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helldivers_2 [2025/08/22 16:19] ultracomfyhelldivers_2 [2025/08/23 13:29] (current) ultracomfy
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 <fs xx-large>Helldivers 2</fs></WRAP> <fs xx-large>Helldivers 2</fs></WRAP>
 ====== Overview ====== ====== Overview ======
-First off, I haven't played the first game. However, I did play this one. And, uh, quite a bit. I don't think I've ever gotten more absorbed into a game as I have with Helldivers 2. In gaming terms, Helldivers 2 is the [[Subnautica]] but for multiplayer games. There is a primal satisfaction in making things go //very big boom// that never gets old. Helldivers 2, at its core, is a [[Multiplayer Game|multiplayer]] [[Cooperative Game|cooperative]] [[Player versus Environment|PvE]] [[Shooter|shooter]] that tasks a group of four so-called "Helldivers" to carry out strategic tasks in heavily contested warzones to gain the edge in a galaxy-wide war. The helldivers are dropped onto planets from starships in orbit, then have to carry out tasks like "retrieve intel of a destroyed research base", "launch a leftover nuclear missile", "steal confidential information" or "destroy enemy outposts", all while surviving the onslaught of enemies trying to stop them. Interesting premise, but what makes this game stand out is that it actually delivers. Besides handheld weapons, players are given support by the starship in orbit, and by supersonic fighter jets in immediate vicinity, armed with weapons ranging from orbital space lasers, barrages, hell the entire starship is one big ass, several kilometers long, railcannon. It can also send down utility items like support weapons, equipment that is necessary for objectives, or just straight up (tactical) nukes. The downside of this is that all things coming from the starship suffer from a long delay between call-in and arrival. So if you call in an orbital napalm barrage, it will be one massive barrage, but it will take a long time to arrive. For more tactical engagements, the fighter jet can be equipped with things you want to land faster. The fighter jet can lay down a field of napalm very quickly, but due to its limited size and capacity it will have less oomph. But sometimes you don't need to crater an entire block, just one street can be fine.+First off, I haven't played Helldivers 1. However, I did play 2. And, uh, quite a bit. I don't think I've ever gotten more absorbed into a game as I have with Helldivers 2. In gaming terms, Helldivers 2 is the [[Subnautica]] but for multiplayer games. There is a primal satisfaction in making things go //very big boom// that never gets old. Helldivers 2, at its core, is a [[Multiplayer Game|multiplayer]] [[Cooperative Game|cooperative]] [[Player versus Environment|PvE]] [[Shooter|shooter]] that tasks a group of four so-called "Helldivers" to carry out strategic tasks in heavily contested warzones to gain the edge in a galaxy-wide war. The helldivers are dropped onto planets from starships in orbit, then have to carry out tasks like "retrieve intel of a destroyed research base", "launch a leftover nuclear missile", "steal confidential information" or "destroy enemy outposts", all while surviving the onslaught of enemies trying to stop them. Interesting premise, but what makes this game stand out is that it actually delivers. Besides handheld weapons, players are given support by the starship in orbit, and by supersonic fighter jets in immediate vicinity, armed with weapons ranging from orbital space lasers, barrages, hell the entire starship is one big ass, several kilometers long, railcannon. It can also send down utility items like support weapons, equipment that is necessary for objectives, or just straight up (tactical) nukes. The downside of this is that all things coming from the starship suffer from a long delay between call-in and arrival. So if you call in an orbital napalm barrage, it will be one massive barrage, but it will take a long time to arrive. For more tactical engagements, the fighter jet can be equipped with things you want to land faster. The fighter jet can lay down a field of napalm very quickly, but due to its limited size and capacity it will have less oomph. But sometimes you don't need to crater an entire block, just one street can be fine
 + 
 +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 "you're a small being in a big, beautiful but unknown world". Subnautica is basically every person's childhood forest day, except it's even better. Helldivers is that power fantasy you've always been wanting to play. Big ass cannons, massive explosions, that kinda stuff. It turns out, a multiplayer game is perfect for this because it removes the artificiality that most single player games have that are meant to be power fantasies. [[Grand Theft Auto 5|GTA 5]]'s power fantasy sections all feel very.. bullshitty. You know they're restricted to this one section in the story, the numbers are being dialled into your favor, it's not real. In Helldivers, you can't bullshit the player, since it's multiplayer. Additionally, the game has found an interesting middle ground where enemies feel strong enough to be a threat, but are still weak enough to be suspectible to big booms. 
 + 
 +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 is not gonna get finished. Essentially, Helldivers promises this dopamine surge you get from doing really cool things with really cool things, and then it actually delivers. And delivers. And delivers. And it just keeps coming without it ever getting boring. Helldivers basically the idea of [[Counter-Strike]] that many of us have in our heads but, unlike Counter-Strike, Helldivers is //actually// fun. Oh and don't let me talk about politics.
  
