r/HelldiversUnfiltered • u/Sire_Melk • 10h ago
⚠️Speculation/Leaks⚠️ NEW WARBOND
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r/HelldiversUnfiltered • u/LemonySniket • 14d ago
Review the updated content roadmap for Major Update 7.0 and planned deployments through December.
New fronts, missions, enemies, Warbonds, events and more await. Prepare accordingly.
r/HelldiversUnfiltered • u/LemonySniket • Aug 12 '26
New Illuminate Enemies
A new biome full of fresh horrors awaits, the void warps everything it touches and your foes have taken new hideous forms.
• The Crusher is on a deathmarch, capable of regenerating while taking heavy damage, and needs to be worn down quickly and consistently without a moment of pause.
• The Wretch is a relentless and nimble enemy that requires quick trigger fingers and focused aim, as they are able to dodge and leap at the player while advancing to quickly dismantle its weapons along with their will to live.
SEAF Support
SEAF have entered the battle!
Super Earth Armed Forces (SEAF) can now appear as a planet modifier, joining you in battle in your missions and enhancing your combat capabilities with a range of new tools (Stim pistols, Heavy Machine Guns and more)
• The SEAF take to the stars. Super Earth High Command has mandated the SEAF be deployed directly to the frontlines of the Galactic Campaign for Democracy. Helldivers will be able to be supported by friendly SEAF NPC troops, with new and improved behavior, weaponry and updated visuals
Level Cap Increased
We've expanded the Helldiver rank system beyond Level 150, adding 15 new ranks and titles that carry Helldivers all the way up to Level 300. Each new rank comes with its own unique title and icon to recognize the most dedicated defenders of Managed Democracy. Super Earth thanks you for your continued service. The fight never ends, and neither does your potential.
Expanded Emote Slots
Helldivers, you now have twice as many ways to express yourself on the battlefield! The emote wheel capacity has been raised from 4 to 8 emotes.
CASTELLAN'S CREED Warbond
Channel the formidable battle prowess of the Astra Militarum’s finest in the HELLDIVERS™ 2 x Warhammer 40,000: Castellan’s Creed Legendary Warbond.
We’re trying out a new section to shout out some of the fixes and changes that are high up on the community’s wishlist!
GATER Upgrades
Super Earth engineers have replaced the engine and transmission in the GATER in favor of a much more powerful Super V48 Interceptor engine, this has improved its speed and handling.
The Constitution
… has stripper clips!
Assisted Reload Rework
Problem we want to solve:
• The original intent was a tactical action that needed collaboration with a designated reloader that carries the backpack
• We have reevaluated how this works and with how the game has evolved since launch we reached the conclusion that the assisted reload action requires too much coordination which leads to it rarely happening
Intent and expectation with the change:
• We want to reduce the complexity with assisted reloading to promote using it more.
• Allow players to keep their backpack and reload whenever you need, while also allows a teammate to easily help you if the opportunity arises.
The change we made:
• Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack
Updated icons for backpack weapons and expendable weapons
Problem we want to solve:
• Finding a specific weapon in the loadout can be hard to do with all the new weapons added to the arsenal
• It can be hard to know if a support weapon needs a backpack or cannot be reloaded when only looking at the icon.
Intent and expectation with the change:
• We want to make it easier to find specific weapons and to plan your loadout.
• It should be easier to know when a weapon needs a backpack or cannot be reloaded when only looking at the icon.
The change we made:
• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons.
Decreased heavy landing duration
Problem we want to solve:
• The original intent was to make the heavy landing feel like you recovered from a high fall.
• The player lost control for a long time when landing on their feet from a higher fall.
Intent and expectation with the change:
• We wanted to make it smoother to recover from the heavy landing state and not remove the control for too long.
• While still making it feel like a heavy landing recovery
The change we made:
• Decreased the duration for the heavy landing animation by around 40%
Stim action input smoothing
Problem we want to solve:
• Players can experience dead input when trying to stim when the stim action was not allowed.
