Mission Types and Objectives
Helldivers 2 introduces a variety of mission types, each with unique objectives. For instance, the "Restore Colony Defences" mission involves retrieving security codes from fallen SEAF patrols and reactivating stronghold generators to restore automated defenses [1]. Another mission type, "Rescue Helldiver," requires players to fight through enemy hordes to rescue stranded Helldivers and escort them back to extraction
[2]. Understanding these objectives is crucial for successful mission completion.
Strategies for Challenging Missions
Some missions, like "Retrieve Essential Personnel," can be particularly challenging due to high enemy spawn rates. Players have noted that these missions are currently bugged, starting with increased difficulty as if the mission has been ongoing for 25 minutes [5:1]
[5:2]. To tackle this, focusing on self-protection using smoke screen stratagems can confuse enemies and ease the mission
[5:3]. Turrets can also provide additional defense
[5:4].
Utilizing Map Activities
Understanding map activities can significantly enhance mission performance. For example, setting up radar dishes allows players to see hidden elements on the map [3:1]. Other activities include operating SEAF artillery, disabling broadcast towers, and clearing spore spewers, which can all contribute to mission success
[3:1]. Familiarizing oneself with these tasks can improve overall contribution to missions.
Community Suggestions and Ideas
Players have proposed various ideas to enrich the gameplay experience. Suggestions include integrating sentry pods during defense activations [1:2] and introducing missions that involve rescuing high-ranking officers or recovering valuable equipment
[2:4]
[2:5]. These ideas could add depth and variety to the mission structure, making them more engaging and rewarding.
Tips for New Players
For newcomers, learning from experienced players can be invaluable. Veterans encourage helping new players understand tactics and strategies to survive and succeed in missions [4:1]. Engaging with the community and sharing insights can foster a supportive environment and enhance the overall gaming experience.
This mission type can spawn on defence campaign colony maps and is centred around restoring SEAF and automated defences to an overrun colony.
Part 1: Retrieve Security Codes
The Helldivers must collect the SEAF stronghold’s security codes from a fallen SEAF patrol.
This is essentially the Retrieve Launch Codes sub-objective.
Part 2: Liberate SEAF Stronghold
The colony’s central SEAF stronghold is surrounded and under siege. The Helldivers must reactivate the stronghold’s generators to restore automated defences and use a terminal to open the blast doors releasing trapped SEAF troops.
Once completed, SEAF troops will periodically exit the stronghold and head towards SEAF Outposts.
Part 3: Recapture SEAF Outposts
The colony’s SEAF outposts have been captured by enemy forces. The Helldivers must recapture these important strategic positions with the help of SEAF forces from the stronghold.
The number of SEAF Outposts that must be recaptured increases with mission difficulty.
Part 2 should really activate defenses i.e there should be sentry pods coming up and letting loose, preferably really fast and “confused” (if you get what I’m saying).
Edit: I like your idea, just wanted to include that!
I have a theory that colonies in dangerous planets such as fire tornado or moon planets have a shield, which has been deactivated or destroyed by enemies. It would be cool to have reactive the shields as an objective.
It would be pretty logical.
This sounds fun! It doesn't sound too far fetched or unworkable either! :)
Part 1 is a recoded retrieve launch codes. Part 2 is a recoded evacuate personnel. Part 3 is a recoded raise the flag. Love the idea. Might be a bit of struggle to fit it into a 40 minute mission especially on higher difficulties and with secondary objectives too, unless they're worked into the outposts. Like one outpost has seaf artillery. One has lidar tower. One has destroy the structure/illegal broadcast tower. Definitely doesn't seem outside the realm of possibility
Let's go rescue those Helldivers that were left behind on missions!
Mission starts with us dropping on extract. We fight though hoards of enemies and destroyed landscapes to a fortified location being besieged by enemies.
Escort the Hell diver back to extraction and evac.
Pelican down. Rescue the downed crew and helldivers.
I kinda like this version. Like another comment mentioned, lore wise Helldivers are expendable. But can we say the same about the heavy equipment they use?
Or the value of highly trained, valuable personnel like pilots.
Objective: "Rescue Helldivers"
☑️ The pilot must survive
Hmmmmmm
I'd love this, and there's so many ways you could take it.
For example, you could tease new missions by having us jump down and rescue a squad that has their extract shot down, however they have already completed the mission. They would have a random amount of samples that you'd also earn on extract. The map could be a defense one, maybe requiring you to take down AA defenses so the new pelican can land.
Next you could have high ranking military officers under siege and you have to bail them out. The divers sent to defend them couldn't extract in time before the super destroyer left, so you're now sent in to bail both of them out due to the importance of this team.
Lastly, you could have a mission where one squad has their super destroyers leave early due to an emergency, and a new squad drops in to aid them after 3-5 minutes. Both squads share reinforcements, however they will be halved once the new squad enters the fray.
