The only thing that can stop the bugs is A STRONG ECONOMY - HELLDIVERS

Finally got around to fighting the automatons and it's almost a whole different game. I'm not sure if it's harder necessarily but it feels like it gets out of control very quickly and their ability to box you in is stronger compared to the bugs (unsurprisingly having guns is pretty effective lol). Even setting aside the rocket launcher equipped raiders and devastators the higher tier enemy spread seems like it can put pressure on you much faster, like a hulk dropping in with some escorts has me scrambling in a way that chargers do not. Tanks are more intimidating than bile titans too, though seemingly much rarer. We still got hit with two at once on one mission lol

I also tried out the autocannon and it's rad. Very versatile and effective even without buddy loading. Will likely be my go to support weapons for the time being.
 
PSA:

Throwing snowballs can cause game to crash. Why? Nobody knows, but for now Arrowhead recommends not starting a snowball fights.
 
Just some quick testing:

The Quasar Cannon is useful to have something to regularly shoot down Dropships. Sure, you can do that with EAT too, but this way you don't have to call it down and get somewhat higher frequency.
It's also useful for taking out Turrets, provided you have some cover to duck behind.

The Heavy Machine Gun is worse against regular infantry than the MG, but can take out Scout Striders from the front, and seems a lot more effective against Devastators.
 
So it's more of a light anti-material machine gun rather than a bigger anti-infantry weapon ?
Given that the M2 browning HMG fires the same .50 caliber round as the Barrett anti-materiel rifle, the HMG being an AMR but with more bullets is more or less accurate to reality.

Not sure if it can also oneshot Devastator heads and kill Hulks through the vision slit like the AMR, I still need to test it more.
 
The HMG can indeed kill hulk eyes from the front. By extension it should also be able to do stuff like hit armored bile spewer and hive guard faces for full damage, if I remember their armor tiers correctly.

Quazar can also kill bot factory vents, and presumably bug holes. The latter I basically took as a given, but I wasn't sure if it'd have the splash damage range to hit the actual weakspot inside the vents instead of just exploding above it on the vent's back. But nah, it can hit it, and doesn't seem to need a particularly precise angle to do so.

HMG's recoil is real severe. Even crouching with recoil armor, I can only get like, a three or four shot burst that I'd consider accurate. And I mean that is enough to kill a chaff enemy, so that's not useless. But it's definitely a weapon that wants you to emplace and go prone if you want to use it like a machine gun, which kinda figures for an HMG. Being able to kill a hulk eye is definitely the first thing that grabs me about it over the normal MG, but the reticule bounces enough that it's hard to do that quickly, even when prone. Maybe that's just a matter of practice, but might be that its role is more in being able to fully penetrate medium armor to chew through stuff like devastators.
 
The HMG can indeed kill hulk eyes from the front. By extension it should also be able to do stuff like hit armored bile spewer and hive guard faces for full damage, if I remember their armor tiers correctly.

Quazar can also kill bot factory vents, and presumably bug holes. The latter I basically took as a given, but I wasn't sure if it'd have the splash damage range to hit the actual weakspot inside the vents instead of just exploding above it on the vent's back. But nah, it can hit it, and doesn't seem to need a particularly precise angle to do so.

HMG's recoil is real severe. Even crouching with recoil armor, I can only get like, a three or four shot burst that I'd consider accurate. And I mean that is enough to kill a chaff enemy, so that's not useless. But it's definitely a weapon that wants you to emplace and go prone if you want to use it like a machine gun, which kinda figures for an HMG. Being able to kill a hulk eye is definitely the first thing that grabs me about it over the normal MG, but the reticule bounces enough that it's hard to do that quickly, even when prone. Maybe that's just a matter of practice, but might be that its role is more in being able to fully penetrate medium armor to chew through stuff like devastators.
The three tips I've heard:

1) Obviously, take the recoil reducing armor.
2) Use only when crouching or preferably prone.
3) Actually switch it to the highest RPM fire rate, and use shorter bursts. This turns the recoil into one large movement instead of repeated kicking. Use one to two second bursts, readjust aim, and then repeat.
 
Tried the Quasar Cannon.

I think i'll stick with the smaller laser cannon for now. At least, until i can figure a good loadout.

Right now i have the Breaker as my primary and the Laser Cannon as my Special, with the Guard Dog Rover as my backpack support. I basically main the Laser Cannon, only using the breaker if i'm without the laser cannon.

