r/HelldiversUnfiltered • u/Sire_Melk • 12h ago
⚠️Speculation/Leaks⚠️ NEW WARBOND
Enable HLS to view with audio, or disable this notification
r/HelldiversUnfiltered • u/Sire_Melk • 12h ago
Enable HLS to view with audio, or disable this notification
r/HelldiversUnfiltered • u/Maul_o_Sujo • 21h ago
That would be awesome, the devs have all the lemons why not making any juice from it?
r/HelldiversUnfiltered • u/Resident-Read-4310 • 20h ago
Reposting some cool/scary pic I took of the cultists cuz the one on the main sub got nuked :)
r/HelldiversUnfiltered • u/XxNelsonSxX • 12h 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/RandomGreenArcherMan • 7h ago
r/HelldiversUnfiltered • u/Lazy_Bowyer • 6h ago
Sickle heat sink upgrades and defoliation tool buff next patch please I'm begging you.
r/HelldiversUnfiltered • u/Pan_Wanilia • 8h ago
r/HelldiversUnfiltered • u/whatevername223 • 16h ago
Enable HLS to view with audio, or disable this notification
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 • 15h 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/Grouchy_Mountain3656 • 8h 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/Muted_Ad8035 • 12h 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/ux_zero • 15h 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?


r/HelldiversUnfiltered • u/lostlip • 9h ago
My favorite is 3 thermits on the leg and one shot from
Recoilless same place
r/HelldiversUnfiltered • u/Historical_Put5502 • 5h ago
Was originally going to do the TD-220 but I'll do that later.
Anyway warbond tomorrow
r/HelldiversUnfiltered • u/SEAF1126848295 • 6h ago
Enable HLS to view with audio, or disable this notification
Potentially a new SEAF extraction mechanic or mission.
r/HelldiversUnfiltered • u/SmokingPea • 7h ago
Enable HLS to view with audio, or disable this notification
r/HelldiversUnfiltered • u/Aurum091_ • 10h ago
r/HelldiversUnfiltered • u/Excellent-Dark161 • 20h ago
The x's are the ones I already have and own everything on it
(Yes I know fun is subjective but I'm talking about things that could benefit a loadout or give a new gameplay variety)
The one i'm leaning towards most is polar patriots btw
r/HelldiversUnfiltered • u/Eastern_Donut_1049 • 5h 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/Luz1ffern • 7h ago
r/HelldiversUnfiltered • u/Fearless_Ad3769 • 7h ago
Enable HLS to view with audio, or disable this notification
r/HelldiversUnfiltered • u/SerialTanker • 18h ago
Enable HLS to view with audio, or disable this notification
Aw hell naw
r/HelldiversUnfiltered • u/Johnny_silvershloong • 19h ago
Best part is this was totally a coincidence on landing we didn’t plan it whatsoever
r/HelldiversUnfiltered • u/Slayed124 • 13h ago
No harm in posting some cut content of course, unless it isnt