TL;DR Focus on completing objectives rather than engaging every enemy, use stratagems wisely, and coordinate with your team for effective gameplay.
Objective Focused Gameplay
In Helldivers 2, the primary goal is to complete the main mission and side objectives rather than engaging in unnecessary fights. Higher difficulty levels demand strategic avoidance of enemies when possible [1:1]. It's often better to bypass patrols and avoid confrontations unless necessary
[1:5]. This approach helps conserve resources and maintain focus on mission goals.
Effective Use of Stratagems
Stratagems are a crucial part of Helldivers 2 gameplay. They can be used tactically to turn the tide during overwhelming situations. For instance, deploying reinforcements strategically can help manage swarms effectively [2:1]. The Personal Hellbomb is a favorite among players for its destructive capability against large enemies like Factory Striders
[5:1]. Using stratagems to create niche roles within a team enhances gameplay diversity and effectiveness
[5].
Team Coordination and Communication
Helldivers 2 is fundamentally a team game, and coordinating with teammates is key to success. Players should align their actions with the team's strategy, particularly in higher-level missions [3:1]. It's important to respect the host's decisions and communicate effectively to ensure that everyone is on the same page
[3:6]. This cooperation minimizes chaos and maximizes efficiency during missions.
Adaptability and Learning
New players should focus on learning the game's mechanics and adapting to different scenarios. Practicing multitasking, such as running while dialing a stratagem, can enhance situational awareness [1:3]. Additionally, understanding the strengths and weaknesses of different fronts and enemies can aid in selecting appropriate weapons and tactics
[4:1]. Engaging in regular gameplay and exploring points of interest will help accumulate credits for upgrades without spending real money
[4:3].
Fun and Experimentation
While strategy is important, Helldivers 2 is ultimately about having fun. Players are encouraged to experiment with different weapons, tactics, and playstyles [3]. Whether it's aggroing side patrols for excitement or using unconventional strategies, the game offers flexibility for players to enjoy their experience while contributing to the team's success.
Hey folks, I've been having a blast with Helldivers 2 so far, however whenever I end up solo I get pretty much stomped above difficulty three. this makes me feel like I don't contribute much in higher level lobbies with other people. What's some generic tips y'all have for newer players? thanks in advance!
Target acquisition, positioning, engagement control and not ending alone if you can't handle it. What that means is to kill enemies faster than you first, to always have cover and/or a escape route available, to not fight losing battles and to stick with your teammates. The rest is experience.
Practice running a dialing a stratagem at the same time. Become more aware of what is going on with your squad while your fighting for your life.
Dont stand your ground, most of the time its better to just run and try a different angle of attack or ojective
Not every patrol needs to be engaged, sometimes it's better to just let that one go and keep walking.
The game is mainly about finishing the Main Mission and Side-Objectives, not about killing -- avoiding unnecessary fights goes a long way, especially the higher you get difficulty wise.
You can force bot&squid drops and bug-breaches away from your objective to make it easier.
Beside that, having a few specific tools early on can make your life much easier (Thermite / Grenade Pistol [democratic detonation] / Gas Grenade [chemical agents] ).
I get that some might not agree with me but: you should use helldivers as stratagems (especially when they are high level). if you are being swarmed don't throw the reenforcements far away but throw them under the biggest thing you see then tag it and run the opposite direction.
while this might not always be a good idea worst case you have to reenforce him again.
i'm not saying to do this every time just when you have no other option.
(if you see a level 150 in a difficulty 6 then the guy has probably killed more chargers by throwing equipment stratagems on their back then you have killed voteless, he can handle it)
i'm saying this because every time i play at lower difficulties i have to convince my fellow helldivers to throw me on top of chargers, bile titans, harvesters, hulks, tanks, etc..
i don't want to play it safe i want to fucking go through that charger like your mother's arm goes through the deamn turkey on thanks giving
Honestly I was blown away by how much of a difference the steering ship module made. It actually feels like steering the hell pod into larger enemies is a lot more feasible of an option when you get redeployed.