I really really really hope they'll introduce a firing range at some point. a map where you can try every weapon and strategem easily and get a feel for things.

I feel too self conscious to bring something i'm not used to to a game with other live-ass humans out of fear of ruining their evening. :(
 
From the helldivers discord is an official galactic war update:
🚨 **GALACTIC WAR UPDATE** 🚨

Dire tidings from the Automaton front, Helldivers. The Ubanea Gambit has failed.

Faced with the choice of dedicating adequate troops to hold Draupnir from a direct Automaton assault, or to attempt the liberation of Ubanea to serve as a new planetary base of operations, our troops opted for the latter. However, the initial hours of indecision resulted in insufficient concentration of troops to achieve either objective. Draupnir initially held a reserve force representing just under 20% of all active Helldivers, which was a solid start, but insufficient to gain an advantage over the Automaton assault. As the event continued, they remained close, but could not sway enough Helldivers from other fronts to gain the numbers to actually turn the tide. As the hours grew shorter, eventually, they abandoned Draupnir's defense in favor of attempting to burn down Ubanea. But it was too little, too late.

This has resulted in the worst possible outcome for our forces. As Draupnir fell, Ubanea stood at 95% liberated and would have required another few hours to be completed. Had our forces decided earlier what to do, or alternatively, managed to sway more of the roughly 35% of Helldivers active on the Terminid front, then today would have been cause for celebration. But victories need to be earnt in order to be meaningful, and victory has not been earned this day. Our task is now to retake Draupnir to enable FTL lines to Ubanea before the Automatons can shore up defenses and repopulate their losses. This setback will prove to be significant, and may compromise the Major Order if Draupnir and Ubanea are not retaken quickly.

Another significant obstacle in our operations has been the ongoing support of expeditionary forces on Malevelon Creek. Long standing as a bastion of human endurance and a symbol of our resistance against the Automatons, Malevelon Creek remains locked in a stalemate with an average 25% of our forces committed to its defense and eventual liberation, though success on Draupnir, Ubanea, and eventually Tibit seems unlikely with such a large contingent diverted elsewhere...
 
I knew this would happen... but I did my part defending Draupnir so my hands are clean.
 
This is what happens when you have INSUFFICIENT PATRIOTISM! Get out there and make JOHN BROWNING PROUD! Create wealth that would make a ROCKEFELLER WEEP!

ENLIST YOUR CHILDREN TODAY! (You have of course already enlisted, right patriot?)
 
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Ngl, I think the Devs are fine with this. Like, yeah, in the Discord they've been poking fun at the whole situation, but they've also clearly been using the major orders so far to feel out the number of casuals vs goal oriented folk, how slow they can make liberation before it annoys people, how improbable a task they can give them, etc. This is just another part of the test, where they're seeing what they can do on the bot front. Iirc something like 25% of the entire front's forces were focused on that one planet and only barely maintaining the stalemate, so if the Creek was something they actually wanted done with, they'd probably just lower the recapture rate.
 
if they really wanted to sort out the Creek, they could just make it the subject of the next Major Order and it'd be over and done with.
 
People are still fighting over the Creek probably because of a mix of symbolism, funny memes and sunk-cost fallacy. Even after gaining the planet lost most of its strategic value it remains deeply entrenched in player's minds as a place we have to hold no matter the cost.

And this is deeply funny because it's a thing that happens in actual wars lmao, battlefields that hold no real particular strategic value but have accrued immense weight in people's hearts as symbols of the current conflict. Malevelon Creek is that place for the Automaton War.

Just, you know, in a videogame :V
 
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Also, I think it was mistake for community to ignore Daupnir defense in favor of blitzing target planet. We were never going to capture target before losing Daupnir.

As for Creek, in addition what has been said, it's a cool zone to fight in.
 
UPDATE !!!

Overview


This update includes:


-Balance changes to missions, stratagems, weapons, enemies and Helldivers.
-General fixes and stability improvements.


Gameplay


Planetary Hazard additions
  • Blizzards
  • Sandstorms


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.

Also look out, Automaton gunships have been spotted.

store.steampowered.com

HELLDIVERS™ 2 - PATCH 01.000.200 - Steam News

This update includes: Balance changes to missions, stratagems, weapons, enemies and Helldivers as well as general fixes and stability improvements.
 
  • 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.

Sounds like this will reduce a lot of complaining about insta-kill rocket enemies.
 
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