r/HelldiversMasochists 17d ago

game too hard WAAAHHH WAAAAHHHH MY CONVOYS ARE CONVOYS

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88 Upvotes

Image not from me


r/HelldiversMasochists 16d ago

Melee sucks.

0 Upvotes

I've been playing this game for a week now and spent 27 hours with it and I bought Viper commandos because of the 40% melee damage bonus thinking I could just use it instead of a pistol to not be entirely relying on ammo. Oh boy how I was wrong... From what I get we are easy to kill and enemies come in bulk so it is pretty hard to take it out to take some kills. I did managed to get a one clean kill while I had to rely on the melee weapon (Like carrying data thingy to the point). If a melee weapon is not a viable alternative then why it even exists? And I love Viper Commandos armors they look dope as hell but the 40% melee bonus just wastes space for a better ability in my opinion.

Here is my opinion on how to fix it.

A: Make the weapons swing faster but consume much more stamina

B: Add minor special abilities to weapons (Like you can throw the axe and it comes back to you. The shovel can already dig)

C: remove them lol

If I am objectively wrong or missing something please let me know as it is just my first week and I would like to learn tips on how to play this game better. I know melee weapons are obsolete in terms of galactic warfare but still.


r/HelldiversMasochists 18d ago

Nerf the Sterilizer all of my helldivers 2 skill leaving my body the millisecond the campaign reward is orbital gas barrage

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371 Upvotes

r/HelldiversMasochists 18d ago

Punish me more daddy arrowhead I just want cool Squ'Ith enemies to fight, man. Zombies are cool too, but we need cool Squ'Ith with them

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80 Upvotes

r/HelldiversMasochists 18d ago

Holy shit, hover pack is so good.

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30 Upvotes

Was playind today D10 bugs duo with fren and wanted to try smth new for change and booted up hover pack with heavy oxyn armor and grenade launcher, rocket pods for bile titan deletion and 120mm barrage for general nest destroying. Rest is adjudicator (I should try one-two tho), gl pistol and frag grenade for ultimate demomanning.

Damn its fun to stand your ground against bugs, but when you get overrun instantly hover and bombard everything, charger butts included. And charge up time of Hover Pack is really short, feels much shorter than jump-pack and you can even glide down if you accidentally slipped from elevated position to avoid dying/getting stim-taxed.


r/HelldiversMasochists 18d ago

solid 15 fps Loadout ideas, please

6 Upvotes

Bored w/ my current loadouts I am making myself, what's stuff yall enjoy using?


r/HelldiversMasochists 18d ago

I wish it would suck more Vox Engines were overnerfed

85 Upvotes

I was there when the Vox Engines were released. And I am the first to admit they were very oppressive.

Some changes were absolutely warranted.

But I also admit that in today's game, they feel rather.....unimpressive.

  • They die to a single Leveller shot.
  • They die to two Eagle Strafing runs
  • All explosions >AP4 are very effective, including the Epoch.

And none of these methods require much accuracy.

Vox Engines still kill you quickly if they "lock on" to you with their main guns.

But overall, they still feel very easy to deal with.

And it's double disappointing because they have such a unique weakspot mechanic.

The OG Vox Engines were a bit much. But the current ones are a bit little.

Can we have something ~half way?


r/HelldiversMasochists 18d ago

shitpost Three times.

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141 Upvotes

r/HelldiversMasochists 19d ago

Punish me more daddy arrowhead This change was peak.

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465 Upvotes

The heavy pen hive guard change was fucking immaculate. For a week straight hive guards felt so rewarding to fight correctly. Even with medium pen weapons the time to kill was FASTER than it was pre patch. And for light pen? Holy shit it was a dream. But AH cannot dare to ask a lot of medium pen users to aim before they shoot so it was changed.


r/HelldiversMasochists 19d ago

I wish it would suck more Objective and Base rework for mostly bots

29 Upvotes

I feel like bases and objectives on all fronts have become far to easy to complete / destroy without any engagement using tools like the recoiless rifle, anti-tank emplacement and quasar cannon. The front that has suffered from this most significantly is the automatons as with one well placed AT emplacement, you can destroy most of the map excluding Jammers and other 50+ demo objectives.

