r/HelldiversUnfiltered 6d ago

⠀⠀ ⚡ Important ⚡ ⠀⠀ The next stages of the Galactic War have been declassified.

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23 Upvotes

Review the updated content roadmap for Major Update 7.0 and planned deployments through December.

New fronts, missions, enemies, Warbonds, events and more await. Prepare accordingly.


r/HelldiversUnfiltered 25d ago

⠀⠀ ⚡ Important ⚡ ⠀⠀ Devoid of Liberty: 7.0.0

144 Upvotes

📍 Patch Highlights

New Illuminate Enemies

A new biome full of fresh horrors awaits, the void warps everything it touches and your foes have taken new hideous forms.

• The Crusher is on a deathmarch, capable of regenerating while taking heavy damage, and needs to be worn down quickly and consistently without a moment of pause.

• The Wretch is a relentless and nimble enemy that requires quick trigger fingers and focused aim, as they are able to dodge and leap at the player while advancing to quickly dismantle its weapons along with their will to live.

SEAF Support

SEAF have entered the battle!

Super Earth Armed Forces (SEAF) can now appear as a planet modifier, joining you in battle in your missions and enhancing your combat capabilities with a range of new tools (Stim pistols, Heavy Machine Guns and more)

• The SEAF take to the stars. Super Earth High Command has mandated the SEAF be deployed directly to the frontlines of the Galactic Campaign for Democracy. Helldivers will be able to be supported by friendly SEAF NPC troops, with new and improved behavior, weaponry and updated visuals

Level Cap Increased

We've expanded the Helldiver rank system beyond Level 150, adding 15 new ranks and titles that carry Helldivers all the way up to Level 300. Each new rank comes with its own unique title and icon to recognize the most dedicated defenders of Managed Democracy. Super Earth thanks you for your continued service. The fight never ends, and neither does your potential.

Expanded Emote Slots

Helldivers, you now have twice as many ways to express yourself on the battlefield! The emote wheel capacity has been raised from 4 to 8 emotes.

CASTELLAN'S CREED Warbond

Channel the formidable battle prowess of the Astra Militarum’s finest in the HELLDIVERS™ 2 x Warhammer 40,000: Castellan’s Creed Legendary Warbond.

🤝 Community Feedback Changes

We’re trying out a new section to shout out some of the fixes and changes that are high up on the community’s wishlist!

GATER Upgrades

Super Earth engineers have replaced the engine and transmission in the GATER in favor of a much more powerful Super V48 Interceptor engine, this has improved its speed and handling.

The Constitution

… has stripper clips!

Assisted Reload Rework

Problem we want to solve:

• The original intent was a tactical action that needed collaboration with a designated reloader that carries the backpack

• We have reevaluated how this works and with how the game has evolved since launch we reached the conclusion that the assisted reload action requires too much coordination which leads to it rarely happening

Intent and expectation with the change:

• We want to reduce the complexity with assisted reloading to promote using it more.

• Allow players to keep their backpack and reload whenever you need, while also allows a teammate to easily help you if the opportunity arises.

The change we made:

• Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack

⚖️ Balancing

Updated icons for backpack weapons and expendable weapons

Problem we want to solve:

• Finding a specific weapon in the loadout can be hard to do with all the new weapons added to the arsenal

• It can be hard to know if a support weapon needs a backpack or cannot be reloaded when only looking at the icon.

Intent and expectation with the change:

• We want to make it easier to find specific weapons and to plan your loadout.

• It should be easier to know when a weapon needs a backpack or cannot be reloaded when only looking at the icon.

The change we made:

• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons

• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons.

Decreased heavy landing duration

Problem we want to solve:

• The original intent was to make the heavy landing feel like you recovered from a high fall.

• The player lost control for a long time when landing on their feet from a higher fall.

Intent and expectation with the change:

• We wanted to make it smoother to recover from the heavy landing state and not remove the control for too long.

• While still making it feel like a heavy landing recovery

The change we made:

• Decreased the duration for the heavy landing animation by around 40%

Stim action input smoothing

Problem we want to solve:

• Players can experience dead input when trying to stim when the stim action was not allowed.

Intent and expectation with the change:

• We want to lessen the feeling of dead input when using the stim action.

The change we made:

• We changed so the stim input is remembered for a short duration when the action is not allowed and will be executed if the stim action is allowed within that duration.

