helldivers_2
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| - | Duty! Fealty! Obedience! | + | Prosperity, Liberty, and Managed Democracy |
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| - | ===== Overview ===== | ||
| - | First off, I haven' | ||
| - | The way I like to rate a game like Subnautica and Helldivers is by thinking about the kinds of fantasies they play into. Subnautica is a " | + | <WRAP box> |
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| - | So, for me fantasy here is basically the kind of stuff games like [[Apex Legends]] or [[Overwatch]] promise. Non-stop high octane action with split second decisions and clutch plays. Your player character has a lot of abilities and each one has a serious impact on the game - or so you think... And that's the problem with those games. You at first feel powerful with that one ultimate that you have because you can just wipe the entire enemy team - but once you start to play against enemies that know their way around, you'll very quickly see the limitations | + | < |
| - | Helldivers is different. If you're good, you can make massive plays and get a lot of kills at once. But, the game is kept interesting because you still have to capitalize on this. Killing enemies is entirely coincidental and the main target is to complete the objectives. The enemies will keep coming, so if you just kill a lot and then go back to bed, the mission is not gonna get finished. Essentially, | + | <fs xx-large>// |
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| - | ====== Guide ====== | + | <WRAP 80% column> |
| - | To play Helldivers 2 at a reasonable level, you need to understand a few basic principles from which all gameplay emerges. It should give you a general perspective on which priorities to set during gameplay, giving you a useful, robust structure to work around. | + | Super Earth. Our home. Prosperity. Liberty. Democracy. Our way of life.\\ |
| - | + | But freedom doesn' | |
| - | ===== 1. Stims and Survivability ===== | + | |
| - | ==== 1.1 Staying alive and Stims ==== | + | |
| - | At its core, Helldivers 2 is a game about staying alive. It is that because, even though it might look like a game where you will just naturally die regularly, it actually gives you pretty much all the tools you need to survive at any given moment. There are some bullshit oneshots here and there, but really | + | |
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| - | The first realization a new Helldivers player needs to have is how obscenely //busted// stims are in this game. When you launch the game for the first time, you get hit by an enemy and then press the stim button, it should hit you like a train just how powerful these are. In most games, regenerating health is a slow, sluggish process. Minecraft regenerates health very slowly, in other games using a healing item only restores a set amount | + | |
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| - | Not in Helldivers. Helldivers stims make you virtually INVINCIBLE((Uh, | + | |
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| - | The point is, as a helldiver, you have a unique ability: You have what is essentially a //temporary invincibility// | + | |
| - | <WRAP center round alert 60%> | + | Become part of an elite peacekeeping force! See exotic new lifeforms. And spread Managed Democracy throughout |
| - | Seriously, this might sound silly, but it is not. Stims are the unit in which helldivers are counted. Do not run out stims. "But I am on full health" | + | Become |
| - | \\ | + | </ |
| - | Stim early - from pressing the button to the stim actually activating will take about half a second, during which the stimming can be interrupted((Unless you're diving, then it can only be cancelled with a ragdoll.)). It will take another bit of time to heal you from low HP to an amount of HP at which you can survive taking another hit. | + | <WRAP 5% leftalign column> |
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| - | ==== 1.2 Diving ==== | + | First off, I haven' |
| - | Taking damage will often stagger you. Staggering isn' | + | |
| - | ==== 1.3 Survivability ==== | + | The way I like to rate a game like Subnautica and Helldivers is by thinking about the kinds of fantasies they play into. Subnautica is a " |
| - | So, what' | + | |
| - | Survivability, | + | So, for me fantasy here is basically |
| - | + | Helldivers | |
| - | Survivability also means your ability to take a hit in the first place - stay at max health. Being at reduced health is an idea for stim conservation - which is great if you know how the game works and have things under control, but it essentially means that you can take one or two less hits before death; a lot of time in Helldivers terms: If a hit takes an enemy 0.2 seconds, that's 0.2 seconds less you get to react to a hit you didn't see coming. And it also means that some hits that don't ordinarily oneshot you //WILL// now oneshot you. Stay. At. Max. Health. You can learn damage [[damage breakpoint|breakpoints]] later. | + | |