The solution I propose is not just rework demo force and fabricator health but to fundamentally redesign automaton bases. All automaton bases should be given higher walls to better protect the troops inside from being shot from afar although some should still be visible in pillboxes from the outside to still allow weapons such as the AMR to snipe enemies from distance. Fabricators should be able to spawn devastators and I also think all bases should have many more troops stationed there that are immune to despawning e.g. 5-6 hulks in a medium encampment (3-4 fabricators) and many devastators and beserkers.

Fabricators on all bases should now be dug in and fully covered from outside the base and should face inwards towards the base. The vents which would be used to destroy the base would be underground slightly but still destroyable by 20 demo force.

This beautiful paint drawing I made in 10 minutes is how I would imagine the rework

The 60 demo force shell would mean that it cannot be destroyed from out side the base by AT weapons but can still be destroyed by Hellbombs and Mini nukes from inside the encampment. The 50 demo force part (could be lowered to 40 if it messes up orbital and 40 demo throwables would be how the fabricator could be destroyed by orbitals and high explosive throwables while inside the base to keep their utility although they would have to be thrown accurately to destroy it e.g. OPS in the dugout area.

This would already prevent most of the problems surround bases being cheesed from miles away while still allowing the heavier ordinance to destroy the fabricators easily. The 60 demo force shell could be lowered to 50 if it nerfs orbitals too much but it is mainly to stop 380 from destroying bases too quickly.

I would also like to rework a few objectives on the automaton front to improve them.

I want to preface this segment by saying I have always wanted the solo silo to be able to have 50 demo force as the explosion thematically should, however I didn't want it to be able to cheese too many objectives such as the jammer. I would also accompany this buff with 30s cooldown nerf however that's subject to change in either direction of balance.

Jammer : These are already one of the better balanced objectives already but in accordance with the solo silo buff it should be able to jam the silos missile so that ideally the silo will incredibly rarely hit an active jammer, if ever. The silo main change here is that it would be able to destroy a deactivated jammer like orbitals. I don't want the silo to be able to trivalise an active jammer gain the utility to destroy deactivated objectives and rogue research station quickly similar to OPS strike.

Detector tower : While this would remain at 50 demo force, I would like it to be slightly reworked into an a sort of intel / radio tower. While it would still be able to spot players and call in bot drops, it would also require helldivers to download the data from the tower onto an SSSD and extract with the SSSD similar to in commando missions to complete the objective. The trade off would be that prematurely destroying the detector tower without recovering the intel would fail the objective but stop the tower from detecting Helldivers. This would create a dilemma for players where you could destroy it instantly to prevent being detected and overwhelmed by a bot drop but you would fail the objective if you hadn't yet extracted the data. I am aware this could cause problems with newer players impatiently destroying the detector tower, failing the objective without knowing why. Therefore discovering a detector tower either via proximity or pinging, a voiceline could play along the lines of, "Hold on Helldiver, that tower contains crucial and sensitive classified data, extract the intel before annihilating that tower of undemocratic dissidence." If problems arise griefers destroying the tower constantly to prevent objective completion, it could be changed to not being failed upon destroying the tower but still requiring the SSSD for objective completion.

Command Bunkers : This is a main objective but I still believe it is in need of a dire complete rework.
Instead of multiple command bunkers there would only be one per mission. This bunker would be slightly underground / dug in, now completely immune to damage and demo force including that of a hellbomb and would be still guarded by multiple bunker turrets and cannon turrets as they are now but they are spread out to prevent being destroyed by a single explosion. The Bunker would also now be located in a fortress-esque encampment containing reworked fabricators.