Or their super destroyer could be one of the ones we see explode in orbit (on bot worlds)
B-b-b-but the Helldivers are supposed to be expandable!1!1!!1!!
A living helldiver is better for propaganda than a dead one.
Unless the dead helldiver is surrounded by a heaping ring of the remains of the enemies of Super Earth.
Think of it as rescuing the gear and the helldiver happens to come with it
Pretty sure the first game had a mission-type where you would have to escort survivors to a drop-off point or there was also that escort the train mission. A rescue mission would be great for HD2.
This would make a great addition on the 12 min missions. I hope the devs read this.
We need more 12 min mission types .
Anyone found a good resource regarding the different objectives and map locations?
Or could we use the comments here to document all of them?
I feel like I'm not contributing to overall missions and just offering covering fire to my squad, I'd love to fully understand everything that needs to be done on a map.
Getting Destiny 2 Public Event vibes, where I'd be clueless every time we play and there would be some "trick" to get the most out of it!
Best game of the year so far!
The radar dish. Gotta set the radar up, then align it. There is a sound when it hits the sweet spot if you are solo. When this is complete you can see all of the hidden things on the map.
The seaf artillery. Start it, load shells (someone said if you load same ammo back to back it will shoot the same type grouping when you call in). Then have to turn it on and it becomes a call in.
The Broadcast tower. Can shoot from across map with rocket, call in air strike, or manually turn it off.
The spore spewer. Can shoot or blow up, will clear map of clouds, but I think this may be only for bug maps.
There are a bunch of stuff to find, haven't figured out anyway besides radar dish or just running around to pick up samples and currency.
If you were asking about the actual mini games. There is one for pumping that you have to connect the pipe to the outlet using only certain unlocked options. After that you have to actually turn the valves on the map. That one confused me for a while. There is one where you have to get the signal strength to 100%. Go in circles to highest, then play with up and down to get to 100%. Once there it takes a bit to read at 100% so wait 5 seconds and it will complete.
Hope this helps. My kids say I either over explain or am clueless to what they ask, so let me know if I was off on what you asked.
Lovely. Thank u soldier!
It's over... For now we wait for the new enemy while we kill bugs
Now we finish the bugs too.
Now we finish the bugs too.
We can do more. Gentlemen, we've jumped feet first into hell, and come out with out mettle tested. Even as we shake from our capes the embers of injustice, we still live to serve, in the duty of preparing our less seasoned peers in the tactics that we embraced to survive and spread democracy even through the scorching inferno of tyranny-powered laser guns.
Go forth, dive in with the newbies, and tell them of how you survived the war with the automotons. Help them grow, teach them tactics, and bring them into a family of the Helldiving elite, ready to face any future threats that may make the foolish mistake to level a sufficiently dangerous projectile weapon in the direction of our most just and free home of Super Earth.
War's far from over private
FOR SUPER EARTH!!!!
We are so f*cked.
How tf are you supposed to do this? The enemies are nonstop. We're too busy trying to survive let alone extract people.
Genuine question because this straight up isn't fun right now
They’re bugged rn. The mission thinks you’re 25 minutes into the game when you drop in, and adjusts the spawn rates accordingly.
How'd you figure that out? Not disagreeing, just curious how you came to that conclusion
At the mission select screen the mission is listed as being 40 minutes long, but when you hit the ground the timer is starting at 15 minutes.
The game also has a mechanic that increases the enemy spawn rate the longer you’re in a mission, so if the game thinks you’ve already been there for 25 minutes it’s gonna be sending a lot of enemies your way.
I just figured it out. Only focus on protecting yourselves. Everyone take smoke screen stratagems and throw them on the path the civilians take. The bots will be confused and slow down significantly in the smoke and makes the mission much easier.
I usually use turrets and hope for the best lmao
Thank god I'm not alone, lol. I know, I know skill issue but I'm not having fun with those missions.
They just seem like pure bs. We've only beaten one on medium
So glad to see i'm not the only one. The housing market is more attainable than these missions.
"Jarvis, my teamate refused to salute back. They must be a traitor. Deploy the DAM"
It's a cool concept but would only be better than the airburst launcher if it had more firepower
If anything the airburst launcher would be made obsolete by this if they share the same firepower.
This doesn't need a backpack, can be called in pretty much as you need it (so you could carry another support weapon) and if you ever stay in one position for more than a minute you can keep calling them in to stack the hell out of them. With all the cooldown upgrades you'd get 2 shots every minute like EAT, which is not bad at all.
I'd rock both this and EAT to have an instant answer to anything the game throws at me. Plus the hellpods themselves are a powerful weapon if you get them to stick to something, so 2 60-second stratagems would be wonderful for that.
You'd probably want this + RR instead. This reduces the amount of juggling with cooldowns. Just use the DAM as needed to clear hordes.
