
u/SomethingStrangeBand

Flair Drop to 1,000!!!!!!!
Comment any Flair below EXACTLY how you want and ITS YOURS!!!! (plz follow rules) (color options are available)
It's happening too fast we're going all the way this time! This Flair Drop will go until we have 1,000 members! and last 100 more after that! So come and get your Flairs!
I just wanna say following this game has given me anxiety at times with all the rollercoaster whiplash of were so back!
This is for anyone that has had a heart attack of relief when a good update comes out. I'm already sick and pretty sensitive but damn does it feel good to be riding high again. Thank you to everyone here for helping me make this place great. All your support has helped me more than you know.
in my best Brooklyn accent "I'm fukin dyin ova heeeeeer"
Superstore Heavy Armor & Player Card + SC prices
Helldivers 2 Patch Notes Video with Niklas & Lennart
youtube.comTHEY BUFFED THE STERILIZER
TX-41 Sterilizer
Updated gas spray VFX
The Gas lingers for longer and has longer range
Today is a GREEN day!
Machinery of Oppression: 6.2.2 patch notes
I'm your host, Release Captain Morris. When humanity is at stake, we bring you this update from Super Earth High Command to further your efforts in the war.
*** INCOMING MESSAGE FROM SUPER EARTH HIGH COMMAND ***
The beauty of our most Democratic galaxy is truly unparalleled. As we push into new territories, we have discovered planets with lush, tranquil forests with winding paths and shade from massive trees.
Underneath the peaceful tree canopies, our Citizens can take time to unwind and reflect on the glory of Managed Democracy and the good, achieved by Super Earth's most illustrious heroes.
However, not everything on these planets is what it seems. We have detected several of our Un-Democratic foes on the perimeter and there have also been some alarming signals on Gloom-infested planets--larger than the typical Terminid convoys, bearing a striking resemblance to some of the Bile Titan signals detected in other regions.
It is time to arm yourself with the new Exo Experts Warbond* equipped with new exosuit designs well-suited for close combat and fire-based offense. Originally deployed to clear land for a six‑star holiday resort, these suits have since been repurposed to leave enemies with nowhere left to hide.
Stay alert, Helldivers–these forests have eyes.
Patch Highlights**
- 2 new Biomes
- One new enemy variant
- Major Exo Suit rebalance
- Enemy rebalances
- Side-Arm and Stratagem rebalances
- Several known issues resolved
Resolved known issues:
- Defend city events appear Super Earth controlled again
- Destroying the Air Base Control Tower with a portable Hellbomb no longer blocks objective progression.
- Enthusiastic Mirth emote sound has been fixed, laughter is once again permitted on the battlefield.
- Fleshmobs are no longer able to clip through various objects when charging.
- We have restocked the fireworks for the celebration when players have completed the tutorial (good job, you have earned them)
- Gunships and Shriekers are now spawning during operations with the appropriate effect present.
- The Double-Edged Sickle no longer emits a high-pitched drone when firing.
- Players will no longer be redirected to the Python Commandos Warbond instead of Redacted Regiment and vice versa when selecting 'Acquisitions' in the Ship Management menu.
- Sparks and bug spawner smoke now have higher material resolution.
Balancing
Exo suits rebalance
We agree with the community that the Exosuits can take too little damage and break too easily, especially against the Automaton faction. Therefore we have made a bigger balance pass to increase its durability.
- Increased main health pool from 850 to 1600
- The Exo suit will only die if the main healthpool is depleted. Before it could die if specific healthzones were depleted.
- Increased vulnerability to acid attacks by 50%
- Fixed so parts of the cockpit healthzones are not blocked by the ragdoll actor. Now the cockpit zones will be damageable in the right way.
- Increased Exo suit arms health from 350 to 600
- Exo suit arms now also have a 50% explosion resistance (just like the main body)
- Removed constitution and bleedout on the Exo suit arms.
- Exo suits no longer lose all mobility when both legs are broken.
- Can now be staggered, have stagger strength 45. Stagger does not affect the ability to shoot.
- Removed most health zones that do not affect the main health and are mainly visual effects. The reason is to improve performance. For example tow cables and similar items can not be damaged or destroyed anymore.
Enemy damage against vehicles
- We think automatons and illuminates do damage reasonably well against the vehicles especially now with the changes to the Exo suits, the Terminids however have fallen behind a bit in their ability to deal with vehicles so we have made some buffs to their damage against durable targets.