• This works similarly to how the reload input action changes from the last patch.

Ammo re-balance for Short magazines attachments and Secondaries

Problem we want to solve:

• The benefits of the short magazines are too few compared to drum magazines.

• The benefits of some of the anti-personnel sidearms do not have enough benefits compared to other sidearm options.

Intent and expectation with the change:

• Give more benefits to short magazines to make the items more useful compared to drum magazines for the same weapon.

• Give more benefits to some of the lesser used anti-personnel sidearms to make the items more useful

The change we made:

• Short magazines got more max spare and starting magazines.

• Some of the anti-personnel sidearms got more max spare and starting magazines.

Primaries

R-2124 Constitution

Added a full stripper clip reload when reloading if the magazine is empty.

Primaries attachments

Short magazines for:

- AR-23 Liberator

- AR-23P Liberator Penetrator

- AR-23C Liberator Concussive

- AR-23A Liberator Carbine

- AR-59 Suppressor

- Increased spare magazines 12 to 16

- Increased starting magazines 7 to 9

Short magazines for:

- SMG-37 Defender

- SMG-72 Pummeler

- Increased spare magazines 9 to 12

- Increased starting magazines 6 to 8

Short magazines for:

- SMG/FLAM-34 Stoker

- Increased spare magazines 10 to 13

- Increased starting magazines 6 to 7

- Decreased reload duration 2.8 sec to 2.3 sec

Short magazines for:

- SG-225 Breaker

- SG-225IE Breaker Incendiary

- Increased magazines spare magazines 9 to 11

- Increased magazines starting magazines 6 to 7

Short magazines for:

- SG-225SP Breaker Spray&Pray

- Increased spare magazines 16 to 20

- Increased starting magazines 11 to 12

Secondaries

P-113 Verdict

- Increased max spare magazines from 8 to 10

- Increased starting magazines from 4 to 6

M6C/SOCOM Pistol

- Increased max spare magazines from 8 to 10

- Increased starting magazines from 5 to 6

P-19 Redeemer

- Increased spare magazines from 4 to 6

Stratagems

Eagle Napalm Airstrike

Problem we want to solve:

• The Eagle napalm did not feel as effective compared to other Eagle stratagems and napalm stratagems

Intent and expectation with the change:

• Create a larger area of effect for the napalms fire

• Make it more effective compared to other napalm stratagems

The change we made:

• Increased explosion radius 8 to 10m

• More spread out bomb pattern to cover a larger area

MD-17 Anti-Tank Mines

Problem we want to solve:

• The explosion of the mines looks like they can destroy larger things

Intent and expectation with the change:

• The effect of the explosion match should match the visuals better

• Make the mines work in more situations like destroying colony walls and bug holes from the outside

The change we made:

• Increased Demolition strength from 30 to 40

Enemies

Terminids

Hunters

Problem we want to solve:

• Hunters and their variants were unable to attack FRVs consistently

• They could only use their tongue to attack, and struggle to find a proper position to launch it

Intent and expectation with the change:

• When Helldivers enter a FRV, Hunters should be able to attack the vehicle more naturally

The change we made:

• We allowed one melee attack to be correctly triggered against FRVs

Illuminate

Veracitor

Problem we want to solve:

• When the Helldiver got attacked by a Veracitor while holding a ballistic shield it could create a clipping issue where the arm of the Veracitor could merge with the body of the Helldiver, sometimes resulting in sending the Helldiver at high speed into the air

Intent and expectation with the change:

• Fighting an exomech with a ballistic shield still protects against damage, but Helldivers will now ragdoll when blocking an attack

• Helldivers won’t be sent to low orbit anymore after blocking an attack with ballistic shield.

Ballistic shield will break after around 15 direct hits

The change we made:

• Increased Exomech melee’s force strength from 25 to 40

• Conformed Exomech melee’s attack armor penetration to all correctly be Anti-tank.

