helldivers_2_guide
Differences
This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
| helldivers_2_guide [2026/04/24 14:21] – created ultracomfy | helldivers_2_guide [2026/10/19 09:18] (current) – ultracomfy | ||
|---|---|---|---|
| Line 6: | Line 6: | ||
| <WRAP centeralign> | <WRAP centeralign> | ||
| <fs xx-large> | <fs xx-large> | ||
| - | 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. | + | 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. 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. | + | 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. |
| - | 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 | + | 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, |
| - | Not in Helldivers. Helldivers stims make you virtually INVINCIBLE((Uh, | + | 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// | + | The point is, as a helldiver, you have a unique ability: You have what is essentially a //temporary invincibility// |
| <WRAP center round alert 60%> | <WRAP center round alert 60%> | ||
| - | 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" | + | 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" |
| \\ | \\ | ||
| - | 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 | + | Additionally, |
| </ | </ | ||
| ==== 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 important. Diving lets you escape (almost) //any and all// enemy combos, | + | 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. Enemies that can cancel your attempt to stim are scary (and dangerous). This is particularly brutal with enemies that have combos (bugs, especially Predator Strain). This is where //diving// becomes important. Diving lets you escape (almost) //any and all// enemy combos, |
| + | |||
| + | Dive + Stim\\ | ||
| + | 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.", | ||
| ==== 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 " | + | So, what's the problem? You use stims all the time and you understand how powerful stims are, 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 " |
| - | Survivability, | + | Survivability, |
| - | Survivability also means your ability to take a hit in the first place - stay at max health. | + | Survivability also means your ability to take a hit in the first place. If you aren' |
| - | 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, | + | Outside of maneuvering (diving) better and using stims, Helldivers 2 gives you all kinds of additional tools to increase your survivability. You can take a jump pack. Bring a shield generator. A walker. Bring a gun that stuns/ |
| + | |||
| + | Additionally, | ||
| + | |||
| + | The alternative here is Jump Pack + (maybe) Stim + Stratagem, or alternatively (if you prefer) | ||
| <wrap em>**If you're gonna learn anything at all from what I'm writing here, it's this: | <wrap em>**If you're gonna learn anything at all from what I'm writing here, it's this: | ||
| Line 51: | Line 57: | ||
| ===== 2. Objectives ===== | ===== 2. Objectives ===== | ||
| ==== 2.1 Helldivers is actually about 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. Yes, the first and most important realization of a Helldivers 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. When you kill an enemy, you should do it to increase your survivability. 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. | ||
| - | Well. Maybe I've been lying a little bit. Maybe Helldivers isn' | + | <WRAP right box> |
| + | {{ :: | ||
| + | If you don' | ||
| + | He' | ||
| + | </WRAP> | ||
| Eventually the key realization should be that a game of Helldivers is just you running lines between several terminals and opening/ | Eventually the key realization should be that a game of Helldivers is just you running lines between several terminals and opening/ | ||
| 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. | 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. | ||
| + | |||
| + | <WRAP center round tip 60%> | ||
| + | This is particularly true of breaches //at// objectives when the objective is cleared during the breach. Players have this weird fixation on killing enemies until a breach is ended, even though the moment the objective is cleared it is possible to just disengage and move on. While teammates like this are useful on the objective (because they are quite good at giving me room to work on the objective), they stop being useful as soon as the objective is complete. Too many times I've transferred across the whole map wanting to work on the next objective, while seeing my teammates still on the other end of the map dying to and wasting lives on the bug breach that has been going on for the last five minutes - at a **completed** objective. | ||
| + | </ | ||
| ==== 2.2 When you are NOT on an objective ==== | ==== 2.2 When you are NOT on an objective ==== | ||
| - | **Anytime | + | Literally |
| + | |||
| + | Funnily, most enemies will literally just let you sprint | ||
| - | 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 | + | 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, |
| + | |||
| + | 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 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. | ||
| Line 77: | Line 98: | ||
| 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. |
| + | |||
| + | 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.1777040518.txt.gz · Last modified: by ultracomfy