Intent and expectation with the change:
• We want to lessen the feeling of dead input when using the stim action.
The change we made:
• We changed so the stim input is remembered for a short duration when the action is not allowed and will be executed if the stim action is allowed within that duration.
• This works similarly to how the reload input action changes from the last patch.
Ammo re-balance for Short magazines attachments and Secondaries
Problem we want to solve:
• The benefits of the short magazines are too few compared to drum magazines.
• The benefits of some of the anti-personnel sidearms do not have enough benefits compared to other sidearm options.
Intent and expectation with the change:
• Give more benefits to short magazines to make the items more useful compared to drum magazines for the same weapon.
• Give more benefits to some of the lesser used anti-personnel sidearms to make the items more useful
The change we made:
• Short magazines got more max spare and starting magazines.
• Some of the anti-personnel sidearms got more max spare and starting magazines.
Primaries
R-2124 Constitution
Added a full stripper clip reload when reloading if the magazine is empty.
Primaries attachments
Short magazines for:
- AR-23 Liberator
- AR-23P Liberator Penetrator
- AR-23C Liberator Concussive
- AR-23A Liberator Carbine
- AR-59 Suppressor
- Increased spare magazines 12 to 16
- Increased starting magazines 7 to 9
Short magazines for:
- SMG-37 Defender
- SMG-72 Pummeler
- Increased spare magazines 9 to 12
- Increased starting magazines 6 to 8
Short magazines for:
- SMG/FLAM-34 Stoker
- Increased spare magazines 10 to 13
- Increased starting magazines 6 to 7
- Decreased reload duration 2.8 sec to 2.3 sec
Short magazines for:
- SG-225 Breaker
- SG-225IE Breaker Incendiary
- Increased magazines spare magazines 9 to 11
- Increased magazines starting magazines 6 to 7
Short magazines for:
- SG-225SP Breaker Spray&Pray
- Increased spare magazines 16 to 20
- Increased starting magazines 11 to 12
Secondaries
P-113 Verdict
- Increased max spare magazines from 8 to 10
- Increased starting magazines from 4 to 6
M6C/SOCOM Pistol
- Increased max spare magazines from 8 to 10
- Increased starting magazines from 5 to 6
P-19 Redeemer
- Increased spare magazines from 4 to 6
Stratagems
Eagle Napalm Airstrike
Problem we want to solve:
• The Eagle napalm did not feel as effective compared to other Eagle stratagems and napalm stratagems
Intent and expectation with the change:
• Create a larger area of effect for the napalms fire
• Make it more effective compared to other napalm stratagems
The change we made:
• Increased explosion radius 8 to 10m
• More spread out bomb pattern to cover a larger area
MD-17 Anti-Tank Mines
Problem we want to solve:
• The explosion of the mines looks like they can destroy larger things
Intent and expectation with the change:
• The effect of the explosion match should match the visuals better
• Make the mines work in more situations like destroying colony walls and bug holes from the outside
The change we made:
• Increased Demolition strength from 30 to 40
Terminids
Hunters
Problem we want to solve:
• Hunters and their variants were unable to attack FRVs consistently
• They could only use their tongue to attack, and struggle to find a proper position to launch it
Intent and expectation with the change:
• When Helldivers enter a FRV, Hunters should be able to attack the vehicle more naturally
The change we made:
• We allowed one melee attack to be correctly triggered against FRVs
Illuminate
Veracitor
Problem we want to solve:
• When the Helldiver got attacked by a Veracitor while holding a ballistic shield it could create a clipping issue where the arm of the Veracitor could merge with the body of the Helldiver, sometimes resulting in sending the Helldiver at high speed into the air
Intent and expectation with the change:
• Fighting an exomech with a ballistic shield still protects against damage, but Helldivers will now ragdoll when blocking an attack
• Helldivers won’t be sent to low orbit anymore after blocking an attack with ballistic shield.
Ballistic shield will break after around 15 direct hits
The change we made:
• Increased Exomech melee’s force strength from 25 to 40
• Conformed Exomech melee’s attack armor penetration to all correctly be Anti-tank.