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| - | Helldivers 2 gives you all kinds of options to increase your survivability. Take a jump pack. Bring a shield generator. A walker. Bring a gun that stuns/ | + | |
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| - | Additionally, | + | |
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| - | <wrap em>**If you're gonna learn anything at all from what I'm writing here, it's this: | + | |
| - | **Stim Stim Stim Stim Stim Stim** or\\ | + | |
| - | **Dive + Stim** or\\ | + | |
| - | **Dive + Stim + Stratagem** | + | |
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| - | on occasion you should try\\ | + | |
| - | **Dive + Stratagem**\\ | + | |
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| - | Whichever you're comfortable with. This, at its most fundamental, | + | |
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| - | ===== 2. Objectives ===== | + | |
| - | ==== 2.1 Helldivers is actually about objectives ==== | + | |
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| - | Well. Maybe I've been lying a little bit. Maybe Helldivers isn't //just// about staying alive. It is true, your absolute priority in Helldivers should always be to stay alive, but if that's the only thing you do then you'll never actually get anything done. The truth is that Helldivers 2 is a walking and terminal simulator, with the occasional enemy encounter thrown in. The first and most important realization of a Helldiver player should be the absolute brokenness of stims, but up there on the list is //also// the realization | + | |
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| - | Eventually the key realization should | + | |
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| - | When a helldiver is walking towards and objective, there is almost never a need to address enemies on their path. Enemy breaches or drops generally do not need to be addressed, they are a waste of lives and resources. New players waste most of the team's reinforcement budget on fighting enemies they never needed to address. | + | |
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| - | ==== 2.2 When you are NOT on an objective ==== | + | |
| - | **Anytime you are not on an objective**, | + | |
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| - | Generally, if you' | + | |
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| - | ==== 2.3 When you ARE on an objective ==== | + | |
| - | So, **anytime you are on an objective**, | + | |
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| - | It helps to learn what objectives look like, where enemy spawners are (bug holes, automaton fabricators, | + | |
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| - | However: Staying alive supersedes objectives. If enemies are pushing //you// out of an objective, that's OK! You can always retreat and come back later. Try to hold the objective as long as you can, but if it's hopeless then a retreat is rational, not cowardice. You're trying to win wars, not battles, and by the time you're forced to retreat you've already lost the battle anyway. So? Instead of dying, win the war. | + | |
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| - | ===== 3. Team ===== | + | |
| - | ==== 3.1 There is a team game in Helldivers | + | |
| - | Ultimately, Helldivers also has a team aspect. There are skills you need to know for yourself, independently, | + | |
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| - | The team can be considered to be a modifier to all the things previously discussed. It is beneficial for some things, it is detrimental to others. For example, two obvious examples are Resupply usage and stratagem placement. Resupply is one of the major sources of stims - everyone relies on them, so it is imperative that everyone gets them. If you call in supplies only for yourself, this might lead to someone else running out of stims and dying because of it. Therefore, resupplies should only be called in when a substantial part of the team is present, or only in an emergency when strictly necessary to prevent yourself from dying. | + | |
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| - | Sticking with your team is cool, because having someone close by means fire support and stim support. In the same way that you can't die when you have stims, someone else can help you not to do die when you run out of them. That means taking a serious amount of damage before you can be stimmed - ie. it's very risky - but it's still very much useful. The real problem with the team comes from stratagem placement. There isn't very much to say about this - learn SOS diving and not communicating. Always expect an Eagle 500 on top of your goddamn head //at all times//. You might be behind a wall and a player thinks you're further away than you really are. A player might have just genuinely not noticed. A player might have thought that you would for sure see it. A player might have gotten ragdolled. A player might just be fricken stupid. Doesn' | + | |
| - | Finally, the team is why the " | + | //See also: [[Helldivers 2 Guide]]//\\ |
| + | //See also: [[Helldivers 2 Warbond Concept]]\\ | ||
helldivers_2.1762906196.txt.gz · Last modified: by ultracomfy