Gas effects
- Now it also slows the enemies with 25% when they are confused by the gas, the slow of course also affects you. Larger enemies like the Bile Titan and factory strider that do not become confused also are therefore not slowed.
Items changes
Sidearms weapons
CQC-30 Stun Baton
- Decreased stamina cost from 5% to 3%
- Increased damage from 75 to 120
- Increased durable damage from 38 to 60
CQC-19 Stun Lance
- Decreased stamina cost from 5% to 3%
CQC-2 Saber
- Decreased stamina cost from 5% to 3%
CQC-5 Combat Hatchet
- Decreased stamina cost from 5% to 4%
CQC-73 Entrenchment Tool
- Decreased stamina cost from 5% to 3%
Stratagems
CQC-9 Defoliation Tool
- Increased and moved damage hit box to make it easier to hit the enemy
- Longer window for when damage hit box is active
- Armor penetration increases twice as fast
- Moves slower when it does damage to an enemy
- Decreased stamina cost from 10% to 5%
CQC-1 One True Flag
- Decreased stamina cost from 5% to 3%
SH-20 Ballistic Shield Backpack
- Increased health from 600 to 1000
FAF-14 Spear
- Increased amount of missiles in the backpack from 3 to 4
A/FLAM-40 Flame Sentry
- Increased range from 20m to 34m
- Increased damage by 50%
- Increased how fast it panics enemies
A/LAS-98 Laser Sentry
- Increased heat capacity from 200 to 250
TX-41 Sterilizer
- Updated gas spray VFX
- The Gas lingers for longer and has longer range
Enemies
Terminids
Bile Titan
- Spew explosions are smaller to match the visuals better
- Decreased Explosion inner radius from 2.25 to 1
- Decreased Explosion outer radius from 3.5 to 2.2
Hive guard
- Increased armor on head and front legs from Medium to Heavy (3 to 4)
- Decreased armor on body and claws from Light to Unarmored (2 to 1)
- Decreased health on body from 500 to 375
Bile Spewers
- Increased durable damage on melee attack
Stalkers & Prowlers
- Increased durable damage
Shriekers
- Increased durable damage
Scavengers
- Increased durable damage
Hunters
- Increased durable damage
All Warrior variants
- Increased durable damage
Charger
- Slight increase in durable damage of its melee and charge attack
Hive Lord
- Increased durable damage on many of its physical attacks
Dragon Roach
- Increased durable damage on its flame attack
Impaler
- Increased stagger force needed from 45 to 50
- Slight increase in durable damage on its melee attack
Automatons
Raiders
- increased durable damage of the melee attacks
- Small arms fire from raiders, turrets, devastators, slight increase in durable damage
Berserkers
- increased durable damage
Devastators
- increased durable damage on melee attack
Heavy Devastators
- Shield is destructible and dropped when destroyed
- Armor heavy (4)
- Health 800
- Durable 0.7
Rocket Devastator
- Decreased stagger strength on rockets projectile from 50 to 35
Hulk
- Increased durable damage on flamer attack
War Strider
- Leg hip joints decreased armor from Heavy to Medium (4 to 3)
All Tanks main body (bottom part)
- Increased health on Main health pool from 3000 to 4000
- Increased health on back vents from 750 to 1500
- Increased armor on back vents from Medium to Heavy (3 to 4)
- Remove tracks damage zone when the zone is dead
- Removed damage cap to carry through from tracks to main health (so if you overkill it more damage goes to main health)
- Reduced durable resistance on tracks (1.0 to 0.8)
- Reduce overlap damage zones when its driving to match visuals better and do less damage
Shredder Tank turret
- Reduced turn speed
Barrager tank turret
- Increased health on weak spot on front and back from 750 to 1500
Illuminates
Fleshmobs
- Increased durable damage
Tesla tower
- Lower destruction strength needed to destroy it from 30 to 20
- Added health function with 200 health and armor 2
🔧 Fixes
Crash Fixes
- Fixed a rare AI crash
- Fixed a crash which could occur when using under barrel firing modes
- Fixed a rare crash that was happening whilst fighting enemies, predominantly against the Illuminates
Weapons & Stratagem Fixes
- Added missing haptics feedback when firing the Automaton MG Emplacement
- SEAF Artillery will no longer let you insert a shell and then immediately remove it, thus softlocking the gun