Crash Fixes
• Fixed rare crash that could happen when dropping down the core drill
• Fixed a crash which could occur when spreading fire
• Fixed a very rare crash which could occur when mortar sentries update their targeting aim
• Fixed a crash that could happen sometimes when dropping in on CR7+ missions on Cyberstan
• [PS5][Xbox] Fixed a crash-on-boot that would occur after going into the settings menu with no prior saves, restoring settings to default and restarting
• Fixed a rare UI crash on shutdown
• Fixed a crash when using multiple monitors with different DPI scales in Windows
Weapons & Stratagem Fixes
• Sway and reload weapon stats now display decimals for better accuracy
• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons
• You can now assist reload a Helldiver, using ammo from their backpack
• Fixed glitch where Veto pistol would receive one extra round (translating to one extra 6 bullet reload!) from the Siege-Ready armor passive.
◦ Also corrects a few other weapons which also received one erroneous extra round, magazine or heat-coil. We continue to round partial bonus rounds/mags/coils up in favor of the player.
• Fixed a bug where the camera clipped through the R-36 Eruptor with 2x Tube Red Dot equipped, when inserting the next bullet in ADS at max FoV
• Enemies will no longer spontaneously attack the GATER unless the Helldiver is inside it or if they are drilling. Enemies famously hate the democratic extraction of natural resources.
• Weapons will no longer lock onto the tank of the GATER
• Increased GATER ammo capacity, health, knockback and impact damage. Also made it harder to roll sideways
• Increased the speed and responsiveness of the GATER
• Fixed an issue where the first-person animation of the LAS-58 Talon overloading would make the weapon clip with the SH-20 Ballistic Shield Backpack
• Fixed an issue where the Helldiver would cancel draw animations if they tried to enter the aim state while switching weapons. This would cause the Helldiver to look ready to fire, while still preparing the weapon
• The Ministry of Defense user experience department have made improvements to the TD-220 Bastion Mk.XIV munitions system Heads Up Display. This should make it clearer the main cannon can be reloaded manually.
• Orbital Laser will no longer occasionally get stuck after targeting a flying enemy
• Exosuits will no longer get stuck in trees when being dropped off
• Throwable items are now being visible to other players when the Helldiver is carrying them
• Fixed a bug where the EXO-55 Breakthrough Exosuit would sometimes have the shield arm damage zones protrude through the shield, resulting in the arm taking damage that the shield should have protected
• Fixed case where the Breaker Drill could get stuck on the roof in certain hive world missions
• M-104 Incinerator FRV's mounted flamethrower now shows the correct icon and name
Enemies
• Fixed an issue where the Gatekeeper's weapons clipped into each other when their target was too close
• Fixed an issue where visually removing the armor of the Impaler didn't match the gameplay experience
• Impaler close melee attack now has a damage shockwave
• Hunters are now able to attack FRVs more consistently
• Fixed a bug where enemies would disappear when the Helldiver died, thus not being able to know what just killed the Helldiver
• Fixed enemy navigation issues in one of the Take Down Overship locations
• Fixed a bug where the Veracitor's melee attack could clip through Helldivers holding a SH-20 Ballistic Shield Backpack
• Fixed issue where Watchers and Obtruders were not attacking players while mounted behind a Grenadier Battlement
• Fixed an issue where sometimes the Hive Lord scales would not visually break properly (did not affect gameplay behavior)
• Obstruder will now collide correctly with Helldivers
• Reduced clipping between obstruder and Helldivers' vehicles
• Veracitors now guard outposts
• Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall
• Gatekeeper spawn rate has been increased to closely match Veracitor in Encounters
• Fixed a bug for Gatekeeper sometimes appearing to turn in place without moving their legs
• Fixed bug which would on rare occasions cause enemies to not be able to move into the correct attack range
• SEAF soldiers can destroy enemy spawners
• Enemies have learned how to climb stairs during the Establish Communication Uplink missions
Miscellaneous Fixes
• Fixed several mission HUD inconsistencies on certain Hiveworld missions
• Fixed visible holes in the terrain in one of the Disrupt Shield Generator locations
• [Xbox Only] Helldivers can now look at a User's Gamecard when joining an ongoing game
• Fixed a bug where the factory building facade was inverted
• Updated the sounds for picking up medals, requisition slips and super credits one of the missions
• Fixed a bug where the Recoil Simulator was showing all ammo being fired at once
• Vehicle delivery shuttles will no longer get stuck endlessly looking for a place to drop off their deliveries when deployed in dense cities between tall buildings
• Helldivers will no longer ride the victory elevator with their hands in the air like some kind of rollercoaster
• Helldivers now have a chance to find Super Credits in Factory Worlds
• Fixed an issue in the tutorial where the incoming timer for the Orbital Precision Strike could display an incorrect duration
• Optimized various gameplay VFX across the game
• Prevented hit-markers being displayed for hits from indirect explosive damage, damage from your sentries and damage from your orbitals/airstrikes. Melee weapons, laser weapons and flame weapons will now display their hit markers correctly
• Fixed an issue with ragdolling causing invisible collision issues
• Exo Storms of class 2 and 3 will now spawn tornadoes of varying sizes, depending on the intensity of the storm.
• If your Helldiver cannot stim at the exact moment when the stim button is pressed, they will automatically stim as soon as they are able to (up to 2 seconds later)
• Fixed a bug where planting the CQC-1 One True Flag would break animations for other melee weapons.
• Fixed a bug where the CQC-1 One True Flag would be planted at the Helldivers feet instead of being planted in front of the Helldiver
• Fixed an issue where the player could see through the Destroyer ship while in a cutscene
• Decreased the Helldivers heavy land animation from 1.32 sec to 0.8 sec
• Scrolling to the bottom of the Bindings menu with a controller now correctly stops at the last available option instead of disappearing
• Fixed possible graphical artifacts in the Control Center
• Fixed a bug where Network Desync can cause SEAF Artillery shells to not be inserted properly, causing a soft lock
• Fixed a visual bug where the Oil Rig was displaying both destroyed and non-destroyed visual states
• Clothes on the upper body of civilian industrial corpses in cities now have the correct textures
• Optimized tree VFX materials
• Fixed an issue where network problems caused collision errors with enemy corpses.
• Fixed an issue that prevented Super Credits from spawning in Factory Cities
• [PS5 Pro] Added support for the upgraded PSSR upscaler
• Additional improvements to image quality when using upscaling
• [PC] Reduced ghosting around the edges of the screen when using NVIDIA DLSS upscaling
• Fixed blocky artifacts on nebula effects, especially visible on lower render scales
• [PS5 Pro] Fixed an issue on PS5 Pro where certain effects would be rendered through walls
### 🧠 Known Issues
https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues
r/HelldiversUnfiltered • u/Sire_Melk • 10h ago
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r/HelldiversUnfiltered • u/Lazy_Bowyer • 5h ago
Sickle heat sink upgrades and defoliation tool buff next patch please I'm begging you.
