Helldivers 2 - Hell is more diverse than ever as PlayStation's demographics continue to grow and change.

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Additionally, knowing when and how to strategically reposition is critical. Far too many bugdivers prefer to die 10 times than run from an unwinnable fight. Kiting bugs is a really good strategy.

Your loadout is very good and very versatile, but don’t sleep on the guard dog backpacks and the laser cannon. Once you get to higher difficulties, you may want to consider antitank, especially if your allies didn’t take any.

For artillery and airstrike options on the bug front, a variety of big damage and chaff clearing options is a good choice. Orbital gas or Gatling reload in about a minute and are great for suppressing bug breaches. Eagle 500 can close a lot of medium nests in one shot if you drop it in the right spot.
I 100% endorse this, especially in the caves. If you stay and fight when there are multiple avenues of approach the bugs will flank you, and if you're near a stalker nest then God help you.

You have plenty of time to set up a rear bounding movement (IE 2 guys stop and lay down hate while the other 2 run backward get set, then stop and cover the other two until they leap frog them and get set).

Bound back like that and get some sky, call in a resupply and maybe turrets, catch your breath, deal with the horde then push back in until you clear the objective.
 
Did some sightseeing today
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Also, I genuinely can't tell if the new speargun is good or not.
 
Also, I genuinely can't tell if the new speargun is good or not.
It can destroy bug holes and bot fabricators like any grenade, has 5 peneration, can confuse chargers so they're less likely to charge and can 1 hit headshot a hulk. it's very good especially when paired with another weapon for combo damage due to the gas, but very situational. A single resupply from a backpack only gives back 3 spears and it'll take mulitple to kill a dragonroach so only bring it if atleast 2 of your teammates already have good anti armor loadouts. It's a fun weapon at the least.
 
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It can destroy bug holes and bot fabricators like any grenade and has 5 peneration, can confuse chargers so they're less likely to charge and 1 headshot a hulk. it's very good especially when paired with another weapon for combo damage due to the gas, but very situational. A single resupply from a backpack only gives back 3 spears and it'll take mulitple to kill a dragonroach so only bring it if atleast 2 of your teammates already have good anti armor loadouts. It's a fun weapon at the least.
I was having fun with it, but had to switch to the spear last night when holding Hellmire since the dragonroaches were a constant nuisance. The speargun also invalidates bile titans in the caves from becoming an issue in such close quarters which is nice to have.
 
Does anyone have that strategem hack where you can just call down super credits. I'm actually loosing my mind trying to farm enough credits for these warbonds.
 
Against bugs today I ran the explosive crossbow, ballistic shield, machete and quasar, bringing orbital gas and the gatling turret as support. It can do solid work, especially when you hit the bile dragons square in the face with the quasar.
 
Sound mixing suck ass, new enemies are basically silent.

You cannot fully avoid dragonroach's fire attack most of the time

Gloom themed terminid ost is very lame
 
The spawn rates on bugs on their homeworlds are kind of fucked. If I don't bring a sentry or two, It feels like theres barely any breathing room.

I've had 3-4 dragonroachs on me so bringing 3-4 spears feels mandatory.

The eruptors come in packs of 2-4 so they can overwhelm you easily when they emerge one by one.

I get it, they wanted to create late game tier content for vets but this needs to be balanced for difficulties under 7
 
Hive Lord spawn is a bit ridiculous now. D7 mission set and he spawned on all three of them and only 3 of us were available to play last night. Definitely shouldn't be showing up every mission on 7, that's where we go to not sweat it up if all 4 of us aren't on.
 
Hive Lord spawn is a bit ridiculous now. D7 mission set and he spawned on all three of them and only 3 of us were available to play last night. Definitely shouldn't be showing up every mission on 7, that's where we go to not sweat it up if all 4 of us aren't on.
I feel like the hive lord only really becomes a problem if you try to kill it. When you treat Fred like he's just part of the background scenery and keep moving it's not so bad.
 
When I'm in a destroying the objective and failing the mission in 30 seconds competition and my opponent is a Hive Lord:
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It's up to rng if the hivelord insta kills the oil rig. I dont mind it for the spectacle right now but it's untenable longterm to the game. Hopefully they move the worm to its own dedicated boss mission like it was in the first game.
It should have been a 15 minute mission to kill the Hivelord. It's a whole arena, the Hivelord itself is an actual fight with phases and attacks and spectacle. No random Terminid spawns but there are bugdrops or something between phases to mix things up and force you out of your comfort zone if you forewent crowd control options in favor of boss shredding single target solutions. You know, like a boss fight, with structure and flow. Not just bullshit heaped onto the field until it becomes impossible for four people to navigate like the current design philosophy.
Edit:
fixes the freezing issues
DirectX11 does not fix them (at least for me), but it does help mitigate them and increases performance in general. I found that restarting the game between missions seems to stave off freezing. Seems like some kind of a memory leak issue.
 
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It should have been a 15 minute mission to kill the Hivelord. It's a whole arena, the Hivelord itself is an actual fight with phases and attacks and spectacle. No random Terminid spawns but there are bugdrops or something between phases to mix things up and force you out of your comfort zone if you forewent crowd control options in favor of boss shredding single target solutions. You know, like a boss fight, with structure and flow. Not just bullshit heaped onto the field until it becomes impossible for four people to navigate like the current design philosophy.
Or make it like a nemesis type enemy you can't kill but disable until all objectives related to it are complete and decrease the spawn rates for normal Terminds on lower difficulties. No fucking 150,000 hp nonsense and the lore doesn't matter.
 
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Cave traversal is so ass, it's full of dead ends. D10 sqaud fills on Hive Worlds reminds me of Mega Citys, where 60% of the randoms I get are more focused on fighting enemies than pushing objective.
 
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