- Destroying the Air Base Control Tower with a portable Hellbomb in a multiplayer session, no longer blocks objective progression
Enemies
- Fleshmobs now can deal damage to vehicles
- Destroying a Terminid egg while standing against it, can no longer send the Helldiver flying
- Shooting marks on the Exomech will now appear on the correct body part that was being shot at
- Fixed bug where certain enemy kills would not count towards order progression
- Factory Striders will no longer count as Fabricators in the Destroy Automaton Fabricators mission
- Stratagem hellpods can no longer land on the Air Control Tower during the Evacuate Priority Citizens missions
Miscellaneous Fixes
- Fixed a bug where the Helldiver could get soft-locked in the loadout menu, if they had less than 4 total stratagems, where one or more was temporarily disabled
- Fixed squares sometimes appearing in the minimap if Terrain Quality was set to low
- Extraction shuttle now flies straight upon extracting from cities
- Fixed an instance where the Helldiver head twitched when leaving the Hellpod
- Fire should now more consistently scorch the terrain under it. Note: This has no changes to gameplay
- Fixed several floating items on a magma planet
- Fixed a gap in the terrain in the tutorial area
- Optimized performance of Strafing Run particles for DSS Eagle Storm and Air Support stratagems
- A message will be displayed in the stratagem HUD when stratagems fail to be called in
- Tutorial: Flag celebration now has been fixed with proper fireworks timing and lighting
- Players can no longer fall through the ship roof in Illuminate invasion missions
- Fixed a bug where the Helldivers head twitched in the end screen, before and after using Victory Poses
- Tremor ambient sound now fades out properly
- The Burier of Heads title has been thoroughly investigated, and since no signs of alleged dissident connections could be discovered, the title has been reintroduced. Helldivers who have unlocked this title through the Dust Devils Warbond should now find it among the other titles in the customization menu
- Fixed issue where the player could interact with the Hive Core Drill terminal from behind
- Enemy visibility and hearing should now be affected more by different weathers. This means enemies should generally have a harder time spotting and hearing helldivers in more intense weather scenarios
Bonus note
We have now introduced validation checks on launch to help address potential issues caused by out of date drivers.
What are you most excited about? What do you think'll be in the Super Store? What Builds are you gonna try?
FLAIR DROP to 700!!!!!!!
it's that time again!
^(note: future flair drops will happen closer to the +100 checkpoint)
Comment below! Whatever Flair you'd like, EXACTLY how you'd like it and ITS YOURS!!!
^(also, if you're not sure what flair you'd want, I can try and make something up.)
Target Hit flairdrop will take off in 24 hrs
NEW MECHS OR SCRAP METAL? - THE SUPER CITIZEN'S BULLETIN #43
Issue #043 of the Super Citizen's Bulletin: NOW DEPLOYED
Are our newest war machines built for victory… or bound for scrap?
This week's news include:
Mechs under fire across the front
Warbond controversy divides Helldivers
New updates, new problems?
Record-breaking killstreaks
Stay informed. Stay loyal. Stay Super.
What 1100 hours of playing helldiver's looks like
was trying out an explosive resist ballistic shield build when this happened.
It's me, AMA
Hey everyone, feels like there's so much hate, misinformation and disappointment here. I understand you want Helldivers to be great and you feel we fall short.
So my thinking is, let me hear your thoughts, questions and concerns. I may not be able to answer all questions. But I'll try my best.
This will be slow burn as I've got a busy day - but I'll get to your questions in time.
Heres some rules to help coordinate this:
- I will answer only top rated comments (common ask)
- I will not be able to comment on specific people at Arrowhead
- I won't be able to answer things that puts us in breach of agreement with PS (and even doing this is borderline)
- I will not engage with personal attacks.
So, with that said. Fire away!