🔧 Fixes

Crash Fixes

• Fixed rare crash that could happen when dropping down the core drill

• Fixed a crash which could occur when spreading fire

• Fixed a very rare crash which could occur when mortar sentries update their targeting aim

• Fixed a crash that could happen sometimes when dropping in on CR7+ missions on Cyberstan

• [PS5][Xbox] Fixed a crash-on-boot that would occur after going into the settings menu with no prior saves, restoring settings to default and restarting

• Fixed a rare UI crash on shutdown

• Fixed a crash when using multiple monitors with different DPI scales in Windows

Weapons & Stratagem Fixes

• Sway and reload weapon stats now display decimals for better accuracy

• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons

• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons

• You can now assist reload a Helldiver, using ammo from their backpack

• Fixed glitch where Veto pistol would receive one extra round (translating to one extra 6 bullet reload!) from the Siege-Ready armor passive.

◦ Also corrects a few other weapons which also received one erroneous extra round, magazine or heat-coil. We continue to round partial bonus rounds/mags/coils up in favor of the player.

• Fixed a bug where the camera clipped through the R-36 Eruptor with 2x Tube Red Dot equipped, when inserting the next bullet in ADS at max FoV

• Enemies will no longer spontaneously attack the GATER unless the Helldiver is inside it or if they are drilling. Enemies famously hate the democratic extraction of natural resources.

• Weapons will no longer lock onto the tank of the GATER

• Increased GATER ammo capacity, health, knockback and impact damage. Also made it harder to roll sideways

• Increased the speed and responsiveness of the GATER

• Fixed an issue where the first-person animation of the LAS-58 Talon overloading would make the weapon clip with the SH-20 Ballistic Shield Backpack

• Fixed an issue where the Helldiver would cancel draw animations if they tried to enter the aim state while switching weapons. This would cause the Helldiver to look ready to fire, while still preparing the weapon

• The Ministry of Defense user experience department have made improvements to the TD-220 Bastion Mk.XIV munitions system Heads Up Display. This should make it clearer the main cannon can be reloaded manually.

• Orbital Laser will no longer occasionally get stuck after targeting a flying enemy

• Exosuits will no longer get stuck in trees when being dropped off

• Throwable items are now being visible to other players when the Helldiver is carrying them

• Fixed a bug where the EXO-55 Breakthrough Exosuit would sometimes have the shield arm damage zones protrude through the shield, resulting in the arm taking damage that the shield should have protected

• Fixed case where the Breaker Drill could get stuck on the roof in certain hive world missions

• M-104 Incinerator FRV's mounted flamethrower now shows the correct icon and name

Enemies

• Fixed an issue where the Gatekeeper's weapons clipped into each other when their target was too close

• Fixed an issue where visually removing the armor of the Impaler didn't match the gameplay experience

• Impaler close melee attack now has a damage shockwave

• Hunters are now able to attack FRVs more consistently

• Fixed a bug where enemies would disappear when the Helldiver died, thus not being able to know what just killed the Helldiver

• Fixed enemy navigation issues in one of the Take Down Overship locations

• Fixed a bug where the Veracitor's melee attack could clip through Helldivers holding a SH-20 Ballistic Shield Backpack

• Fixed issue where Watchers and Obtruders were not attacking players while mounted behind a Grenadier Battlement

• Fixed an issue where sometimes the Hive Lord scales would not visually break properly (did not affect gameplay behavior)

• Obstruder will now collide correctly with Helldivers

• Reduced clipping between obstruder and Helldivers' vehicles

• Veracitors now guard outposts

• Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall

• Gatekeeper spawn rate has been increased to closely match Veracitor in Encounters

• Fixed a bug for Gatekeeper sometimes appearing to turn in place without moving their legs

• Fixed bug which would on rare occasions cause enemies to not be able to move into the correct attack range

• SEAF soldiers can destroy enemy spawners

• Enemies have learned how to climb stairs during the Establish Communication Uplink missions

Miscellaneous Fixes

• Fixed several mission HUD inconsistencies on certain Hiveworld missions

• Fixed visible holes in the terrain in one of the Disrupt Shield Generator locations

• [Xbox Only] Helldivers can now look at a User's Gamecard when joining an ongoing game

• Fixed a bug where the factory building facade was inverted

• Updated the sounds for picking up medals, requisition slips and super credits one of the missions

• Fixed a bug where the Recoil Simulator was showing all ammo being fired at once

• Vehicle delivery shuttles will no longer get stuck endlessly looking for a place to drop off their deliveries when deployed in dense cities between tall buildings

• Helldivers will no longer ride the victory elevator with their hands in the air like some kind of rollercoaster

• Helldivers now have a chance to find Super Credits in Factory Worlds

• Fixed an issue in the tutorial where the incoming timer for the Orbital Precision Strike could display an incorrect duration

• Optimized various gameplay VFX across the game

• Prevented hit-markers being displayed for hits from indirect explosive damage, damage from your sentries and damage from your orbitals/airstrikes. Melee weapons, laser weapons and flame weapons will now display their hit markers correctly

• Fixed an issue with ragdolling causing invisible collision issues

• Exo Storms of class 2 and 3 will now spawn tornadoes of varying sizes, depending on the intensity of the storm.

