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Helldivers 2 |OT| Another bug infested game

Fuck, those things are fueled by socialism. Let's end this!
Stop No GIF by PlayStation
 
New armor set in the superstore also. Significant in a sense that I believe it is the first Siege-Ready medium armor if im not mistaken.
 
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150k on Steam. This game still cooks with any major update. I never thought they would reach these peaks again after Arc Raiders
I'm sure the fanbases converge somewhat but they're still very different nonetheless, I love Helldivers but I don't care much about Arc Raiders unless they add a PvE mode someday.
But yeah, the game absolutely cooks, I'd play the hell out of a game just like this one but set in the WH40K universe, one can dream.



It is, yes.

It's glorious!

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Happy Hugh Jackman GIF
As someone who prefers style over substance it sucks that they refuse to add a transmog system. I refuse to wear ugly ass armors just to have nice passives :messenger_unamused:
 
been running these Cyberstan missions mainly with Quasar, telepack and a couple turrets. with Purifier as primary and Talon as secondary. pretty good result so far. those Vox Engines are still a pain in the ass thou. kinda just avoid them as much as possible and focus fire them with the team when we have to. I might switch out to a different grenade other than the Thermite to see if it works better. kinda curious about the electric grenade launcher also. might try those one later on tomorrow or something.
 
after another night of diving, I think the key to these missions are just to plan a good route and maybe have 1 diver with jump pack or telepack to go around blowing as many fabricators up as possible while the other team of 3 handle the main objective. also, Leveler makes the Vox Engines so much easier to handle.
 
been running these Cyberstan missions mainly with Quasar, telepack and a couple turrets. with Purifier as primary and Talon as secondary. pretty good result so far. those Vox Engines are still a pain in the ass thou. kinda just avoid them as much as possible and focus fire them with the team when we have to. I might switch out to a different grenade other than the Thermite to see if it works better. kinda curious about the electric grenade launcher also. might try those one later on tomorrow or something.

Been running the Senator for felling armored Cyborgs. Two shots breaks their helmets and one/two more headshots after that kill one. How does the Talon compare? I should probably try the Loyalist - I love that weapon.

I usually run Orbital Laser/Quasar/Guard Dog/Rocket Sentry on bot missions, but I switched to Orbital Laser/Eagle Airstrike/Quasar/Shield Backpack for Cyberstan. I know it's not great, but it gives extra firepower against Vox Engines and crowds, and while I usually think turrets are a shoe-in, Cyberstan's topography is too constrained and there are too many small ads imo to extract maximum value (from rocket sentry anyway). Difficulty 8 and up is up to a coin toss as to whether the game overwhelms me and my squad with Vox Engines. Difficulty 7 is surprisingly much easier.
 
Been running the Senator for felling armored Cyborgs. Two shots breaks their helmets and one/two more headshots after that kill one. How does the Talon compare? I should probably try the Loyalist - I love that weapon.

I usually run Orbital Laser/Quasar/Guard Dog/Rocket Sentry on bot missions, but I switched to Orbital Laser/Eagle Airstrike/Quasar/Shield Backpack for Cyberstan. I know it's not great, but it gives extra firepower against Vox Engines and crowds, and while I usually think turrets are a shoe-in, Cyberstan's topography is too constrained and there are too many small ads imo to extract maximum value (from rocket sentry anyway). Difficulty 8 and up is up to a coin toss as to whether the game overwhelms me and my squad with Vox Engines. Difficulty 7 is surprisingly much easier.

Talon is great. especially right now with the jet pack clankers involved. I usually just use it to snipe off things from a far. had recently switch up my primary to the Trident and it's a great combo for handling things at all ranges.

my current loadout is Quasar, Leveler, telepack and machine gun turret. can switch to the jumpack too since I heard that's great for these mission. I feel the key to running these missions is just to move as much as possible. hit stuff from far away with the Quasar and keep moving unless you need to go in to plant bombs or raise the flag. I kinda not like to bring Orbitals or Eagles for these since all the buildings means the super destroyer would oven need to relocate when using the orbitals or the bombardment would get block by buildings. Orbital Laser is maybe the exception. Eagle stuff can also be not as good since these missions usually have anti-air guns and Eagles won't be as useful until you take out the AAs. I do agree that 7 is the sweet spot for difficulty. the amount of stuff that's thrown at you at 9 or 10 is way too overwhelming unless you have a very well coordinated team.
 