Use them tactically*
Don't yeet every reinforce ball into a horde of enemies.
Lvl 150 here. It's true. And people, for the love of Democracy, tag that titan you throw me at. I'll be your guillotine
Helldivers are stratagems but not all of them are orbital precision strikes.
Sometimes it's better to take a glance at what they have at the bottom left as you smash in their reinforcement and decide if you want them in the hoard, on the opposite side of the hoard to you or throw them up a hill or onto a rooftop.
If someone has both their support and backpack on cooldown, and I know they're running diligence sniper rifle, but they have anti tank emplacement ready to deploy.
I'm not going to throw them between 2 chargers and a titan hoping they take out 1 as they land
I'm going to throw them somewhere with low aggro and good sightlines then ping all 3 threats and hope they get the idea to use the AT emplacement to blow the shit out of everything.
It's harder with randoms but unless it's some absolute chad level psycho that's maiming bugs in the hundred with a stun lance, the middle of the hoard probably isn't the best place to always put a diver.
However you want, and nobody can tell you otherwise cause it's a game and meant to be fun.
Now, things to consider when playing with a group, especially random players and matchmaking.
This game is about fun, frustration, silly bullshit, and laughing/crying as you make what seemed like impossible extractions or being overrun during them because "WHY ARE THERE 4 TANKS, 6 HULKS, AND 10 DEVASTATORS?!" as your squad gets mulched in the 4 minutes before the dropship arrives due to the mission modifier.
Please learn to break contact and focus main objective good god, some brainless people draw every base and patrols aggro dragging them around the map lmao
This is for helldive primarily
It's not about learning. I aggro side patrols. Why? Fun. Zoomers need to learn not everything is about rewards, rankings, leaderboards.
Games are for fun. Now, having said that, I usually try to play only with my friends but at the beginning, when I had no idea what I was doing, I definitely joined other people's game by mistake. And much side pulling occurred. 🤷
Some people like to play that way? That's mostly on communication and learning to play, youll see a lot of new players get bogged down fighting. Also goes along with respecting the host as being 'the leader' unless it's made apparent otherwise.
However, new players aren't gonna learn different tactics until they never get the chance.
Yes its the same ones that "like to play that way" get to 6+ difficult and complain why the the spawns are "too much"
Haha, to be fair, this was back when the whole 'meta or kick' dumbassery was in swing before the fix to the railguns charge mechanic and nerf to its uncharged penetration.
Also, that's a tall order asking for practical tips. I don't even know what I'm doing half the time lol.
lol im just getting kicked randomly even during extraction, so I guess it still applies
I'm all for people playing however they want. However...
It's important to remember that this is a team game, as you addressed in the second half of the post. So if you are in a squad, you should kind of take a cue from what the rest of your team is doing. If they are all off doing the secondary objectives, and you just go and extract without them, because that's how you wanted to play, that's not super cool. Same goes for taking called in gear from other players without asking, team killing for fun, and other things that are just general courtesy. Basically, have all the fun you want, until it starts interfering with other people's fun.
This^ I kind of attempted to address that in the second part, hopefully it got through that way. The first part is mainly that the attempted forcing of and kicking people for not playing an arbitrary meta that a bunch of content creators and wannabe min-maxers are perpetuating does nothing good for the community. And most of the time these 'metas' are based on limited and sometimes incorrect information as well as having been built for a specific playstyle that doesn't suit everyone.
As you said, it's a team game and ideally the 'meta' is a loadout to support that team play, not a generic 'one loadout for all situations' gatekeeping mentality.
I’ve maxed everything just playing for fun
I just started and have nothing and I'm just playing for fun, too!
The amount of people telling others whats the right way to play this game in this sub is astonishing.
I started playing helldivers 2 for the first time yesterday and this game has a hold on me like no other. This game is so enjoyable and I'm so glad my buddies recommend this to me. Any helpful or OP tips for a Newcomer? Any things I should know? Thank you so much in advance!!
