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

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Warbond is out with new Commando Operations, which start you out with zero reinforcements and one minute to call in any stratagems you brought in before the Super Destroyer leaves, once it leaves you have one more opportunity to call it back in for the rest of the mission. You gain reinforcements by capturing pre-deployed Hellpods on site. Seems interesting, haven't given it a proper try yet. Very disappointed that the new update didn't add suppressors to the old guns considering the whole focus of the update but I guess they want their fucking money since the only suppressed guns are in Warbonds.

They also added a new smoke grenade via the Super Store, think this is the first grenade that needs to be bought outside of a Warbond?
Weren't the SMG and Pistol from the ODST Warbond silenced?

Reading the patch notes, it says the suppressor is buffed so that the detection range is about half. Seeing as I literally couldn't tell the difference beforehand, I'm not even sure if it'll be worthwhile.

Are the servers being hot ass for anyone else today? Every time I've tried to play today the enemies and squadmates are moving like this is a turn based game and someone just gimped my mech with their coyote while trying to shoot something else.

Also fuck anyone who thinks it's a good idea to bring a mortar to a squid mission. That is an exemplar level of moronic. Even if it doesn't kill you the spawns have been including a lot of double stingrays lately and good luck not dying to those if you've just been knocked on your ass by some jackass's mortar going "LOL VOTELESS SPOTTED"
I feel like they've been struggling for awhile, had a crash yesterday that nearly froze my PC. No other game I have gives me problems like this.

The only mortar I would understand for Squids would be on the evac 8 rockets mission, but even then, I'd probably pick turrets. For just regular deployments against squids, mortars are straight up retarded.
 
The only mortar I would understand for Squids would be on the evac 8 rockets mission, but even then, I'd probably pick turrets. For just regular deployments against squids, mortars are straight up retarded.
Playing squids with one of my internet frens yesterday we came to the conclusion that EMS mortar on evacuate assets is the only good use-case. Slows them down and the slow might help you survive if you're getting rushed and the EMS field gets you.
 
Weren't the SMG and Pistol from the ODST Warbond silenced?
Sorry, I worded that poorly, I meant that they were considered silenced, not that it actually worked at the time
From my knowledge, yes. That's the reason why I'm personally kind of miffed about this update with its heavy stealth focus. All suppressed weapons are locked behind paid content as of now and if I'm remembering correctly, suppressors have been leaked with an attachment leak a long, long time ago. The weapon customization system desperately needs an update since the feature has been dry as Hell since its release and this patch would've been perfect to introduce some new shit. This is what I really hate about Arrowhead, so little content after months of dry spouts, the Warbonds just aren't hitting the same anymore and rarely have more than one item in them that are interesting.
 
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Played last night. Still on the fence on how I feel about the new mission type. It for sure is difficult, with the one time call in thing, but I'm sure with time you can get use to it and make it fun. The predetermined locations for renforcements is the hardest part. I hate dying and then being called back (what feels like) miles away from your team.
I didn't use the stealth weapons much. I mainly ran my HMG/supply backpack combo and let my buddy sneak around till spotted then cleaned house before the bots could call renforcements. But the stealth seemed to work pretty well.
 
Played last night. Still on the fence on how I feel about the new mission type. It for sure is difficult, with the one time call in thing, but I'm sure with time you can get use to it and make it fun. The predetermined locations for renforcements is the hardest part. I hate dying and then being called back (what feels like) miles away from your team.
I didn't use the stealth weapons much. I mainly ran my HMG/supply backpack combo and let my buddy sneak around till spotted then cleaned house before the bots could call renforcements. But the stealth seemed to work pretty well.
I think the meta is to not exactly go stealthy but bring all the gear you need to go full violence of action. Someone brings a recoiless, two people with supply packs, and one guy with a jet/warp pack to go mobile with the objective. AMRs seem generally useful too because you can both snipe from outside detection range and blast hulks in the face within 50m.

The first successful one I did had a factory strider drop right as the shuttle was landing which was very thematically fitting.
 
I think the meta is to not exactly go stealthy but bring all the gear you need to go full violence of action. Someone brings a recoiless, two people with supply packs, and one guy with a jet/warp pack to go mobile with the objective. AMRs seem generally useful too because you can both snipe from outside detection range and blast hulks in the face within 50m.

The first successful one I did had a factory strider drop right as the shuttle was landing which was very thematically fitting.
Agree with going full violence right off the bat. The problem I kept having was randos are still to reliant on orbital strikes and their game play shows it. And sure, me and my buddy can handle ourselves but add the increase spawn rate with two randos that can't pull their weight and well... we have a couple of issues. Going stealth is a great way to keep the numbers down, IF the randos pick up on your tactics.
Also agree with the AMR. I love my HMG, but I'm seriously considering switching to the AMR for range. Picked it up during a mission when my stuff was on the other side of the map and hot damn was it great.
 
The problem I kept having was randos are still to reliant on orbital strikes and their game play shows it.
The proper use of orbitals and turrets is to shut down bug breaches or use as distraction carnifexes. Gas + mg turret = fuck that bug breach. Rocket turret/bot drop = many dead bots. mg turret x voteless = lmao fuck you plebs. The 500kg is for blowing up outposts that you don't want to take the time to deal with personally. People who can't kill shit dead with the toolset on their person are unironically playing the game wrong.
 
Haven't played the new missions yet but it seems like it's a return to the way I played HD1: call in support weapon and if enemies get too close run the FUCK away. What's missing is the distractor beacon, which they seem to be avoiding adding for some reason.
 
There's lure mines in the new Warbond, explosive which I'm assuming the distractor beacons weren't but still.
Distractor beacons were a stratagem to distract patrols so they would be drawn off of objectives. They were so powerful you only got 5 per mission per slot (for reference you got 3 sentries per slot). They totally justified the slot too, since you could avoid combat entirely by using them right.
 
After the latest patch, my entire machine periodically freezes for a second or two in game. I guess I can't play this any more.
My entire PC freezes on drop and I spent a good hour and a half trying to figure out why.

I'm on Linux so I just switched to proton 8 and it fixed it. This game is such a mess code-wise.
 
I'm on Windows 11, so I have no idea which group of jeets is to blame.
 
Performance on Windows 10 has been pretty good for me both before and after the patch. I've just got to remember to turn off my VPN to avoid connectivity issues.
 
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