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Talon is great. especially right now with the jet pack clankers involved. I usually just use it to snipe off things from a far. had recently switch up my primary to the Trident and it's a great combo for handling things at all ranges.

my current loadout is Quasar, Leveler, telepack and machine gun turret. can switch to the jumpack too since I heard that's great for these mission. I feel the key to running these missions is just to move as much as possible. hit stuff from far away with the Quasar and keep moving unless you need to go in to plant bombs or raise the flag. I kinda not like to bring Orbitals or Eagles for these since all the buildings means the super destroyer would oven need to relocate when using the orbitals or the bombardment would get block by buildings. Orbital Laser is maybe the exception. Eagle stuff can also be not as good since these missions usually have anti-air guns and Eagles won't be as useful until you take out the AAs. I do agree that 7 is the sweet spot for difficulty. the amount of stuff that's thrown at you at 9 or 10 is way too overwhelming unless you have a very well coordinated team.

I can see the logic. Leveler's supposed to be great at dealing with the heavies, and machine gun turret's always had great value against small ads because of its short CD. Never really messed with telepack outside farming runs though. Is it really better than shield pack here? I'm guessing you're using it mostly to get through all the walls on cyberstan?

A little apprehensive about going without any orbital or eagle support here, but if you can manage the Vox Engines without them, then cool.
 
I can see the logic. Leveler's supposed to be great at dealing with the heavies, and machine gun turret's always had great value against small ads because of its short CD. Never really messed with telepack outside farming runs though. Is it really better than shield pack here? I'm guessing you're using it mostly to get through all the walls on cyberstan?

A little apprehensive about going without any orbital or eagle support here, but if you can manage the Vox Engines without them, then cool.

the telepack is mainly to get going faster and dodge incoming fire/pursuit. teleport behind some cover or through wall and you can get away pretty easily. of course you have to know where is safe to go and what route is best to lose the pursuit. I'm also running medium armor instead of light so I don't know if that would make much difference. but it's not hard once you've done it a few times.

the Leveler, while unable to one shot Vox Engines, do put them down to just one shot of EAT or Quasar hit and "boom" level of damage. so you just have to pick some cover to call it down, shoot it then pick up whatever anti-tank weapon you using to give it another hit to end it. make a habit of calling down a Leveler whenever it's on cool down either in ahead of you or somewhere with cover just in case if you want to. that way you can move back and grab one if a Vox Engine spawn on you.
 
the new squid units are interesting. without the voteless zombies I kinda have to change the approach a little. the big armored guys are actually a little easier to deal with than I expected thou, so that's nice. and the new missions are pretty fun to run too. might try out some other gears to see what works best on these runs.
 
the new squid units are interesting. without the voteless zombies I kinda have to change the approach a little. the big armored guys are actually a little easier to deal with than I expected thou, so that's nice. and the new missions are pretty fun to run too. might try out some other gears to see what works best on these runs.
Yeah, they seemed very manageable and much easier than the hoard mode voteless. I sense them buffing the snots out of them or nerfing at the behest of the vocal minority trolls, sadly.

The weather effects are really cool as well.
 
New update with 2 new biomes

And those patch notes...lol
 
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Me right now--->
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As late as last week I was still mad about this game now having VRR on PS5. Shit was inexcusable.
 
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Big post on some future things

Hello,


Today there's a lot to talk about, but let's start by talking about progression, and why it's not progressing faster.

The way we see it, there's two broad categories of progression in our game: Community Progression, which is the community journey and contribution to the Galactic War, and Player Progression, which is your personal journey, and contribution and impact on the war development. Both are very important to us and I want to share some of the development work taking place on these systems.

We have consistently received feedback around our endgame progression plans, with players asking about level cap increases and additional ship modules. Simply put: we feel like previously seen progression elements, like raising the level cap in silo, aren't enough and wouldn't address your feedback on a foundational level. We are going to raise the level cap, but ideally, when we deepen the progression, we want there to be more valuable upgrades for every kind of player–not just our players who have unlocked 100% of all the offerings.

Let's start with Community Progression.

Some of the most epic moments in this game have been when the community worked together to achieve common goals ("send more dudes!"). Everything from earning cool rewards to shaping the lore of the universe like unlocking the Exosuit, saving the children, or holding the line against the Illuminates on Calypso. However, we want to do more to improve how players interact with the Galactic War, collaborate as a community, and receive rewards.

For example, it's never been clear if the actions of the community actually lead to different outcomes, or if it's all just smoke and mirrors.The reality is that the community impact on the Galactic War differs, but even in the cases where we did a lot of work to prepare for very different outcomes, we've struggled to communicate it in the game

Additionally, unless you joined right at the start of a big event like the Battle for Super Earth or the Cyberstan Invasion, it's been difficult to understand what's going on. Even if that can be funny sometimes, ("... all I know is that I must kill!"), it was never intended to be confusing for players.

For those and other reasons, we are launching Galactic War Campaigns in June. In a nutshell, Campaigns are the next evolution of Major Orders. They will be roughly 1-3 weeks in length with the intention that it will always be clear what the active Campaign is, how it's going, what the outcomes have been, and what's at stake.