Diving into prone puts you out when you're burning
Welcome aboard! The Arc Thrower has helped me greatly on bug and squid missions and the Quasar for the bots. Just make sure you’re not around your team if you decide to have some fun with the Arc though.
And if you play regularly and try to hit up all the points of interest on each of your mission playthroughs, you’ll be grinding credits at a decent pace to buy warbonds without having to buy credits with IRL money.
Watch out for joining higher level missions if your on Xbox. The community is pretty nice when playing the easier difficulty levels but once you start doing the like lvl 7 and above people tend to just see the low lvl and Xbox symbol sometimes just kill you for no reason ie. “Your not staying with group” despite me doing side objectives and places of interest and I’m under the impression that difficultly doesn’t scale with player number. Idk could just be a couple of bad games, not trying to rain on your parade at all because it is a really fun game especially with friends, but just my experience.
Ps. Boosters aren’t one time uses so feel free to use whatever ones you like
Some bugs turn invisible. Don't get got.
What front do you play on?
For bots portable HB will be your best friend. You can also use Anti-tank emplacements for most things (command bunkers, factory striders, war striders, gunships). The stratagem jammer should be your top priority if you see one, they will often impede the other objectives especially without a portable HB. Hulks can be shot with medium piercing at their backs but it will take a while, it's preferred to use an anti tank strategem or heavy armor piercing weapons instead. Aim for their tiny heads. War striders take a lot of bullets with a HMG, so it's better to use a commando, expendable anti tank, or recoilless. you should shoot them in the crotch for maximum payoff. Railgun is also pretty good on this front if you're good at aiming. At difficulty 7+ reinforced striders will spawn, for these you will need medium piercing at minimum for one of your guns. Aim at their crotch as well. The senator can drop them in two shots. Your primary can be light or medium pen but it requires a bit of finesse with light pen. Keep to cover and try to pay attention to enemy fire cycles, you can pop out of cover and kill them if you time it right. Watch out for cannon turrets, they will one shot you without much difficulty. Factory striders have a weakspot under their bellies
if you shoot here with an expendable anti tank or a few commando rounds they will go down instantly at full health, this is risky as approaching the factory strider can get you filled with machine gun rounds so be diligent you know what the strider is up to (focusing you or others)
Incineration Corps requires fire protection, you can play it without fire protection but you'll die pretty quickly if you take damage. Jet brigade troops explode when they're close, be aware of that before you panic shoot them. Besides that i don't have much else advice for this front, feel free to dm me if you'd like a friend to play with : )
Easily my new favorite stratagem in the game by far. See two Factory Striders standing next to each other? Arm yourself and hop in your FRV and kiss those fuckers goodbye.
It’s great on every front and if you aren’t trying to be sweaty (nothing wrong with being sweaty) and you just want to have some fun and blow shit up this is the best stratagem for you.
Finally what I love about this stratagems is how it creates another niche role in a team. This game does a fantastic job at allowing players to be whatever they want to be. Wanna be the guy who finds a shovel and dig holes your mortar? Wanna masquerade as a suicide bomber in a galactic war?
You absolutely can and these are just the niche roles I’m mentioning and there is many more. This stratagem like many other tools in your arsenal allows you to change up the game even more. I love this game.
Digging holes for your sentry/mortar/emplacement is quite the viable tactic for bot front, yes. Gives cover from all those flyin lasers.
(although quite time consuming, and you need to find a shovel first)
I love it with the mortars especially. Ofc like you said it takes time but man when it work it’s fantastic
I love that I now have an option to strap Super Earth's might on my back and charge into my problems, head on, to bring and any opposer of democracy around me to the light of Liberty.
I fucking love HELLDIVERS 2. I can't stop and won't stop playing it. It makes me wish AH would just give official modding tools so people can go crazy with it.
Helldivers mechanics with the limb damage, limping slowly, bleeding out, the gunplay, diving would all work so well in a survival game (yes it's played out).
Hell, even super realistic coop WW2 shooter. Same mechanics as Helldivers but without stratagems. Guns aren't as strong as helldivers, so just encountering a tank would be brutal for your squad.