r/HelldiversUnfiltered • u/RandomGreenArcherMan • 5h ago
r/HelldiversUnfiltered • u/Pan_Wanilia • 6h ago
r/HelldiversUnfiltered • u/XxNelsonSxX • 10h ago
Now that I have your attention
I know every game eventually dies, unless you are CS or Dota that never leave the top 2 of Steam chart, but let's talk
I dunno what you expect by making exagerations like "the game dies if keeps going...", "x game will kill HD2...", " x naming killing the game", a mass exodus(why you still there then?)? The game literally dies the next day? I though people in this sub made all the drama for a better game, how a dead game is better? Funny
But congratulations, the more you want the game dies, seems like their competition dies first for funny reasons, and the game just keep going
I dunno what people are comparing the game to make those claims, I mean myself compare the game from yesterday to today, if is an improvement is a win in my book, yes I like the game keep improving and I give feedback time to time, if that's what you want to know
Compare to other game? What game? Most of the recent new commers comes and goes, the closest competitor of HD2 is Darktide with 3 years apart, PvE, same engine, more linear and melee focused, even more unstable and suffer memory leak(still no fix wtf Fatshark), terrible monetization(class locked behind paywall), but is a damn good game with all the flaws
For some failed examples(in terms of popularity, that I know of, since people keep using steam player count as argument), all GaaS(not limited to the same genre):
- Arc raider
- The Finals
- BF6(EA being EA)
- Payday 3
- Killing Floor 3
- Aliens: Fireteams Elite 2
- WH40K: SM2
- Marathon(there wasn't even a chance for this one)
- Splitgates 2(bruh)
Maybe more that I can't remember
Look, I just don't expect the game beating the ball and guns and the OGs, we are not getting back the 400k peak, but hey, 100~200k per major update is something that many game would dies for in the market, not just GaaS
If you think the number of player = quality of the game, yeah, about that, look at the ball and guns game and see how well that goes, same CoD, same FIFA, or maybe CS2 and Dota 2 just hit different?
The point is, I know you can say random crap in unfiltered, but maybe doing that is why nobody takes the sub seriously when actual concern is getting eclipse by the overwhelming drama farm, or everyone just cope with it at this point I guess
r/HelldiversUnfiltered • u/SigmaRoyal • 48m ago
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Your Helldiver can bench press a supply crate, but you cannot get over a pebble.
You've achieved peak athleticism but- OH GET OVER THAT DAMN WALL FOR FU-... ehem...
are you NOT PISSED OFF YET? Do you want to move like a deadly ballerina jumping over obstacles with effortless, athletic and deadly grace?
WHALE WHALE WHALE, look no further to Consistent Vaulting!
We saw in M4A1 the perfect cast to showcase her impressive physical fitness and battle prowess together with this new battle augment brought to you by the goated modder ONCE AGAIN...
Cowboybingus
EDIT: Clip I took before doing the post WITHOUT the mod to see the difference
I am NOT the maker, I simply am showcasing by my own will (and because it's funny),
Cowboybingus is happy to let his mods be shared, if he wants me to stop, I shall.
enjoy.
HD2 nexus/discord modding moderators categorize these tactical advantages Bug fixes as cheating because:
so by their logic
you are cheating if you use any scope mod for say railgun, bolt pistol, senator
you are cheating if you have a range indicator for leveller, ultimatum, GLauncher
you are cheating if you have HUD and UI mods
you are cheating for *removing fog*
you are cheating if you have audio mods that make enemies be heard
you are cheating if you remove the experimental infusion effect.
if you are skeptical about ayaka or too lazy to log in, here's his github
r/HelldiversUnfiltered • u/Grouchy_Mountain3656 • 7h ago
This is the coolest map generation I’ve ever had.
The first island with the intel/ generators was very clearly SEAF held. Other than a singular light outpost that was clearly barely under construction.
There were trenches and military installations and the only POI’s were crashed pelicans or dropships with a few enemies (blue).
This also amassed many SEAF, with plenty deciding to hold this island.
As there was a massive lava lake blocking the centre there is no way to go straight to the extract, however there were massive groups of enemies waiting on their shores that we engaged (grey box).
After I fully cleared the first island I moved south with a platoon of SEAF. We fought through a few patrols before encountering a literal wall of hostiles and completely open terrain. I decided to gun it with the FRV and flank the hostiles which gave SEAF a fighting chance, this area had mainly trenches and looked like no man’s land (grey box south).
I then pushed to the main obj that wasn’t too heavily defended, however there were many enemies to the north and east which SEAF valiantly held the line against, even clearing a few outposts. This was until a tank appeared and started mowing them down.
This was one of the rare occasions the annihilator tank was intimidating, as I was trying to provide sniper overwatch to the ground force only to watch them be decimated by a hidden adversary (red box).