>Hey everyone, > >I want to thank you all for taking the time to ask questions, challenge me and share your frustration… Honestly! > >I did this AMA because I saw the disappointment, critism and mistrust in this subreddit. And it got to me, I wanted to get a better sense and understanding of what was at the heart of it. A lot of the points that you make are fair. Some are very painful to read. But I know that it comes from a group of players that care deeply about Helldivers and wants it to remain special. > >So, my take aways from this is as follows: > >You want the game to deepen - Old systems, gear, progression, resources, and the Galactic War need more attention. You want more meaningful reasons to keep playing beyond the next warbond. You want underused equipment to have a purpose, long-term progression to feel worthwhile, and community actions to result in memorable moments again. > >Furthermore, the concerns that warbonds can feel like they are moving faster than fixes, polish and systemic improvements. Which is not the intent, but perception matters. Trust is not rebuilt by me saying that “yeah, sometime in the future” - it is by action alone, over time, that clearly says that we are listening and acting in good faith. > >Action -> This week; I will talk to the direction team about how we can align more with the expectations that you have on the development of Helldivers. > >You want us to communicate better - That means accurate patch notes, transparency around priorities, more accurate known issues and less reliance on me, or someone from Arrowhead randomly jumping in to figure things out (like this!). When our communication fails, you guys fill in the blanks. And right now, many of those blanks are being filled with mistrust - and that’s on us. > >Action -> I will report back once every other week, starting this week, with where we are, what our thoughts are and how we >are moving forward. > >I can’t promise every specific request in this thread. I can’t promise instant solutions. Helldivers 2 is a large, complicated game, and some of these issues are genuinely difficult. But that’s not an excuse for standing still. There is a lot of work that is in progress that we will see the fruits of in the coming weeks, months and year. > >This conversation has helped me understand your frustration a whole lot better. This is not only a demand for more - it is a demand for meaningful changes, higher standards, better maintained systems and clearer communication, and in the end, a game that continues to feel worthy of the passion you, the community, has given it. > >Thank you to everyone who participated constructively, especially when you were angry. That means you still care. > >Johan >
mech buffs and hopefully no more clipping flesh mobs!
Attention! SubGaurd has been Activated!
We will use this to inform users and allow more warnings for breaking the rules, making the experience easier for us to moderate. Below is an explanation of the Apps features and how we will use it. This will allow us to post a friendly reminder on edge cases to refresh yourself on the rules. as well as implement a 3-strike system on them, 3-strikes initiates the 28-Days Later clause and bans the user. But overall, this will allow us to have a less heavy-handed approach to moderating the Sub and allow the users to better adapt to a toxic free environment
Adds the following MOD Menu Items: Comment & Remind; Lock & Warn ; Delete & Warn ; Show Warnings ; Remove Warning ;
Functionality
Comment & Remind: leaves a comment on a post or comment that has been selected by a mod for almost breaking a rule. The comment reminds the member to review the rules of the subreddit. No warnings are issued against the member.
Lock & Warn: locks a comment or post that has been selected by a mod. The app leaves a comment reply & sends a PM notifying the member that they have been issued a warning, how many warnings they currently have and a link to the content.
Delete & Warn: removes a comment or post that has been selected by a mod. The app will send the user a PM notifying them of the deleted content, that they have been issued a warning, how many warnings they currently have and a link to the content.
Show Warnings: shows a Mod how many warnings a member has against them.
Remove Warning: removes 1 single warning from the member & displays remaining warnings.
The app will add a Mod Note to the member with a link to the content and issue a "Spam Watch" warning label to the user for Mods to easily spot members with active warnings.
When a member is issued a final warning, the app will ban them for the amount of time specified in the app settings. The member gets a ban confirmation PM from the App and Reddit facilitates a more formal ban notice PM from the Subreddit.
Visit r/SubGuard for screenshots of PM messages sent and "Check my Warnings (SubGuard)" details.
what's your one small change you want to make just because you think it should be that way
For me? a 50 capacity Pacifier. It says High-Capacity dangit!
Wiki seems to confirm Gallant Medium Pen, One Handed, with Tactical Information
Tactical Information
- Compared to the MP-28 Knight, the Gallant has a smaller magazine capacity, but is equipped with Medium armor penetration. This makes it effective against enemies such as Hive Guards, Devastators, and Overseers.
- The Gallant empties its magazines quickly. Firing in short bursts or using the alternate firing modes will help to prevent over-spraying on a dying target. Continuous full-auto is best reserved for targets with high health, durability and low armor, such as Fleshmobs or the butt of a Charger.
- Using the Siege-Ready Armor Passive is highly recommended as it can make up for the otherwise poor ammo economy. Along with this, the B-1 Supply Pack can help sustain the Gallant's ammo count.
- Like most Submachine Guns, the Gallant possesses the "One Handed" trait, allowing the wielder to carry objects in the off hand while wielding the Gallant in the main hand. This allows the Gallant to be paired with the SH-20 Ballistic Shield, or to carry important mission objects such as the SSSD Hard Drive in Retrieve Valuable Data missions or the High Value Sample found in Fortresses in the Super Helldive difficulty.
Edit: They even have the warbond pages listed Exo Experts Premium Warbond - The Helldivers Wiki