 ====== Guide ====== ====== Guide ======
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 ===== 1. Stims and Survivability ===== ===== 1. Stims and Survivability =====
 ==== 1.1 Staying alive and Stims ==== ==== 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 of course). There are multiple tools to staying alive - it can mean shooting an enemy in their face, it can mean sending an Eagle 500kg, it can mean calling down a laser, it can mean using a shield generator backpack or using a jump pack. Or - most importantly of all - it can mean using a stim. We need to talk about 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 of course). There are multiple tools to staying alive - it can mean shooting an enemy in their face, it can mean sending an Eagle 500kg, it can mean calling down a laser, it can mean using a shield generator backpack or using a jump pack. Or - most importantly of all - it can mean using a stim. We really need to talk about stims.
  
-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't taken damage for a while, and only until your health pool is full. And also, any other impairments like broken limbs or various debuffs will oftentimes stick around.+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't taken damage for a while, and only until your health pool is full. And also, any other impairments like broken limbs or various debuffs will oftentimes stick around.
  
 Not in Helldivers. Helldivers stims make you virtually INVINCIBLE((Uh, correction. I'm told this is apparently only true in Heavy armor? More on that in a moment.)). There is nothing in the game that deals damage faster than what the stim can regenerate. To kill you while you have a stim active would require either **(1)** killing you early into the stimming process when the stim didn't yet have the chance to actually heal you **(2)** overwhelming yourself with an obscene amount of enemies - like, you must be in a sea of enemies so large that they actually block you from going //anywhere// ((And even then, rigorous stimming can often get you out of that situation, granted you run heavy armor.)) or **(3)** you must run into something that oneshots you. Don't run into things that oneshot you((Literally. It will take time learning what things oneshot. Some enemies don't outright "oneshot" you, but there are certain enemy sentries, for example, that ragdoll you and //will// kill you with a followup.)). Not in Helldivers. Helldivers stims make you virtually INVINCIBLE((Uh, correction. I'm told this is apparently only true in Heavy armor? More on that in a moment.)). There is nothing in the game that deals damage faster than what the stim can regenerate. To kill you while you have a stim active would require either **(1)** killing you early into the stimming process when the stim didn't yet have the chance to actually heal you **(2)** overwhelming yourself with an obscene amount of enemies - like, you must be in a sea of enemies so large that they actually block you from going //anywhere// ((And even then, rigorous stimming can often get you out of that situation, granted you run heavy armor.)) or **(3)** you must run into something that oneshots you. Don't run into things that oneshot you((Literally. It will take time learning what things oneshot. Some enemies don't outright "oneshot" you, but there are certain enemy sentries, for example, that ragdoll you and //will// kill you with a followup.)).
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 ==== 1.2 Diving ==== ==== 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 fighters 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. Your life literally depends on it.+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. "Helldivers" means using your Alt key, not being sent onto hellish planets.
  
 ==== 1.3 Survivability ==== ==== 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 "I'm fine, I don't need to use a stim" to "I need a stim //right now//" extremely rapidly, sometimes in the blink of an eye. Sometimes, with the wrong strategies and loadout, it can change faster than the game allows you to stim at all. The goal is to extend the amount of time we get to stim, and to stretch out the amount of time we need //between// stimmings. We need to have a conversation about 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 "I'm fine, I don't need to use a stim" to "I need a stim //right now//" extremely rapidly, sometimes in the blink of an eye. Sometimes, with the wrong strategies and loadout, it can change faster than the game allows you to stim at all. The goal is to extend the amount of time we get to stim, and to stretch out the amount of time we need //between// stimmings. We need to have a conversation about survivability.
  