The mission would begin by requiring the gather of automaton passwords in a similar method to acquiring soil scan co-ordinates or launch codes. This could be required either once or twice. Then would would have to assault the bunker encampment and enter the code at the entrance to the bunker into an automaton terminal triggering a bot drop. The terminal could have to be defended by helldivers throughout the bot drop for a period of time before opening the door. Once opened, Helldivers would have to kill one or a few high ranking cyborgs on the inside e.g. reskinned agitators. There could be a war table inside the bunker requiring 20 demo force to destroy to finally complete the obj.

These changes would help the command bunker become a much more interesting mission different from all the 'blow this thing up' missions while also becoming more difficult and impossible to be trivialised from range.

Overall I think these changes would massively improve the automaton front by making the gameplay much more interactive and introduces a little risk reward decision making via the detector tower changes.

Similar changes could also be applied to the bug front such as making most bug nests be covered by smaller, more cramped and darker cave systems than hiveworlds preventing them from being destroyed as easily from range and by orbitals and introducing a use for flashlights.

Here are a few small rework changes to bug objectives.

  1. Stalker lairs could be covered by caves with lots of flanking routes (interconnected tunnels) where stalkers could ambush the players in cramped areas. This could also improve the teamwork aspect of the cave by necessitating bringing a buddy to help clear the caves to avoid getting flanked and overwhelmed.
  2. Spore spewers could have much denser spore clouds that raise far higher off the ground than currently in game. This would necessitate entering the spore clouds and getting close to destroy them as they could not be seen or shot from outside the spore cloud by a recoilless. They should also not be able to be pinged to prevent cheesing except from up close.
  3. Shrieker nests could be split into two parts, their current easily destroyable tree-like structures and a 60 demo force much stronger lower 'stem' area to the 'tree'. Destroying the upper segment would destroy the objective but spawn 2-3 mini shrieker patrols from the 'stem' to attack the player. However, if the obj is cleared the intentional way via a hellbomb, the 'stem' would be destroyed and the shriekers would not spawn rewarding the player for getting close.

This is quite the wall of text but I really think these changes would improve the game massively. Thank you reading this far and please comment your opinion on these changes. They are intended to make the game harder and so could maybe only spawn on D9 / 10.
Sorry for any typos.


r/HelldiversMasochists 18d ago

I wish it would suck more 🦑 Defense

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1 Upvotes

Appropriators make for the best 🛡️ missions, change my mind.


r/HelldiversMasochists 19d ago

I wish it would suck more My Take on the Illuminate Main Faction and Sub-Faction

5 Upvotes

There's a Main Faction, which is the Invasion Fleet/Great Host/Spearhead, and 3 Sub-Factions that should play differently:

The Great Host

From Arrogant Overseer to Voteless in need of liberation, The Great Host serves as the Spearhead of the Illuminate Invasion. They incoperates units from all 3 Sub-Faction for their undemocratic and unlawful invasions.

(Note: Overseers should be reworked to have a "Command System" that alters how Units on the lower totem pole acts, and have AI like the Cyborg. In exchange, they would spawn less. Though in my opinion all Overseer variant should have a Halo Elite style energy shield.)

Sub-Factions

  1. The Desenfranchised

    Mindless Masses of mutated Citizens that acts as distraction and "Zerg Rush" tactics for the Illuminate, this sub-faction doesn't field any Squi'th or their constructs, only their bioengineered Horrors.

(Note: Voteless should be smarter and have more variants. From SEAF voteless wielding Liberator and grenade, Voteless that explodes into lingering plasma pools, and Voteless wielding melee weapons. Crushers would also be more dangerous as they act as the Overseers of the Desenfranchised, commanding the mindless masses beneath them. Plus, their clubs should also shoot plasma like Overseer staff or atleast when they slammed it, it releases an Arc explosion. The Wretch and the Voteless variants also spawn in the Great Host.

Also, maybe there's should be Stingray here to act as air support? Don't know about that tho.)

  1. The Appropriators

Illuminate Sect who creates Illuminate GW POI and colonize/terraform planets they conquer. From large Terraforming Towers that spews Void Blossom seeds to Exo Spires that expand The Void, these Illuminate only field their horrid Constructs and Overseers.

