helldivers_2
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+ | ====== Overview ====== | ||
+ | First off, I haven' | ||
- | 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 " |
+ | |||
+ | 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 of what you can do, and that big dopamine surge from killing a lot at once will become very infrequent and it will be more of an accident rather than good, skillful play.\\ | ||
+ | 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 | ||
+ | |||
+ | ====== Guide ====== | ||
+ | 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. | ||
+ | |||
+ | ===== 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 these should be the only deaths a player experiences (with the occasional exception | ||
+ | |||
+ | 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 of health, other games do it quickly but only after you haven' | ||
+ | |||
+ | Not in Helldivers. Helldivers stims make you virtually INVINCIBLE((Uh, | ||
+ | |||
+ | The point is, as a helldiver, you have a unique ability: You have what is essentially a //temporary invincibility// | ||
+ | |||
+ | ==== 1.2 Diving ==== | ||
+ | Taking damage will often stagger you. Staggering isn't quite ragdolling, but it will make you recoil for a moment and stop you from doing something - including stimming. This is particularly brutal with enemies that have combos (bugs, especially Predator Strain). This is where //diving// becomes relevant. Diving lets you escape //any and all// enemy combos, no restrictions. You can still take damage, you can still be ragdolled, but it will cancel all staggers and gives you back full control instantly. Crucially, it means you can also //stim// instantly as well. Helldivers are powerful not because they are amazing combatants or because they have immensely powerful Eagle and Super Destroyer support - it's because they have one single move combination in their moveset that lets them become invincible, no matter what happens (except when you get ragdolled).\\ Dive + Stim is the only reason Helldivers are feared. This seemingly inoccuous move is what makes a Helldiver scary. Use it. Dive. Dive for your life. When it says "Dive, dive again. And again. And again.", this is what that means. | ||
+ | |||
+ | ==== 1.3 Survivability ==== | ||
+ | So, what's the problem? You use stims all the time and you understand how powerful stims are. You understand how this works. But you still keep dying. Obviously, it's not that easy, right? Yes, you're right. It's not that easy. Stims are one half of the formula, but we spend most of our time in the game //not// actively getting the effects of stims. If we had permanent stim-like effects, this game would be very, very boring. With the limitation being as it is, we need to think about what to do //before// stimming. We don't need stims all the time, but the situation can change from " | ||
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+ | Survivability, | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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/ | ||
+ | |||
+ | Additionally, | ||
+ | |||
+ | <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** | ||
+ | |||
+ | on occasion you should try\\ | ||
+ | **Dive + Stratagem**\\ | ||
+ | |||
+ | Whichever you're comfortable with. This, at its most fundamental, | ||
+ | |||
+ | ===== 2. Objectives ===== | ||
+ | ==== 2.1 Helldivers is actually about objectives ==== | ||
+ | |||
+ | 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 that nobody is standing to gain from a dead enemy (except on certain mission types). There is no inherent value to killing an enemy. There is, or at least there should be, an ulterior motive behind the killing of an enemy. Maybe you want to go somewhere and you would die doing so if the enemy was left alive. Maybe you want to work on a terminal and you'd die if you left that enemy alive. Either way, it's about giving yourself room, not about the dead enemy. | ||
+ | |||
+ | Eventually the key realization should be that a game of Helldivers | ||
+ | |||
+ | 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. | ||
+ | |||
+ | ==== 2.2 When you are NOT on an objective ==== | ||
+ | **Anytime you are not on an objective**, | ||
+ | |||
+ | Generally, if you're at A but you need to be at B, why fight enemies at A? Just go to B. And B can be whatever. It can be the next mission objective, it can be a shiny, a side objective, whatever. It is important to have a B. As a Helldiver, there is no dawdling around, you always have somewhere to be next. Once you reach B, you will work on the objective and the second the objective is completed, you should already have a new B to go to. Don't fall asleep. | ||
+ | |||
+ | ==== 2.3 When you ARE on an objective ==== | ||
+ | So, **anytime you are on an objective**, | ||
+ | |||
+ | It helps to learn what objectives look like, where enemy spawners are (bug holes, automaton fabricators, | ||
+ | |||
+ | 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 | ||
+ | |||
+ | |||
+ | ===== 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, | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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 | ||
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+ | Finally, the team is why the " |
helldivers_2.1755522258.txt.gz · Last modified: 2025/08/18 15:04 by ultracomfy