-Survivability, simply put, is the ability of our diver to resist dying. This is more than just the amount of hitpoints our player character gets, and the amount of damage resistance they have. It's about the ability to avoid damage in the first place, it's about damage mitigation of all kinds. The easiest way to do that would be to run heavy armor and, honestly, as a beginner you probably should. Armor rating is the one easiest way to give yourself more time to stim and to about bullshit deaths((I'm talking to you, contact mines.)). However, there is more to it. Mobility is directly linked to survivability, as mobility allows you to just, well, run away from your damage. An easy example here is the jump pack, which serve as an easy "peace out" for 90% of scary situations (if used correctly, mistakes happen).+Survivability, simply put, is the ability of our diver to resist dying. This is more than just the amount of hitpoints our player character gets, and the amount of damage resistance they have. It's about the ability to avoid damage in the first place, it's about damage mitigation of all kinds. The easiest way to do that would be to run heavy armor and, honestly, as a beginner you probably should. Armor rating is the one easiest way to give yourself more time to stim and to avoid bullshit deaths((I'm talking to you, contact mines.)). However, there is more to it. Mobility is directly linked to survivability, as mobility allows you to just, well, run away from your damage. An easy example here is the jump pack, which serves as an easy "peace out" for 90% of scary situations (if used correctly, mistakes happen).
  
-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, which is a lot of time in Helldivers termsIf 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 [[breakpoint|breakpoints]] later.+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 deatha lot of time in Helldivers termsIf 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/staggers enemies. Bring heavy armor. Bring medic armor (+2 stims & +2 stim effect duration) Bring crowd control weapons. Bring a sentry. Keep your stims stocked, loot stims from POIs, learn what POIs look like and where to find stims.+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/staggers enemies. Bring heavy armor. Bring medic armor (+2 stims & +2 stim effect duration) Bring crowd control weapons. Bring a sentry. Keep your stims stocked, loot stims from POIs, learn what POIs look like and where to find stims. Heck, bring a fucking Supply Backpack for a virtually infinite supply of stims.
  
-Use your Eagle and Super Destroyer support mid-fight. The cool thing about Dive + Stim is that it makes you invincible for multiple seconds, so you can Dive + Stim and then just stay on the ground to take your sweet ass time to punch in a stratagem code. Nothing will kill you while you're stimmed. Dive + Stim + Reinforce. Dive + Stim + Eagle 500. Dive + Stim + Laser. Nothing can bring you down, especially if your stim duration is longer with the medic armor. There can be 20 bugs behind you that will dogpile onto you during a Dive + Stim + Eagle 500 - what are they gonna do about you? The entire horde of bugs can keep hammering into you until they're old and grey - as long as you're stimmed, you are invincible. And if you call in the Eagle 500, they will be dead before your stims run out((Throw the 500kg at your feet, not towards the enemies. When you run away, the enemies will follow you, so you need to throw the 500kg to where the enemies will be, not to where they are. If you throw the 500kg at your feet, you should run about 30 meters until the 500kg lands, which is the perfect distance to have.)). The alternative here is Jump Pack + (maybe) Stim + Stratagem. Hover Pack + (maybe) Stim + Stratagem. While midair you're unlikely to get hit, so that's a perfect opportunity to punch in a stratagem.+Additionally, use your Eagle and Super Destroyer support mid-fight. The cool thing about Dive + Stim is that it makes you invincible for multiple seconds, so you can Dive + Stim and then just stay on the ground to take your sweet ass time to punch in a stratagem code. //Nothing will kill you while you're stimmed.// Dive + Stim + Reinforce. Dive + Stim + Eagle 500. Dive + Stim + Laser. Nothing can bring you down, especially if your stim duration is longer with the medic armor. There can be 20 bugs behind you that will dogpile onto you during a Dive + Stim + Eagle 500 - but what are they gonna do about you? The entire horde of bugs can keep hammering into you until they're old and grey - as long as you're stimmed, you are invincible. And if you call in the Eagle 500, they will be dead before your stims run out((Throw the 500kg at your feet, not towards the enemies. When you run away, the enemies will follow you, so you need to throw the 500kg to where the enemies will be, not to where they are. If you throw the 500kg at your feet, you should run about 30 meters until the 500kg lands, which is the perfect distance to have.)). The alternative here is Jump Pack + (maybe) Stim + Stratagem. Hover Pack + (maybe) Stim + Stratagem. While midair you're unlikely to get hit, so that's a perfect opportunity to punch in a stratagem.
  
-<wrap em>**If you're gonna learn anything from all I'm writing here, it's this:**</wrap>\\+<wrap em>**If you're gonna learn anything at all from what I'm writing here, it's this:**</wrap>\\
 **Stim Stim Stim Stim Stim Stim** or\\ **Stim Stim Stim Stim Stim Stim** or\\
 **Dive + Stim** or\\ **Dive + Stim** or\\
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 **Dive + Stratagem**\\ **Dive + Stratagem**\\
  
-Whichever you're comfortable with. This is how Helldivers works. Once you start surviving your first few encounters, you'll eventually learn how to not be forced into using stims all the time in the first place. Your encounter will become more controlled and deliberate, rather than just you responding to what the enemy is doing. This is all you need. Happy helldiving!+Whichever you're comfortable with. This, at its most fundamental, is how Helldivers works. Once you start surviving your first few encounters, you'll eventually learn how to not be forced into using stims all the time in the first place. Your encounter will become more controlled and deliberate, rather than just you responding to what the enemy is doing. This is all you need. Happy helldiving!
  