I feel like it has so much potential. Any other ideas?
Yup.
I have literally not played another game since I bought HD last year, 1st week in march.
I bought BG3 and haven’t touched it, Star wars Outlaws, Space Marine 2, Ghost Recon: Wildlands, and s couple others… BUT CANT’T GET MYSELF TO PLAY ANYTHING ELSE!!! In 39 years of gaming I have NEVER played anything that has absolutely sucked me in like this. 2,700 missions so far, and I honestly enjoy the game even MORE now
Same and this is the first online game I’ve gotten into since the original Counter Strike came out because I love the helldivers community
Same. I'll jump into a different game if I have a friend invite, but by and large, if I'm playing, I'm diving. Game is good.
Honestly, I would like to see a PVP shooter in this style.
It has the perfect blend of a more "tactical" shooter with an arcadey style one.
I would like them to just give their take on old hidden gems like MAG or Ghost recon phantoms.
Both of those games had good concepts and would be fun with helldivers' unique feel as well as having arrowhead at the helm.
MAG with Helldivers2 mechanics would be amazing. I remember that game so fondly
Both of those games try to have a mix of tactical/arcadey too and we don't have another shooter with a metagame like planetside or mag like they pulled off in helldivers.
Have you played Metal Gear Solid V? It’s more stealth-oriented but the movement and gunplay feel amazing, maybe even better than Helldivers imo.
I mean to be fair Helldivers actually uses most of its character animations. Crawling, diving, walking, aiming, prone, and crouch are all almost the exact same animations haha
Yeah, it's one of my favorite games ever! I feel like it's tied with Hitman as the best Stealth game ever created
it's tied with Hitman as the best Stealth game ever created
That, my friend, is Splinter Cell: Chaos Theory (in my humble opinion)
100% agree. The attention to detail is great, especially now that many bugs/issues have been resolved.
The gunplay really stands out, especially weapon handling to make machine guns feel like more than just high capacity rifles with more spread.
Map generation and being allowed to drop wherever in most cases really stands out to me but I haven’t really played games since the 2008 call of duty and Halo Reach.
Yea MGSV is very similar. Death Stranding also has that smooth but heavy / engaging movement too, though you won’t be diving as much.
Hello Helldivers!
This is an incoming transmission from Super Earth's Department for Unified Combatant Education.
After more than 120 hours spent researching Automaton and Terminid battles our team has come up with a generous list of Tips and Tricks for both newly thawed Helldivers and veteran patriots.
We hope the information our department gathered after so many losses on the battlefield will contribute towards a more democratic and prosperous future for Super Earth!
https://docs.google.com/document/d/1MzxyDzXFn2VL7i6ItEtiuJBg9C-Y4agxYobW23DoqvE/edit?usp=sharing
Super Earth Head of Research
Hirens
Haha! Thanks for the effort to put this together as well and I will be sure to share this with my fellow Helldivers.
Notice to Super Earth High Command: Please reward all in the Ministry of Research with a complimentary case of Eagle Sweat!
EDIT: (Shipping & handling not included)
If you've discovered any other useful tips that are not included in the official SEDUCE document, please feel free to drop them in the comments.
Is the "peak out the right side of cover when versing robots" tip to do with which side your camera/body is on? If so there is a button (mouse 3 or 4) to switch shoulders
No, it has to do with where the guns are usually located on Automatons. If you hold really close to cover they will usually hit the wall and not your character model just because of the weapon placement they have. (I know about the shoulder switch key binding)
If you leave the extraction area after the timer ends but before the pelican lands you can have air-support from the pelicans auto cannon turret
how do you cook the grenades? and throw them back the robots's ones?
You cook grenades by holding the throw grenade button. You can throw back the Automaton grenades by running up to the grenade that's about to explode and pressing the interact button.
Twice.
You need to press it twice.
The second button press is important not to forget.