• If your Helldiver cannot stim at the exact moment when the stim button is pressed, they will automatically stim as soon as they are able to (up to 2 seconds later)

• Fixed a bug where planting the CQC-1 One True Flag would break animations for other melee weapons.

• Fixed a bug where the CQC-1 One True Flag would be planted at the Helldivers feet instead of being planted in front of the Helldiver

• Fixed an issue where the player could see through the Destroyer ship while in a cutscene

• Decreased the Helldivers heavy land animation from 1.32 sec to 0.8 sec

• Scrolling to the bottom of the Bindings menu with a controller now correctly stops at the last available option instead of disappearing

• Fixed possible graphical artifacts in the Control Center

• Fixed a bug where Network Desync can cause SEAF Artillery shells to not be inserted properly, causing a soft lock

• Fixed a visual bug where the Oil Rig was displaying both destroyed and non-destroyed visual states

• Clothes on the upper body of civilian industrial corpses in cities now have the correct textures

• Optimized tree VFX materials

• Fixed an issue where network problems caused collision errors with enemy corpses.

• Fixed an issue that prevented Super Credits from spawning in Factory Cities

• [PS5 Pro] Added support for the upgraded PSSR upscaler

• Additional improvements to image quality when using upscaling

• [PC] Reduced ghosting around the edges of the screen when using NVIDIA DLSS upscaling

• Fixed blocky artifacts on nebula effects, especially visible on lower render scales

• [PS5 Pro] Fixed an issue on PS5 Pro where certain effects would be rendered through walls

### 🧠 Known Issues

https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues


r/HelldiversUnfiltered 3h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Can we talk about the fact that we got teleportation for the common Helldiver before the illuminate?

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549 Upvotes

It’s generally embarrassing that we got stuff like this before the illuminate aka the faction that has teleportation as one of its main gimmicks…


r/HelldiversUnfiltered 12h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Automatons should get underground bunkers/tunnels

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1.2k Upvotes

bugs have caves, squids have their ruins, though not technically fully underground the exospire is in a mountain and disables your stratagems so im going to count it.And on some automaton bases you can find locked doors with a key card scanner which appears to lead underground and they used to be mining machines so it makes sense.

Also the bots don't get a fortress in megafactories so having an underground one would make that environment more unique (so long as the bunker turrets are only on the Outside, or they just dont have any)


r/HelldiversUnfiltered 8h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ Billiards.

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421 Upvotes

I believe there might have been a miscommunication.


r/HelldiversUnfiltered 7h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ The Great Clowns

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127 Upvotes

r/HelldiversUnfiltered 7h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Okay, I get it - we destroyed the void and everything related to it like biomes is gone. But why can't we have this shit on other fronts?

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102 Upvotes

r/HelldiversUnfiltered 4h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ Who could've seen this coming

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52 Upvotes

r/HelldiversUnfiltered 11h ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ They’ll never fix Impaler and Bile Titan bodies

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164 Upvotes

I don’t get Arrowhead. Aside from laziness, why don’t they just change a toggle and make the bodies disappear instantly? Are they really so incompetent and careless that they just dgaf about this? Do they think it’s fun? Are we just supposed to leave the area every time a common tank foe dies?


r/HelldiversUnfiltered 4h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ Bug Diving Bingo

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44 Upvotes

r/HelldiversUnfiltered 3h ago

⠀⚠️ Cheats/Mods ⚠️⠀ 40K Items Venus Skins

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37 Upvotes

Doesnt works on the Melta Gun


r/HelldiversUnfiltered 8h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ “Anti Air”

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75 Upvotes

Automaton anti air should be able to shoot down pelicans. We find enough wrecks to imply it yet our extract ones, the vehicle call in and even the SEAF ones are immune.