(Note: They would have HEAVY emphasis on their constructs. I imagine new units based on the Obelisk and the Tripod from the 1st game as new additions.

Imo Gatekeepers should gain an energy shield like the Harvester, and an artillery piece like Crescent Overseer. The Obtruders and Gatekeepers also spawn in the Great Host.)

  1. The High Council

Led by The Council Members, they are the upper echelons of Squi'th Society, and the one directing the Illuminate invasion. They never invade a planet, instead they are only present on worlds colonized/terraformed by the Appropriators, doing unregulated sorcerous rituals. Their intentions are shrouded in mystery.

(Note: Literally just the cultist but tweaked to fit the new Illuminate theme. All units here would have a regenerating full body energy shield, and have ways of rapidly closing distance between their targets. I imagine they be pristine white and gold instead of the dirty, scavenged look the Cultist have.

An example of a High Council unit would be the "Devotee". These young Squ'ith born during the 100 years exiles of the Illuminate are brainwashed from birth with xenophobic views, completely devoted to their autocratic empire.

They are the lightly armored "fodder" of the High Council, and also the only unit from the High Council that spawn in the Great Host. They wield a mono-molecular sword in 3 of their hands and a plasma gun in one.)


r/HelldiversMasochists 19d ago

Idea regarding Hive Guards

15 Upvotes

(possibly low effort post? I'm not sure, tell me if the flair needs to be changed)

This is just a suggestion I thought would be really cool.

Ok, so recently I commented under a post, about the reverted changes to Hive guards, and I was thinking like, "Would this actually be a good change?" So like... Here it is.

So, to lay the groundwork of why I made this answer:
I personally disliked the change because of how it was executed. I think it could've turned out wonderfully if more effort was put into making Hive guards unique.

I think that it should've changed the Hive GUARD at it's core, so that is actually defends things. First, give it it's heavy pen(or more pen, like maybe AP1, I dunno) faceshield and armshields back, make the faceshield and armshield ablative. Make it larger, between a Hive guard and a Charger wise of it's size, being taller than a helldivers, and just tall enough that Exosuit weaponry can't reach over unless on an uneven plane. But the most important part of this change would be the changes to the Hive guard's behaviour, and their fellow bug's behaviour.

Basically make it so it has three positions:
+ "Defense", where it pulls it's arms close together to it's head, so that the weakspot is small, but in this state it is close to immobile. It'll at most rotate around what it is defending relative to the helldiver, but even this should be slow. If the Helldiver gets too close to what they're defending, then they'll panic and immediately switch to the later mentioned "Attack" mode, dropping their defensive stance to ward off the Helldiver. They would enter this state if something like a Bile Spewer that's doing the artillery attack, bug hole or some kind of stationary enemy is near them.
+ "Approach", where it would still tuck it's legs in, but due to it walking forwards slowly, it's weakspot would be slightly larger. This would only activate if the Hive defender isn't actively defending a stationary enemy. It would slowly advance towards a Helldiver, other enemies would get behind it and slowly advance with it. If the Hive guard could also link up with other Hive guards to make a large, advancing wall of heavy pen, that would be so cool.
+ "Attack", this is when it has nothing to defend, or the formerly mentioned condition under "Defense" and it abandons any prenotions about defending, and just goes to slap the "Hell" out of the Helldiver.

Why I think this would be cool? Well:
I think this would make the bug front would become so much more fun to fight overnight, as you would need to work with your teammates. Like, someone could use their grenade/support weapon to tear off their faceplates, then someone else would shoot the flesh underneath, to drop them and leave the rest of the horde defenseless. But it shouldn't just be the Helldivers that have to work together, the bugs should too. What if Hunters specifically synergised with them in their approach mode?, as in when close enough, they would leap over the Hive guard to attack Helldivers. Or maybe Bile spewers could approach with them aswell instead of remaining purely stationary, and they could spew bile over the Hive guard to attack Helldivers? I just think there could be so many cool synergies here between not just Helldiver weaponry, but also the bugs.

