HELLDIVERS™ 2

HELLDIVERS™ 2

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Carcat Mar 24, 2024 @ 3:24pm
What factors affect squad impact?
My friends and I are trying to mount a defense of Mantes so we're trying to maximize the impact we have. Obviously playing on higher difficulties increases the impact (I assume), but does full clearing have any effect? I know the impact UI is pretty buggy so its hard to tell. I just wanna know if anyone has tested this thoroughly or if we're all just in the same boat of "idk maybe it helps, maybe it doesn't."
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Showing 1-12 of 12 comments
Sp3cial1st Mar 24, 2024 @ 3:28pm 
The impact has no effect on difficulty which is stupid. If you want to contribute the best, play on trivial, its only 1 mission and its so easy u can speedrun it in less than 10 minutes, which means in 30 minutes, u can get the same impact as playing 2 hours on hard. As long as you do the main mission and extract you get the same impact as doing everything.

You get 1 impact per mission, and u need to finish all 3 on hard to get 3. So finishing trivial is a lot faster and helps the fastest.
Last edited by Sp3cial1st; Mar 24, 2024 @ 3:30pm
❌ Peath Mar 24, 2024 @ 3:31pm 
Difficulty is of no importance. And only clearing main objective counts as a success.
Clearing the map you do for xp/credits/samples - as a bonus.

To Maximize the impact you have, split to 4-way solo's, and run it on easy difficulty clearing main objectives in 2 minutes or so.
It'll count as 1 success regardless and it's a 1 mission only to count towards liberation., as opposed to 2-3 missions for sucesss in 15-20 minutes on higher difficulties.

So in the time it takes to clear higher difficulty as a squad and get 3 points.
Doing 4-way trivial, in the same time you get around 9-15 points.
Last edited by ❌ Peath; Mar 24, 2024 @ 3:33pm
Amaranth Mar 24, 2024 @ 3:32pm 
The impact seems to be one successful mission = one impact. So an operation of three missions has an impact of three if all were successful.

On HD 1,the impact was determined by the difficulty and star ratings of eqch missions in the operation
Last edited by Amaranth; Mar 24, 2024 @ 3:32pm
Sp3cial1st Mar 24, 2024 @ 3:35pm 
If you pick the "destroy illegal broadcast" mission on trivial, u can just get a recoilless or anti tank and shoot it from the extract point, which means you could speedrun in like 3 minutes. Though it is appreciated and we commend your work, you will at most in 24 hours only accumulate 0.192% if everyone speedruns in 3 minutes. But u never know, maybe it just needed that much to be liberated.
Last edited by Sp3cial1st; Mar 24, 2024 @ 3:38pm
Carcat Mar 24, 2024 @ 4:04pm 
thank you everyone. i desperately hope they change this mechanic. time to cheese for an hour or so, then actually play the game after i guess.
McFuzz Mar 24, 2024 @ 4:07pm 
Regardless of difficulty:
1st mission gets 1 point, 2nd gets 2 points, 3rd gets 3 points.

Meaning a full 3 mission location gets 6 points of contrabution.

Meaning, 5 and above have the same impact, so, just do 5's for the best output.
McFuzz Mar 24, 2024 @ 4:07pm 
Originally posted by Amaranth:
The impact seems to be one successful mission = one impact. So an operation of three missions has an impact of three if all were successful.

On HD 1,the impact was determined by the difficulty and star ratings of eqch missions in the operation
I'm fair sure it stacks. 1 for 1st, 2 for 2nd, 3 for 3rd = 6 all up.

But i might be wrong.
Rahjoth May 13, 2024 @ 11:41am 
This is not 100% accurate. As of 2024-05-13, we were able to get a Squad Impact of 12 on a Helldive operation completion. I am used to seeing 9. I am not sure, but I thought I saw somewhere that how well you do on missions can impact how much this is. So far, this 12 was the highest I'd ever seen.
Last edited by Rahjoth; May 13, 2024 @ 11:42am
Fergal Nov 8, 2024 @ 1:50pm 
The impact changes pased on the resistance of the enemy, Ex; a 100k force will give an impact of 1, while a 50k force will be 3, and a 25k will be 4, lower and you get 5. per mission.
FireMage Nov 8, 2024 @ 1:58pm 
From what I know it's based on XP - the more you earn the more impact. Also not dying gives a bonus and depleting all respawns gives a 20% penalty (or something like that)

So difficulty matters a lot cuz higher levels have higher %multiplyers.
Inardesco Nov 8, 2024 @ 2:04pm 
Originally posted by Fergal:
The impact changes pased on the resistance of the enemy, Ex; a 100k force will give an impact of 1, while a 50k force will be 3, and a 25k will be 4, lower and you get 5. per mission.

Why the ♥♥♥♥ you necro a thread from may
Sotanaht Nov 8, 2024 @ 2:42pm 
Originally posted by Inardesco:
Originally posted by Fergal:
The impact changes pased on the resistance of the enemy, Ex; a 100k force will give an impact of 1, while a 50k force will be 3, and a 25k will be 4, lower and you get 5. per mission.

Why the ♥♥♥♥ you necro a thread from may
Necro aside, things have changed substantially, and also he's wrong.

First, difficulty does matter, but only a little bit. Completing a trivial mission will earn on average about 3 points, completing a Super Helldive set will average around 15 points. That's total for the entire team, across all the missions in a set.

Second, the main factor that changes how much you get on the same mission type is how many players are currently active in missions. The game takes a rolling average over 30 minutes, the more active players, the less you earn per mission. The end result is that it doesn't matter if there are 100k players or only 1k, it still takes just as long to defend/liberate a planet.

The only way the playerbase can meaningfully improve the liberation rate is to have a larger percentage of players target the same planet (ie 80% of active players instead of 60%), OR to play easier missions faster, earning more points per hour per player.

Squad impact does vary based on mission performance. Completing more objectives or dying less may earn more impact. However the amount that it varies is tiny and insignificant.
Last edited by Sotanaht; Nov 8, 2024 @ 2:44pm
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Date Posted: Mar 24, 2024 @ 3:24pm
Posts: 12