 ===== 2. Objectives ===== ===== 2. Objectives =====
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 ==== 2.2 When you are NOT on an objective ==== ==== 2.2 When you are NOT on an objective ====
-**Anytime you are not on an objective**, your first priority is to pick a direction towards an objective. You should //always// know where to go next. Once that is established, go there. Ignore bug breaches or drop ships. If there is an enemy on your way towards an objective, push it out. If there's multiple, it might be worth to just take a small detour. You have places to be, you can reach your objective without engaging with these enemies. Funnily, most enemies will literally just let you walk past them. If you're scared, you can dive past them as well. As long as you walk with them with a bit of confidence, enemies will probably not hit you (with some Illuminate exceptions).+**Anytime you are not on an objective**, your first priority is to pick a direction towards an objective. You should //always// know where to go next. Once that is established, go there. Ignore bug breaches or drop ships. If there is an enemy on your way towards an objective, push it out. If there's multiple, it might be worth to just take a small detour. You have places to be, you can reach your objective without engaging with these enemies. Funnily, most enemies will literally just let you walk past them. If you're scared, you can dive past them as well. As long as you walk past them with a bit of confidence, enemies will probably not hit you (with some Illuminate exceptions).
  
 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. 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.
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 ===== 3. Team ===== ===== 3. Team =====
 ==== 3.1 There is a team game in Helldivers ==== ==== 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, which I've told you about in 1) and 2). When you understand 1) and 2), you are a function Helldivers player who can engage with the fundamental ideas of the game, ie. you can engage in meaningful gameplay. 3), the team, is now a layer on top that you don't strictly //need// to complete the objectives, but which you need if you're gonna have any good amount of //fun// with the game.+Ultimately, Helldivers also has a team aspect. There are skills you need to know for yourself, independently, which I've told you about in 1) and 2). When you understand 1) and 2), you are a functional Helldivers player who can engage with the fundamental ideas of the game, ie. you can engage in meaningful gameplay. 3), the team, is now a layer on top that you don't strictly //need// to complete the objectives, but which you need if you're gonna have any good amount of //fun// with the game.
  
 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. 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 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't matter. The threat is real, and you need to look out for it. Check red beacons. For sentries behind yourself. Oh, talking about sentries: Defend them. A sentry is essentially a fifth player that packs unfathomable amounts of damage. Your primary weapon can only dream of the DPS a gatling sentry can put out. Team playing means defending other people's sentries. Team playing, however, also means removing sentries behind friendly positions that are likely to cause friendly casualties. Keep an eye on the map, watch friendlies and the situations they are in. If they run low on stims, think about helping them. And don't get hit by allied player's stratagems. That really is a thing you can just get experience with. You'll get killed by friendly Eagle 500s very frequently, but you'll begin noticing them more and more over time. 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't matter. The threat is real, and you need to look out for it. Check red beacons. For sentries behind yourself. Oh, talking about sentries: Defend them. A sentry is essentially a fifth player that packs unfathomable amounts of damage. Your primary weapon can only dream of the DPS a gatling sentry can put out. Team playing means defending other people's sentries. Team playing, however, also means removing sentries behind friendly positions that are likely to cause friendly casualties. Keep an eye on the map, watch friendlies and the situations they are in. If they run low on stims, think about helping them. And don't get hit by allied player's stratagems. That really is a thing you can just get experience with. You'll get killed by friendly Eagle 500s very frequently, but you'll begin noticing them more and more over time.
 +
 +Finally, the team is why the "carving paths" concept is almost never followed to the letter. You're meant to only strictly kill the enemies that are directly a threat to progress, but considering a team you have to consider //human factor//. Especially with that amount of enemies around, a single player cannot cover all 360  angles around him. To enable safe play, it is necessary to kill or push away more enemies than only the strictly necessary ones. I still teach "only kill strictly necessary" first because that's the basis upon which we should start learning, but the truth is that when together with other people, we need to be a bit more generous with which enemies to kill, to make sure our friend doesn't get surprised. Passing a tight alley might have worked for you, but by the time your friend gets there the enemies might have doubled in number or taken up better spots. Therefore, you should carve a path for your friend as well.
helldivers_2.1755872346.txt.gz · Last modified: 2025/08/22 16:19 by ultracomfy

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