It annoys me when I’m out doing objectives or POIs away from the rest of the squad, and one of them dies, and the other 2 players won’t reinforce. I feel bad calling them back in, so far away from their stuff :(
Especially when the dead player keeps pressing the request reinforcement button. It’s like “sure, if you really insist, but don’t blame me for the long walk back”.
I just toss it as far as I can in the general direction and then shrug IRL
“Don’t slip into aimlessness” should be the #1 tip (at least for some of the people in my group).
Let’s kill the bugs AND get the stuff guys!
Although extracting with all helldivers and dying less will make your impact better, this formula is no longer accuarate since AH has changed the calculations latley. Right now we dont know exactly how the impact is calculated and AH isnt answering anything about it, but it all points at impact being more "equal" across difficulties. We really need all the info ingame so more people know about this stuff tho so please put that in the surveys when they are open.
I guess they don't put it because It goes a bit against the lore that helldivers are crayon munchin "special" units
Even an asset considered disposible, like Helldivers, is still more useful alive than dead. A disposible unit can be used multiple times before being disposed of, after all.
So if a helldiver is dead, do they count as "extracted"? Technically, they're on the ship as they haven't been launched yet.
I love the crap out of this game but it's becoming exceedingly frustrating to see how many of its mechanics aren't explained within the game itself. We have to rely on wiki, word of mouth, posts like these and "oh, but that guy mentioned it on discord that one time".
What's even more frustrating is people buying into the "game lore" excuse that Arrowhead have thrown out there, and parroting it around like OP. what's the "game lore" reason for the number of deaths or extractions mattering to the liberation progress? If the mission is successful then those factors should not matter at all. It's clearly a game mechanic. We have an end mission screen detailing how much XP and credits we got but they can't do a simple "6 deaths: -2 liberation contribution"?
We get no codex on our enemies, no information on how most of the mechanics work, even that recent poll to name a Megacity "Gun" was held on discord. For how great of a game it is, some of its shortcomings, especially on the QoL/live service aspect, are mind-blowing.
Lazy mentality. Helldivers isn’t the first game to do this, and it won’t be the last. Figuring out what all is in the game is apart of the experience. What gun kills faster. What stratagem is best for whatever mission. You can’t expect them to hold your hand for everything man.
Actually yours is the lazy mentality for the devs. Explaining basic core mechanics the every player engages with no matter what is actually the bare minimum and not "hand holding"
Do you need the exact hp and damage values of every enemy? No. But you do need to know how liberation works since it's only the entire point of the game. The devs didn't even bother to show us supply lines or tell us they existed initially or the liberation rates and resistances. Players had to do that with 3rd party apps, data mining, and guessing until they added it.
It also gives the players and devs different experiences and ideas of the game. Players get mad at the devs balancing decisions because they only have a tenth of the info they should for it to make sense. This difference in experience dropped most of the original playerbase.
I can see it mattering for the liberation, since a spent asset is a spent asset, even a disposible one like a Helldiver. It's still cheaper for the warmachine to reuse a Helldiver than to use a new one every time, even if we're just meat for the grinder.
But, all the above paragraph does is give AH an excellent lore way to explain these things in the game.
I'm so tired that in this game nothing is explained and all the numbers are lies. Weapon stats (and completely hidden "durable damage), armor rate, mission impact, planet progress - everything is not clear and confuses players. It is so easy to show numbers, it is actually much harder to hide them - you need to come up with something "general and easy to understand" instead of several clear honest numbers.
I want to work in AH only to clear out this mess.
For a year and a half, I had no clue how difficulty affected the campaign contribution since all I could do was base it off that number they give you at the end. So sometimes we’d spam Diff 1 thinking we were helping. We’d also do diff 10, but fast clear instead of full clear.