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In more exciting news: the other thing we heard is that players like to EARN more rewards, so the introduction of Campaigns means there will always be at least one Campaign reward if the conditions are met. We want to make these rewards special, because we also think players should earn more than just medals. We'll experiment with different rewards, ranging from gameplay altering effects to cool items, and alongside you, we'll keep playing with this over the coming months and see what you think. It also means there is more stuff for players to work towards outside of warbonds. Pray J.O.E.L is feeling generous, the first reward you'll be working to unlock is a new FRV!

Looking a bit further into the future, I want to talk about Planet Warfronts.

Before we launched the game, we experimented with dynamic warfronts on planets, where players needed to make strategic community decisions on a planet level in order to liberate it. While it was promising, we realized we didn't have the content needed to do it justice at the time. We feel we've now added enough content to realize the vision we had for Planet Warfronts, and it's going to be the next big thing we're working towards in the Galactic War. When you've seen Johan talk about experimenting with roguelite systems, he was referring to this.

When we introduce Planet Warfronts, missions will be grouped under different categories:

  • "Defend" missions in liberated territory
  • "Frontline War" missions on the frontlines
  • "Behind Enemy Lines" missions in enemy controlled territory
Players will fight to reach key strategic locations on planets, like cities, which can have different active enemy variants in different areas of the planet. Of course, you'll still have the Game Masters to contend with, too. In the final version of this feature, there will also be gameplay altering effects and consequences for achieving planet liberation goals, like reaching and liberating a city within X time or disabling enemy artillery in one location to unlock crucial Operations. The intention is to make it more fun to liberate planets with your squad and deepen the Galactic War and Community Progression systems. We want liberating planets to feel unique and epic for everyone. We have some development and design work ahead to make these feel great and provide the best experience, but I wanted to share just one of the ideas we have in active development. More to come on these changes in the next few months!

Alright, but what about Player Progression?

As Game Director, it's important to me to make sure our players' personal motivations to play Helldivers 2 aren't in conflict with the goals of both their immediate squad or the community as a whole. For example, if you had a goal to kill 100 Bile Titans, and your squad didn't, you might be inclined to go, "Sorry guys, I've got medals to earn. Leeeerooooy!" I feel that Personal Orders have run into this issue many times, so we are transforming that system into "Personal Campaign Progression." The intent is for every Galactic War Campaign to come with a personal progression reward track. That way, even if the community fails to reach a larger goal, players can still do their part toward their personal goals and get rewarded with cool things to mark their participation in various Campaigns. This change won't happen with the launch of Galactic War Campaigns, but we are planning to deploy it this year.

Lastly, let's talk about ships! We're bringing two big changes to your Super Destroyers: we are extending gameplay progression and adding customization to make every ship unique.

Upgrading your ship will be the most exciting for players early on in their Helldivers 2 journey, but we also have some plans for the long term. An area that isn't really living up to its potential is the ship module system: right now, players have the same progression path, with very little agency or ability to adapt to different playstyles. And even if you've unlocked all the ship modules, your ships don't really look that different or feel personalized in any way.

For that reason and more, we're working on an overhaul of the ship module system that will change how this works, by adding more player agency and significantly increasing the offerings for players to progress. Not only that, we're also adding more ships! The biggest shift we've done internally is we now have a dedicated ship team, working on the first new ship. Our intention is that each new ship will have their own unique progression paths, specializations and customizations. And if you like the ships, we want to keep adding them; at least the ones we've planned so far!

I can't share when the new ship can reach your hands... yet, but I'll be sharing more details later this year for certain.


One last thing I can share is a list of some upcoming fixes that we also hope will improve your experience in Helldivers 2.


You can expect to see these changes very soon:

  • Helldivers will be able to use assisted reload, as long as either the carrier or the reloader of the weapon have the corresponding backpack.
  • More emotes! Helldivers will have 8 emote slots instead of 4.
  • Reducing dead input on stimming.
And coming a bit further down the line, we're tackling

  • Stratagem bouncing. We've assembled a task force to prototype fixes for this issue and we're hoping to have it solved by the end of the year.
  • Hellpod steering. Similar to stratagem bouncing, we're also tackling this long standing issue.
  • Improving enemy and player traversal, which includes environmental collision and reducing movement penalties on grass and vegetation.
  • Increasing the level cap to 300
  • Economy and resource improvements
  • Fixes to the Warbond and Superstore menus that make them easier to navigate.
  • Closed beta testing that focuses on stability and balancing, and that includes getting beta test feedback from our Propaganda Commanders.
While this is not an exhaustive list of everything we're planning, I hope it gives you some insight into what's coming up next for Progression, and some of the reasoning behind the path we've chosen. I can't wait to hear and read what you think, and to get this into your hands.


See you on the battlefield,

Mikael
Game Director
 
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