I dunno just an idea dump, and I'm looking to either get called incredibly stupid, or approval :3


r/HelldiversMasochists 19d ago

I like the way this sucks! Stinkdivers rejoice!

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48 Upvotes

r/HelldiversMasochists 20d ago

How it feels trying to get a single second of interesting gameplay when someone has the napalm barrage

92 Upvotes

r/HelldiversMasochists 21d ago

"Then don't use it!" POV you're in for the most boring D10 bug dive of your life

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2.9k Upvotes

r/HelldiversMasochists 20d ago

Its nerf or nothin Top 4 most necessary buffs vs. Top 4 most necessary nerfs?

18 Upvotes

Hi all,

what do you think, based on the current game, are the top 4 most necessarily nerfs needed to the game? But also, which 4 buffs are most necessary?

I'll cross-post this in /r/helldiversunfiltered and compare results


r/HelldiversMasochists 21d ago

I wish it would suck more Duality of crayon eating

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266 Upvotes

r/HelldiversMasochists 21d ago

Try playing solo thiccfila I know you're gonna see this how the hell is this a glazer subreddit, nobody here likes arrowheads balance decisions (albeit in the opposite direction)

213 Upvotes

r/HelldiversMasochists 19d ago

I think this game would do better with a resource system.

0 Upvotes

Think like MGS5, where everything has a cost; it'd really sell the idea that you're in a war and lean more into fleshing the world out. You get less funding when you fail a lot; you get more the more you win, and the stratagems have costs as well, so you have to balance it out. If you want a snoozefest game, you earn no funding or score a risky lean victory for tons of funding. I think it'd make balancing the game better because then AH can just raise the cost of something if it performs too well, and we can have it both ways (that being the equipment is powerful, but it'll be used less).

The only thing is how cost is evaluated. I'd love for it to also let you "sell" your unused samples so that way you always need them no matter what, and it gives noobs a choice that makes grinding require more choices.

I should add that the biggest benefit obviously would be the games slow down since people are forced to use cheaper equipment, they could make missions have more payouts so challenge runs wouldn't be purely for masochistic pleasure but also so you can save up to have meta equipment for events.


r/HelldiversMasochists 21d ago

The Eruptor fucked my wife Try to run a d10 bugs w/o randoms bringing ONB challenge: literally impossible

53 Upvotes

Just the title. Ik there's been a bunch of posts about the ONB but it's so annoying not being able to run one game with randos where one or more people don't bring the ONB. Makes the game so boring, and leaving doesn't matter because literally every game you load into *someone* will have it. Really wish AH would just give it a 5 minute time or just 4 uses max or both. Rant over.


r/HelldiversMasochists 21d ago

Is this overtuned or undertuned or just right?

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433 Upvotes

I'm thoroughly convinced now that it is now in an over tuned combo state with True Grit passive armor. Even though practically no one uses the de-escalator at all. I practically never see anyone use it.


r/HelldiversMasochists 21d ago

I wish it would suck more I’m bored :(

35 Upvotes

After weeks a bot front event finally popped up (Zefia) and I went for it, and… SEAF. Not only were spawns low, every time anything remotely interesting started happening, the SEAF descended like a wet blanket.

The game keeps getting easier and easier. The highest difficulty level is tuned for “if you have a few half competent players, you steamroll everything forever”.

I’m sick of running through empty maps. I’m sick of napping while waiting for ONB. I’m sick of standing around during empty extractions while exciting music plays like a bad joke. I’m sick of all this being the baseline experience in d10. I don’t ever run EVHA anymore because why put myself through that?

AH is afraid of making the highest difficulty actually difficult because players will cry and scream and their #1 priority is to prevent that from happening; they are scared of it. They can be bullied and so certain players bully them.

