody joining it at all unless if you invite someone since the planet was already liberated. So if you choose your missions carefully, Blitz ones usually take maybe 5-10 minutes if you rush, you can complete an Operation in like 1-2 days, 3 if you're really strapped for time.
 
Well, let's see. I fully agree on match length. Well, maybe not match length per se, but operation length. If you have two 40-minute missions and one twelve-minute mission like a blitz, that's almost 2 hours on 8+ unless you have very good synergy with your teammates and play like GigaDivers. This is especially true if you plan on clearing the whole map of objectives, which you should do because it has more war impact. Let's say you can only play once today, and a critical defense mission will be completed in 6 hours. Well if you only play one mission and dip by the time you play again you might as well have not contributed to the galactic war. I understand why you don't host if you don't have enough time. IMO the devs should let failed operations, and uncompleted operations (operations not active for like 2-3 hours) contribute a little bit to the war, even if it's a tiny amount like 3 or 4. Although we aren't doing too bad in the war so we'll see when the illuminate attack in full force.

As for the "meta" there are multiple load-outs you can run that you can be good with if you're skilled enough, so I doubt whatever you're doing is that bad. I very rarely get kicked and usually when I do it's for really stupid shit like the host walking into my 380 from 60 M away despite me warning him on voice chat before throwing it, or because they want to make room for a friend mid-match when they could've just set it to invite only. Make sure you aren't mistaking kicks like that for people complaining about your loadout. Maybe you're actually doing fine and it's something else.

You should have one "universal loadout" that you know you can rely on regardless of faction if you're just focused on making a meta build. However unfortunately the only thing I can really tell you about making the game more difficult is just changing up loadouts to try something new you aren't experienced with, or playing in the cancerous chaos that is 9+ randoms. My universal loadout is Eagle Cluster + 500 KG, recoilless rifle and either orbital 380 or napalm for area denial especially when they call in reinforcements. 120 is viable but I'm a simple man that likes big boom. I very rarely use that loadout though because I can tell you the game does get boring really quick if you always use the same shit every time. Primary fully depends on what warbonds you have.

EDIT: Forgot something important. Don't use the eagles if you're on a heavily forested planet. The trees will block your bombs at the worst possible moment. Replace the cluster with gatling barrage, and replace the 500kg with a sentry, preferably rocket/autocannon on 8+ but gatling and machine gun are fine. Just don't fucking bring mortars on bugs. Sentry heavy builds can also be viable, but honestly, I just like using offensive strategms.
 
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How does a player determine if they are "good" at the game? Missions succesfully extracted from? Usually I'd go by K/D but that wouldn't really work with this.
 
How does a player determine if they are "good" at the game? Missions succesfully extracted from? Usually I'd go by K/D but that wouldn't really work with this.
I guess the easiest method would be how many yellow stats you have in the mission stats screen.

Really it's all about team work. My 2 friends and I just realized we can do level 10 missions relatively easy. Never tried them before.
 
Your average deaths per mission are a good indicator of experience. If you're dying more than 5 times on higher difficulties then you're taking from your teammates revives and not pulling your weight.
 
I have never seen such a dumbshit playerbase before. The devs literally spelled it out, and yet they still can't figure it out. How did they even make the money to play this game? dumbass.png
 
Your average deaths per mission are a good indicator of experience. If you're dying more than 5 times on higher difficulties then you're taking from your teammates revives and not pulling your weight.
This is the best indicator. Sometimes I’ll have a few bad games but in general I’m getting around 0~2 deaths per game on level 10.

If you want to get better in a short amount of time, focus on learning how to use cover (bots and illuminates) and flag enemies (bugs and illuminates). Also, learning when to postpone an objective so enemies can clear out helps. One last thing is to learn how to effectively use stratagems. It helps to throw in a random stratagem into your selection then figure out how to use it effectively on like level 6 or 7.

The worst thing to do is just constantly throw yourself into fray. Helldivers have crazy low HP compared to enemies. Use the landscape to your advantage.
 
Sentry heavy build can be a lot of fun but it gets boring when everyone on the team is doing it, you barely get to do any shooting yourself. I won't run it if 2 or more people on the team are also doing it.
 
How does a player determine if they are "good" at the game? Missions succesfully extracted from? Usually I'd go by K/D but that wouldn't really work with this.
Listen, IMO it doesn't really matter how bad you and your team play, how many times you die, or whatever as long as the damn mission gets completed along with all of the side objectives. and extracting a decent amount of samples with everyone extracting. Even if there are only 2 reinforcements left it doesn't matter because it is a completed mission and contributes to the war. Now on an individual level if you are worried about your stats I would say worry the most about kills, deaths, and accuracy.