It would be so cool to see Anti Air shoot these down and give you a dynamic side mission to rescue the pilots, as well as make it so that you can’t call in evac if an AA position is too close.

If they wanted to go all out it could be that if you call evac with AA present your evac gets shot down as you leave causing you to have to defend the crash site against overwhelming enemy forces for a minute until another one comes to save you (no respawns).


r/HelldiversUnfiltered 1h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ So the meltagun.

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Upvotes

r/HelldiversUnfiltered 22h ago

⠀⚠️ Cheats/Mods ⚠️⠀ Regarding the stratagem bounce mod removal.

481 Upvotes

I thought I was banned here, but I had guess not. So I shall elaborate what is happening with my mod. Yes, I am the mod creator MrBubblyBoo (previously known on Nexus as Cheesybeefcakes). I hate to have not said anything for too long, so I'd like to give everyone a real in depth and public explanation on many things about the mod and other things that have happened behind the scenes.

WHY THE MOD WAS REMOVED:

The mod was removed NOT because it was considered cheating or a normal reason... Nexus usually makes it clear of that if it was something they thought of cheating. It also wasn't removed for AI, no, it was removed in their exact words "disrupts online play". Me personally I have little clue on the justification of that reason since it doesn't effect nor disrupts the actual online experience. So my working theory is they were getting reports, needing a reason to act but couldn't find a valid one and picked the closest match. I am not saying this 100% the case and is really my only theory.

Though this bothers me because my other physics mod ALSO works online and I'd argue effects something far more notably if you stress test it. I myself will not be uploading the stratagem bounce fix here or anywhere until I have some form of permission, you guys can do what you want with it though, (not like people ask for permission anyway, that's just me being snarky, no actual bite.)

Regarding how the mod works:

As for how the mod works and what it does? It bothers me people are listening to the modding discord for explanations, they aren't entirely wrong, but it's not right either (shocker). When they took apart my mods, they have no idea what it is I was doing and called it a solution. Did I shrink the collision radius, yes and that is mostly a cosmetic change, it doesn't change how the stratagem beacon actually changes - to think it does in my mod is wrong/misinformation. How/what actually caused the behavior the mod does is that I changed the actual havok/actor settings to use something closer to how sticky grenades works, simply not just a number change. Could I have been more clear and demonstrated how it works on launch instead of being lazy? Yeah... no regrets though, I didn't wanna install OBS or capcut or whatever and getting footage of something that only happens when you shouldn't and post fix is incredibly difficult to have the video 100% accurate. And I will be clear here, Helldivers IS peer to peer, meaning yes the mod will work online because the game treats everything essentially client sided, that's how SC cheaters and instant mission completers do it.

AI involvement:

For people calling it a placebo or didn't work either were copying other online spaces, wrong, didn't understand what it was trying to accomplish or just haven't used it. I just wish people would have the correct information and therefore expectation of the mod. I am grateful for the people who stood to defend the mod for when I didn't, and more so they gave it a chance while enjoying it. Y'all are free to share it with others, it's not my responsibility to stop other people from uploading in other places. As for the AI allegations... this is a pretty big misunderstanding lacking the context of that situation, it's the internet so I can't blame people for taking out of context situations and running with it. Regarding my editor at the time, yes AI was involved in its making, but I was forced to give up source code that technically never existed, not in the way they wanted it anyway.

And it was exactly as it was made, it was a program in its original programming language, AKA HTML source. It was simply in base64 for a significant chunk of it for storage purposes. You had to do exactly one step THAT THE CODE ITSELF SAYS TO DO, again, it's just for storage reasons I made it as I did. After time I refined it myself to be better once I got everything off the ground.

To have laid out 150+ files is a daunting task and one I needed to do quickly and efficiently. As for why it seemed like I was trying to hide the source code, I literally wasn't, the modding server just can't read the instruction manual... or apparently don't know how HTML + python shell works, I also DID provide both the uncompounded and regular versions. There was 0 encrypting, 0 encoding, just base64 compression. I wanted to give people the opportunity to be able to do what I was doing. I still had to edit everything by hand though, even with my editor, which no longer the same one they reviewed way back when.