Bigger aoe and have it leave behind incendiary mines
Why would it need to be better? It can just be a sidegrade
Ah yes, now I can bring both DAM and EAT
DAM EAT
Now we just need an Autonomous Sentry Strike , so we can
EAT DAM ASS
That's good, but I feel like we need to incorporate the idea of expendable and disposable.
Something like
Small HMG Intended To Throw-after-use
aka
SHITT
DAM EAT SHITT!
Arrowhead hire this Redditor. Freedom needs some more escalation.
You are fucking genius bro!
Here is my upvote.
I’m brand new to the game and one mission I was playing with another noob, there was a terminal and we had to “upload data via local relay” there was an option below the terminal that said to “relate terminal text” but nothing made any sense. Could only use the d-pad to input any actions but nothing was reactive to that input. Fiddled around with it for ages, but couldn’t figure out what to do and then the time expired and we failed the mission.
Anyone know how I can figure out how to do every task so this doesn’t happen again?
I'm not sure at what step of the mission you were so here's how that particular main mission is supposed to be done.
For the Upload Data mission you need to :
get the SSSD drive at the initial point (you do a bunch of actions at the terminal then a box next to a nearby building will open and a light flash there to indicate you can pick the drive up)
carry the SSSD to the local relay, the icon with the arrow pointing up on the map (it should be greyed out)
once there, put the SSSD into the open box next to the terminal, deploy the satellite dish (like in the radar instalations) then have someone align said dish to communicate with the destroyer (again like the radar), then complete a couple more actions at the terminal (sending the data and wiping the drive)
Note : in higher difficulties you may need to activate a generator at another location before activating the relay to send the data, it will be indicated as a separate objective on the map.
I don't believe there's a written repository of all the missions and how to beat them, but usually looking at the terminal screen should tell you what to do.
So if a helldiver is dead, do they count as "extracted"? Technically, they're on the ship as they haven't been launched yet.
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 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.
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.
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.
In the end J.O.E.L. is laying out his shemes.
When in doubt dive, dive, dive and dive again.
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.
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.
With this mission type,they could introduce a new illuminate unit:The harvester tier 2/The destructor
And three times the size of current harvesters! Terrifying. I love it.
This mission type would stand out from the existing ones by dropping Helldivers into the chaos of an active invasion rather than post-invasion occupation. Instead of enemies passively holding areas, you'd see Illuminate forces actively hunting civilians, destroying the environment in real-time, and pushing Helldivers to defend evac zones under immense pressure. The cinematic chaos—civilians fleeing, tripods leveling buildings, and real-time destruction—would make the experience feel dynamic, urgent, and vastly more immersive.
Watching the illuminate turning civilians into the Voteless!
And thats when we find out why the harvesters are called harvesters:The use some sort of tentackels to grab citizens, inject them with something and turn them into voteless
I'm very tired of these missions on EVERY defense campaign. People leave them, people don't change their loadouts, but even if you play exactly to the mission type it's still borderline the worst version of any difficulty you give it.
I'm tired of being expected to get randoms to lure shit out of the base by fighting distracting battles and let one person run in and complete the objective. Nobody ever fucking listens. This mission type is bullshit.
I always just run both mortars and run a circle of the doors. I've won games where the other 3 aren't even paying attention to the civvies.
What difficulty are you playing on? Mortars only fire for about a minute and then have a several minute cool-down. Plenty of hulks, devastators and berserkers will spawn in that time.
That's why now there's an alternative with tower defense instead. There's at least one operation with it instead of personnel mission and it's so much better
They're horribly imbalanced I felt like I was playing on helldiver difficulty (9) when it was extreme (6). No time whatsoever to recover or allow civilians to escape, it's just flat out bullshit how it's been made
What difficulty are you playing on? Just lower it if you’re struggling
You can’t change difficulty mid operation.
Where did I say to change it mid op?
They're stupidly overtuned. Even other game developers like PirateSoftware think so too.
Helldivers 2 mission walkthrough
Key Considerations for Helldivers 2 Mission Walkthroughs:
Mission Objectives: Familiarize yourself with the specific objectives of each mission. These can include tasks like retrieving items, eliminating enemies, or defending locations.
Team Composition: Coordinate with your team on roles (e.g., support, assault, sniper) to ensure a balanced approach to challenges.
Loadout Selection: Choose weapons and gear that complement your mission objectives. Consider using weapons with high damage output for tougher enemies and support items like turrets or medkits.
Map Awareness: Pay attention to the layout of the map. Knowing choke points, enemy spawn locations, and resource areas can greatly enhance your strategy.
Enemy Types: Learn about the different enemy types you will encounter. Each has unique abilities and weaknesses, so adapt your tactics accordingly.
Communication: Use voice chat or in-game communication tools to keep your team informed about enemy positions, health status, and resource needs.
General Tips:
Recommendation: For specific mission walkthroughs, consider checking community forums or video guides on platforms like YouTube, where experienced players share strategies and tips for each mission. This can provide valuable insights into effective tactics and loadouts.
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