Then about two months ago, I was reading that wiki article and came to understand exactly how the system is set up and boooooy were we so wrong. I did a spreadsheet to compare full clears of all difficulties and it’s so freaking obvious how much more higher difficulties are helping than lower ones on liberation
I still don’t understand what the number at the end of a mission and op is. It doesn’t seem to jive with any number I’ve calculated
EDIT: I recreated my spreadsheet for calculating mission impact. I'm sure there are errors as it was done pretty quick, but it's all based on the official wiki numbers
https://docs.google.com/spreadsheets/d/10I0vOHR-l040THI7OyyNDYHWeJ0YLkAcKvm7NjXmDAU/edit?usp=sharing
Vindicated for all the times I've been shouting "get in the goddamn ship!" at my screen only to see someone trying to do some fancy trick get annihilated right before entering.
Which is weird. The amount of "shooter" games that have captured my attention over the years is very very small. Planet side 2, Fallout 3, that Eve online one that I can't remember it's name, at the moment I type this, and helldivers 2. They really did a good job and making this game a fun endorphin dump. And I've enjoyed watching the progression of game styles. Adding in super settlements on other worlds is a big in my opinion. I don't get mad at the fumbles of my fellow helldivers. Every time I get killed by a misplaced recoiless rifle shot, helldiver pod, or good old fashion mishap via target discrimination, I'm laughing. It's just a fracking game and the deaths don't really mean anything.
I think back on that Eve online game and imagine this is what that game should have been. If you had to "pay" for the upkeep of your boss load out, and the deaths hurt in someway outside of just slowly diminishing your chances of a successful mission, that would add to the adrenaline. Dust 514, I think it was called. It's deaths counted in a way that you could imagine if every reinforcement you were paying the requisition cost of your strats, weapons, and armor that wasn't starting gear. Imagine if paying the requisition or medals bought you 100 uses, instead of infinite access. You would have to apply more thought to what you buy, and add more weight to the deaths of your helldivers.
It's still a lot of fun because the absolute chaos of combat in this game gives you so many "close calls" or barely recovered hell in a hand basket tactical situations. They really nailed the "train wreck in slow motion" goal of game play.
I keep thinking of good ways to continually drain resources of veteran players. I found myself buying strategems I never plan on using and ship upgrades I didn't super care about because I was tired of seeing all my resources maxed out. A fun addition would be much more powerful strategems and equipment (e.g. SEAF squad reinforcements or SEAF troop operated tanks/mortor squads) that you have to continually buy when used I think would be great.
Just my two cents. Love this game. I plan on diving a lot this weekend. :)
Edit to add: wrote this on a break at work. Forgive the typos. Title was supposed to be "just geeking"
I think the DSS actions is a step in the right direction.
Non-maxed players need upgrades. So it is upon the vets to keep the DSS fed.
I think there should be more meta-campaign modifiers purchasable by community effort.
Like spending resources on SEAF facilities for liberation bonuses or defensive bonuses in their sector / region / neighborhood.
My suggestion would be a couple of AH provided "progress tracks" for different projects at every moment.
Some could be smaller projects like temporary 5th stratagems or minor local / regional longer-lasting effects.
Others could be really meta-campaign related. Like funding expansions of already existing sites of note (i.e. providing samples for the research center, donating for the deep mantle forge, etc.). This could influence the campaign in semi-foreseeable ways or steer towards unlocking the next upgrade tier.
I like these ideas, as well. There should be something, though. The advanced customization of weapons was a good one. Until I realized I only like 2-3 primaries. And after a couple weeks, I've bought all the upgrades to those 3 weapons I care to get.
I feel differently about the weapon system. It gave me the option to modify weapons i didn't like before to better suit my needs.
I have been using vastly more varied weapons than ever before. Knight and Lib Carbine were my most hated weapons, but with recoil control they are absolutely amazing.
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I love this game so much
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Helldivers 2 gameplay strategies
Here are some effective gameplay strategies for Helldivers 2:
Team Coordination:
Loadout Optimization:
Map Awareness:
Resource Management:
Enemy Behavior:
Mission Objectives:
Recommendation: Play with a consistent group of friends to develop synergy and improve teamwork. This will enhance your overall experience and effectiveness in missions. Also, don’t hesitate to experiment with different loadouts and strategies to find what works best for your playstyle and team dynamics.
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