helldivers_2_guide
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| helldivers_2_guide [2026/10/19 09:01] – ultracomfy | helldivers_2_guide [2026/10/19 09:18] (current) – ultracomfy | ||
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| ==== 2.2 When you are NOT on an objective ==== | ==== 2.2 When you are NOT on an objective ==== | ||
| - | **Anytime | + | Literally |
| - | 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 | + | Funnily, most enemies will literally just let you sprint 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). |
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| + | Generally, if you're at A but you need to be at B, why fight enemies at A? Just go to B. And, for your info, 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 by the time the objective is completed, you should already have decided on where to go next (B). Don't fall asleep, and don't think that there' | ||
| ==== 2.3 When you ARE on an objective ==== | ==== 2.3 When you ARE on an objective ==== | ||
| - | So, **anytime 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, | + | Push enemies out of your path towards the valves. Ignore enemies not on your path to a valve. Create enough room to turn the valve without dying. Any enemy further than 5 seconds away from a valve is irrelevant to you, unless |
| - | 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. | + | 90% of the time, failure to do this is the reason why teams leave players behind: More knowledgeable players don't want to spend 5 minutes or more of their time fighting a bug breach they already know is pointless to fight, draining resources, reinforcements, |
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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. Solo players specialize in circling around to objectives, as there is physically no way for a solo player to fend off an entire enemy reinforce on their own (except in some special cases like the Napalm Barrage). They will disengage and do something else. | ||
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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. | 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. | + | 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, ie. don't throw 500kg on the head of another Helldiver. |
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| + | There isn't very much to say about this - learn SOS diving and not communicating. | ||
| Finally, the team is why the " | Finally, the team is why the " | ||
helldivers_2_guide.txt · Last modified: by ultracomfy