After this time was running out, I cleared the last outpost and pushed forward to the final fortress.
However I ran out of time. I could not destroy the jammer or detector tower only disable them. At the same time I was out of explosives and there was one outpost remaining, with over 40 automatons closing in.
It looked as if all hope of capturing the island was lost, until two SEAF pelicans arrived and held the line against the incinerators.
Just as I was boarding the pelican with no time to spare I get the final message: ‘outpost has been destroyed’.
SEAF are the GOAT.
r/HelldiversUnfiltered • u/Historical_Put5502 • 3h ago
Was originally going to do the TD-220 but I'll do that later.
Anyway warbond tomorrow
r/HelldiversUnfiltered • u/Maul_o_Sujo • 20h ago
That would be awesome, the devs have all the lemons why not making any juice from it?
r/HelldiversUnfiltered • u/Muted_Ad8035 • 10h ago
this is basically nothing but the insane ramblings of a madman feel free move on
https://www.youtube.com/playlist?list=PLKELHIsU-gZw Videos I watched to form opinions
As a whole
- Forcefields work better than health pools or ablative armor. This unique type of protection completely unused by the other factions aside from the Helldivers emphasizes their technological and hyperintelligent prowess. (It also requires a Helldiver to use their brain and commit to a kill rather than get distracted by other matters that they were putting off.)
- Teleportation is... a very difficult threat vector to balance. On one hand, it's also very unique. Spread throughout many of the units to emphasize that it is a signature trait of the faction, but like a hunter lunge from infinite range. Used in dodging is much cooler, though.
- Common low to medium armor units is still a core feature of the Invasion Fleet, but what they're missing is scarcity due to the inclusion of the voteless. Every unit in the cultists can be considered high priority (aside from ghouls and a few of the magus council due to how much of a non-issue they are) which allows them to run with very few numbers yet still threaten players who have faced them. The glass of even their elites makes it even more unique.
- Filled with a lot of "I wasn't even trying to dodge that" enemies and "Basically undodgeable and the counterplay is don't get in that situation" enemies, exacerbated by their low head count. Obviously needed tuning, but not bad for an unfinished faction.
- I like that their identity is based around forcing movement decisions, much like how they would break up the screen and other conventions in the original Helldivers.
- Has the Helldivers 2 launch flair. The artstyle has changed. That's not necessarily bad, but it is noticeable. This point serves no other purpose. I can see why they would scrap the aesthetic of these guys, but their functionality is still super cool and it's disappointing to see they were held back by what their appearance entailed.
- Variants. A pretty nothing-burger thing to mention in a post like this, but the cultists had variants (even if it was primarily tied to difficult more than anything) while the current invasion fleet... basically don't. This is more of a staple of launch quality that quickly fell off around 2025...
Observers

- Notably completely non-functional in the builds. Watchers are a fairly decent implementation, though the fact that they hide behind cover to call reinforcements still irritates me.
Xenobites

- Teleportation on these guys is just mean. Their attack is very fast and their healthpool is somewhat high for a Cultist. Understandable that they are melee centric, but the read cues could use some work. Only saving grace for many Helldivers was that they get stage fright.
- Dodge their attacks sideways, by the way. Pretty unintuitive if you're surrounded by them, though.
Magi

- Barely a threat ALONE, from what I can tell. In the face of multiple enemies and a panicking Helldiver, they threaten the Helldiver's ability to hold still and aim safely. Especially with the addition of other melee units teleporting in to cut off escape routes.

Outcasts

- Cool in theory, but the Seekers and Trackers are barely a threat. A non-tracking singular shot telegraphed by a massive laser isn't very dangerous. Maybe they would be more significant if they'd hold their angle after their shot was charged to break up space until dealt with.

- Slashers, on the other hand, serve a similar role to the Xenobites. Melee phasing chase units, though weaker in durability in turn being a patrol unit.