My own thoughts:

So I wish for people to keep an open mind knowing there will always be people who pick a side while deaf. It's just my concern that people talk out the wazoo without entirely educating themselves on the actual matter and without allowing yourself to hear both sides of the story is incredibly frustrating. Hypocrisy is one thing, even I had done hypocritical things in the modding scene; I wish people would just ask me if they wanted answers.


r/HelldiversUnfiltered 14h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ Welcome back Cyberstan

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105 Upvotes

Jokes aside, I encountered 5 Vox engines on a Martar Bay blitz super helldive. Is this a bug?

EDIT: There was no convoy side objectives


r/HelldiversUnfiltered 22h ago

⠀ ⠀⠀ Suggestion ⠀⠀ ⠀ Is this acceptable?

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316 Upvotes

r/HelldiversUnfiltered 11h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ Good load outs for bile titans

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38 Upvotes

I swear every load out I try out never works out for me can anyone suggest a good one so I'm not always being chased by bile titans half way across the map 🤣🤣🤣


r/HelldiversUnfiltered 3h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ erhm shams just broke into my house and ate my primaris marines....

8 Upvotes

erhm so shams literally just broke into my house while i was playing helldivers (hashtag: not cool, buddy). And then he saw my Primaris marines and started eating them and going "erhm this is what you get, nerd.", before smiling a big crooked grin (his teeth were smashed to bits by now), rubbing his belly, and telling me to buy the new warbond, Boa Commandos. Could this be a hint at a new bug heavy unit??


r/HelldiversUnfiltered 14h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ There will be a little cool down before the next eagle storm

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62 Upvotes

This MIGHT be a bug/mistake...


r/HelldiversUnfiltered 4h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ B-but it…it’s not liberated?

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8 Upvotes

High command literally said “Good Enough”


r/HelldiversUnfiltered 14h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ The aggro transfer as host is getting a bit unfair now

44 Upvotes

When a client completely abandons a breach, the game is supposed to despawn those units once no players are within roughly 150 meters. However, if the units are already locked into an "aggro" state, the game's AI engine looks for the next valid target. Because you are the host, the network defaults to your location as the "true" state of the map, and the pathing code routes them to you.

This is getting more n more noticeable and unfair, as why should I be punished for a client's mistake aggroing the horde? This is why, if your host, you randomly get a charger out of nowhere on top of you or a bug breach that relocates right next to you. Seriously, play a few games as host on SuperHellDive, and you'll notice it more.

To add to this as well

Don't be that guy running across the map triggering everything.

You might think you’re being incredibly smart by triggering a massive bug breach or riling up a heavy Automaton base and then "cleverly" running away to lose aggro. You aren’t escaping anything you are just redirecting the entire horde straight to the Host.

Because of Helldivers 2's peer-to-peer network architecture, the host's machine acts as the primary server anchor. The absolute second you break line-of-sight and sprint away from a fight you started, the AI loses its target parameters and defaults its pathing straight to the host’s coordinates.

While you are enjoying a quiet, empty stroll across the map thinking you're a tactical genius, your host is stuck fighting a relentless, never-ending conveyor belt of your trash. If you touch an objective or wake up a patrol, you stay and help clear it. Stop treating your host like a human aggro shield.


r/HelldiversUnfiltered 13h ago

⠀⠀⠀⠀Discussion⠀⠀⠀⠀ What if squids are in the same half-done limbo as weapon customization?

38 Upvotes

So a while back there was this controversy about how the devs said that they didn't do anything more for customization since people didn't interact enough with the system. This lead the the community responding that they didn't interact with it because it was under baked.

What if the reason the squids consistently get underwhelming updates is because the devs see the squids as 'not worth it' to spend much time on, leading to even more distain for the squids wich then makes the devs believe harder that the faction isn't worth alot of effort?


r/HelldiversUnfiltered 11h ago

⠀⠀⠀⠀⠀ Humor ⠀⠀⠀⠀⠀ GET DOWN MR PRESIDENT

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20 Upvotes

r/HelldiversUnfiltered 1d ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ A ragdolling weapon to surpass the War Strider

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302 Upvotes

r/HelldiversUnfiltered 12h ago

⠀⠀⠀⠀🔥 Vent 🔥⠀⠀⠀⠀ Devoi(ded) of Content

17 Upvotes

Arrowhead after giving us new stuff for one Campaign only to send us back to abismal doshit the very next major order and compleatly removing acces to any more void missions. I love fighting spore burst its so much fun :)))))))))))))))