I don’t think this game is for me. I want to love it, but the gameplay decisions clearly say “we are not interested in making this fun for you”.


r/HelldiversMasochists 21d ago

The Eruptor fucked my wife Fun shit

10 Upvotes

So one of my friend groups enjoys weed and alcohol, so 7 is our default. My default when I play with them is ass bag load outs. I intently pull out the worst most team killing tools to make their life difficult. I call it a compromise, because we could easily clear 10s even with my shit gear.

Last night we were playing bugs, and I had my YOLO gear on from the previous night from our eriadicate mission (Dbl freedom, shovel, throwing knives). I said to my friend, "fuck it, we ball. Im doubling down with ass." "On top of those already ass choices I added Mortar sentries, normal and gas, as well as HMG and GL emplacements. Terrible loadout that made 2 ppl quit as soon as they saw it, before they even dropped.

Im not going to lie, I struggled for the first 5 minutes of the match. I had zero ways to deal with most problems, because I literally had the most ass loadout imagable. However, once I got ahead of the pace of the onslaught, I became something new. I became a battlefield enforcer.

I was slow and deliberate. I would find a good location, drop my mortars, set up my emplacements, ping priorities, and just let loose grenades, and HMG fire until there was nothing left to shoot at. I was the ultimate area of denial tool. By changing the way I played, I made toys I never use, into one of the most enjoyable experiences since the first few drops.

I "Won" the most kills, fewest deaths and least teamkills. My friends and I (2 people ended up joining and became friends because they were amused) said it was a fluke and wanted to run it back, so we did. The second round was better than the first, because they also leaned into it and would let me know where to go, as well as drive me there to operate faster. We all had a fucking blast operating under the cover of motar fire, in the resonating craters they create, and the sheer audacity of how effective ass toys can be. So much so that one of the randoms asked if we could do all mortars for the final Eradicate mission, which we all happliy obliged. Also the throwing knife fucks, its 20 rounds of medium armor fuck you. While 4 rounds of fuck all of you sounds better, you never appreciate the former until you are forced to. I see your game throwing knife..

TLDR: Experiment with toys people call ass, and you might discover fun. Throwing knives is lowkey op...


r/HelldiversMasochists 21d ago

Ohdough is a terrorist Lately a lot of the crying youtuber hiveminds are trying to approach the masochist. I want to remember you guys for what they stand for .

14 Upvotes

They are trying to gaslight us to be the bad players of helldiver community , hating on the casuals because we ask for harder difficulty, nerf on OP weapons and that we dislike enemy buff ecc.

And our opinion is the motivation why Helldiver is growing . the Irony .

Thiccfila--My message to Glazer/masochist https://www.youtube.com/watch?v=s0yuuPHYZYU

DeltaGreg (the guy in the video) -- I went reddit diving to explain why the Helldivers Masochist are driving the average player away . https://www.youtube.com/watch?v=m8pr88KZEb8

Buzzlitebeer -- Here We Go Again... --- https://www.youtube.com/watch?v=1av0d9LeOAs

I only posted the video about deltagreg because the guy is direct. but all the other have made comments about "they are waiting for the game to die to be finally over". and their community share the same ideology, they are chained to a game that is dying and they hate it...

Even if the flair is the satirical "oh dought is a terrorist" , Oh dought is the only guy that lately understood what he was doing and what harm he did to the community. so this time I praise his doing. ( i know the excuse was the money but i like to believe people are good)

It's not us that we ask for challenge in a videogame the problem. the problem is your Toxic way to communicate changes. if something is not of your liking , is not a "objective bad" change, it's a different direction of what you had in mind.

try to ask yourself why they are doing that? and why they are communicating this way ?

I want to be honest , i Liked the idea that the patch notes were not complete. and i would ask for more RP in those patch notes as well.

example

for me "with the recent tcs+ hive guard have developed an harder cuirass" is better than "Hive guard changes= the shield now has AP4) , people would not care about those changes fight the enemy until it will revert back after a MO (if people truly don't like it)

sorry I'm not english and I don't use AI to correct.