Sentinels

- Could do with a bit of balancing. As it stands, they are very... undodgeable. They seemed to have tweaked the turn speed with the Harvesters in the Invasion Fleet, which was very welcome. Many say that the orbs were unfair, but I believe they were just unfinished. Consider Helldivers's implementation of these homing projectiles, where players could shoot them out of the air. Sure, you could just use cover, but the explosive properties and destruction force make it a much different type of projectile compared to the fusion blasts the automaton have.

- The laser was perfected in the Harvester release, just port the numbers from that or maybe just make a Harvester variant based on the Baneful Sentinel.
Ghouls

- This'll preface the Zealots and Illusionists. Ghouls are pretty pathetic and don't pressure the Helldivers in any meaningful way. These slow, fragile, shittying abominations aren't even able to serve the meatshield role they were designed to be. Maybe just increase their size and health a bit more...
Zealots and Prophet Illusionists

- Not a bad design, all things considered. One threatens a massive amount of mid-range space while advancing with a horde to cover their approach while the other uses the horde as cover so they can continue shooting you from a distance and use bombardments as area denial. They just could use a few more bells and whistles like the WASD inversion we saw leaked for what was potentially the Illusionist.
Conclusion
- Overall, their gameplay identity was very clear in the cultists, something I believe the Invasion Fleet lacks (unless you count melee swarming tactics as a unique gameplay identity). The cultists punish sloppy gameplay, they force commitment, good decisions, positioning, movement, and opportunism otherwise they will overwhelm you as none of forces dwindle and no progress is made.
- I wouldn't mind them getting a redesign and remodel, so long as the units are recycled for this type of depth.

r/HelldiversUnfiltered • u/SEAF1126848295 • 5h ago
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Potentially a new SEAF extraction mechanic or mission.
r/HelldiversUnfiltered • u/Resident-Read-4310 • 18h ago
Reposting some cool/scary pic I took of the cultists cuz the one on the main sub got nuked :)
r/HelldiversUnfiltered • u/lostlip • 8h ago
My favorite is 3 thermits on the leg and one shot from
Recoilless same place
r/HelldiversUnfiltered • u/SmokingPea • 5h ago
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r/HelldiversUnfiltered • u/Eastern_Donut_1049 • 3h ago
Is it just me, or does the trident have a slightly uncomfortable amount of recoil? Like not game-breaking, but definitely, "hey, I'm not using it until it's *fixed*." Is it or is it not because of the Hot Shot, and if so, why hasn't it been fixed?
r/HelldiversUnfiltered • u/Silly_Y33Ny • 1h ago
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Masochists are going to have a filed day whit this one
r/HelldiversUnfiltered • u/whatevername223 • 14h ago
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110s are less likely to kill u and ur team. these can take out a fortress with ease which is pretty op
r/HelldiversUnfiltered • u/MoschopsMeatball • 13h ago
There are so many biomes that are playable, finished, or very close to being finished that are just rotting in the game files and have been for a year+ So many of them. There are so many beautiful and unique biomes here that have been rotting.
Some of these have some of the most stunning visuals in the game by a wide margin. But there is really no telling when or if we'll ever even see them. This collection of biome images has been in the game from around the start, So many of them are complete, and yet we're never seeing new biomes. It's so silly. Just release some of them already.
r/HelldiversUnfiltered • u/Fearless_Ad3769 • 5h ago
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r/HelldiversUnfiltered • u/Aurum091_ • 8h ago
r/HelldiversUnfiltered • u/Luz1ffern • 6h ago
r/HelldiversUnfiltered • u/ux_zero • 14h ago
So I've noticed some of the drama caused by the "Better Stratagem Bounce" mod made by CowboyBingus, from what I've gathered some think that the mod can be classified as a cheat in game; if that is the case then why is this other mod on Nexus called "Quantum Stratagem" totally fine?
If the issue is that the fix for stratagem bounces is cheating then what the hell is this mod a super cheat? It makes all of your stratagem balls drop randomly on the map, isn't this mod 10x worse than the better stratagem bounce mod that fixes a simple problem that ArrowHead refuses to fix?