Deaths and accuracy are the most important because you shouldn't die 8 times every mission. After all, that means you aren't killing enemies fast enough, you're playing too recklessly, or your teammates are being shit and don't know how to throw napalm barrages correctly. The fault is usually on you though. It also means you're eating away from the reinforcement pool of the squad. Accuracy is important because a missed shot is useless and does no damage. If you're new 60% is a good starting point to gun for, and after you get more experience crank it up a notch and shoot for a consistent 70-80%. Kills are only useful if they're near your teammates and take pressure off of them. It doesn't help your squad that you are killing enemies 500m away alone unless you're drawing all the enemies with you away from them. Soloing and having to kill a ton of enemies on 4 man 9+ missions risks death and loss of samples. This is especially true with bugs near the start of a mission due to stalkers. Don't go it completely alone if you're not 100% confident yet.

At the end of the day the only real thing that matters is if you're contributing to your team and being smart. Don't be the guy that just walks around aimlessly while a teammate with no stims is sprinting around you spamming v at red health.
 
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People saying "kills can determine skill" okay just put on the guard dog and see your kills go up.

Honestly though, Guard Dog is super cracked if you are the one hunting samples and roaming the map. I have all the ship upgrades but keep on the Super Credit and Sample finder mods just to help out others. I don't feel good unless I extract with at least 20 rares.

Skill is hard to judge. zeCommissar has a fucking great post about it, but honestly I'd say your confidence matters. Do you feel confident on the difficulty/with your equipment? Can you change equipment and feel better? Stuff like that goes far.
 
Listen, IMO it doesn't really matter how bad you and your team play, how many times you die, or whatever as long as the damn mission gets completed along with all of the side objectives. and extracting a decent amount of samples with everyone extracting. Even if there are only 2 reinforcements left it doesn't matter because it is a completed mission and contributes to the war. Now on an individual level if you are worried about your stats I would say worry the most about kills, deaths, and accuracy.

Deaths and accuracy are the most important because you shouldn't die 8 times every mission. After all, that means you aren't killing enemies fast enough, you're playing too recklessly, or your teammates are being shit and don't know how to throw napalm barrages correctly. The fault is usually on you though. It also means you're eating away from the reinforcement pool of the squad. Accuracy is important because a missed shot is useless and does no damage. If you're new 60% is a good starting point to gun for, and after you get more experience crank it up a notch and shoot for a consistent 70-80%. Kills are only useful if they're near your teammates and take pressure off of them. It doesn't help your squad that you are killing enemies 500m away alone unless you're drawing all the enemies with you away from them. Soloing and having to kill a ton of enemies on 4 man 9+ missions risks death and loss of samples. This is especially true with bugs near the start of a mission due to stalkers. Don't go it completely alone if you're not 100% confident yet.
Also learn the damn buttons to drop samples, leave them by the LZ whenever convenient and get them on the way out. If you have a mic or keyboard, tell your teammates to take your samples before you do something ballsy like separating to try and comb up some remaining points of interest on the way to extraction.
 
Finally got this game working a week or two before the Illuminate update dropped. I've had a fair bit of fun so far, but I've gotten kinda burnt out on it after a couple hundred hours.
 
If you're having trouble connecting to lobbies or getting people into yours, try verifying the integrity of game files through Steam. Usually it's one or two files being messed up that fucks up matchmaking.
 
I have yet to see anyone mention this piece of tech and I personally have been asked many times how I do this. You can throw artillery shells (or any item you can pick up) by flicking your camera and dropping the shell. The object you are holding inherets all of the velocity from your Helldiver quickly turning in place, and even from looking up and down. Turn to the side, flick your camera in the direction you want to send it and drop the shell as your character is turning. It's tricky at first but you will get the hang of it.
 
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>join game

>atmospheric Spores
>+25% stratagem cooldown
>bile spewers

>return to ship alone



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DSS is back online with very little meaningful changes. There is still a maximum that can be donated, the traitor barrage has been replaced with just a free 380mm, and the voting system/planet chooser is still bugged. (shows irrelevant planets with no enemy forces, and doesnt show all the active planets to vote for, nor can votes be changed once cast) The only upside is that it moves every 4 hours instead of 24. For being down for a month I expected a lot more, the fucking hard cap on daily donation is unacceptable, its antithetical to fun and it makes no sense why theyd have it in the first place, or continue on with it after all the backlash. Based on this I assume the cooldowns for the DSS actions are also not changed, though its going to take probably at least a day for that to become knowable due to the donation limits in the first place. This shit should be based solely on the resources of the players and the rate of which they are willing to commit to it.
 
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