HELLDIVERS™ 2

HELLDIVERS™ 2

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Tekkarath Nov 5, 2024 @ 11:33pm
Let's talk about armor abilities.
Okay so while I'm still a bit disappointed with most armor abilities we might as well talk about how we use them and why we main them.

Now I fully believe they should be modular (Or some should have a set base ability, like the Arc/fire/poison-resistant ones and then one modular slot, while basic armors have two modular slots) that way we can use the armor we like the look of and then mod it to our liking. But regardless, I'm here to talk about the abilities we have at the moment.

For me personally, it's the Long Arm/Limb Damage armor, specifically the light armor.
Now I'm a bug main mostly, being able to juke and dodge their attacks even while running right past them is my thing.
For that it's got to be light armor, even when letting my stamina recharge I'm still just fast enough to avoid stalker hits while running for my life while reloading. That means I can fully solo Stalker nests with no difficulty, sure I might die sometimes but usually I can get in and out, take out the nest and usually the stalkers too.

Now I've only recently tried some other armors, and I guess I never really realized how useful being resistant to limb damage is until I switched off it. With my play style of running into a mess of enemies I do occasionally take a hit or two, but with my armor I just take the hit and keep trucking, I can sprint off a bit and then hit a stim rather than being crippled and overrun. Plus I never have to worry about my aim being off due to a ruined arm (well, almost never).

And then there's the Long Arm, the one thing that prevents me from using any other armor. The ability to hurl a grenade into a bug hole from so far away is just one perk. I've gotten so used to the throw distance that I just can't switch to any other armor, being able to hurl a turret well past your enemies or drop a 500kg into a group from well behind your allies means you can get into the battle that much faster rather than wasting time running up to their location.

All in all my armor choice allows me to get in close and dirty and still get out alive, OR if my team is in a bad firefight and I'm just catching up I can hurl a few strategems, go prone, and start helping from much further back (I use the Liberator Penetrator so sniping is easy).

So let us know how you use your armor choice and what it allows you to do in battle, maybe others will be inspired to try some armors they never have before.
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Showing 1-15 of 25 comments
LoveTruffle Nov 5, 2024 @ 11:39pm 
It's surprising how much I miss the extra throwing range when I wear something that doesn't have Servo Assist on it. I find Peak Physique is nice for maps with a lot of close quarters where you don't need extremely accurate long range throws. I prefer that to anything that further reduces recoil while crouching.
Dynamiez Nov 5, 2024 @ 11:40pm 
For bots i like light armor with fortified. And yes, you only have 1 single amour that has this feature. I just have the feeling... i survive more with the fortified bonus. I think kts because what kills me most on bot side are the surprise cannon shots from cannon towers, rockets or a sneaky tank and those shots are what the fortified armour is good for. As a side-effect, i switched as my main bot weapon from scorcher to the liberator penetrator because i found the scorcher too... meme... and the 30% better aim is a welcomed bonus for assault rifles 🤗

For bugs i just like to have more grenades, so engineer it is. fortunately there are more choices for light armour, so i most take the titan armour for bugs. There, the 30% better aim (which engineer has too) is a wasted bonus for me because i most take the blitzer or a shotgun and those dont need better aim stability imo.
And titan because i like to have this middle ground between light and medium but unfortunately fortified armour are more rare and there is no middle ground armour (only between medium and heavy, but i prefer light)


Oh, but the modular suggestion i really like. There are so many good looking armours, but because of their perks i dont like i will never use them. I understand a bit that the devs want that you look at a teammate and you know what armour class they have and what perk too... but nevertheless, i would like to wear some of the other good looking armours 😅
Last edited by Dynamiez; Nov 5, 2024 @ 11:49pm
Madface Nov 6, 2024 @ 12:19am 
Armor passives will more than likely never be modular or switchable. Weapons on the other have, there's some slight hope there. This stems from a business perspective sadly because weapons and armors and their passive abilities are incentives for players to purchase warbonds because they're:

  1. Cool
  2. Good stats
  3. Good characteristics

Moving on from that, armor passives and which ones I typically run in order:

#1 Engineering Kit (EK)

  • Reduces recoil by 30% when crouch or prone
  • Increased initial inventory and capacity for throwables +2

As much as I like Servo-Assisted (SA) armors, I'm always usually running EK and I'm used to maximizing the regular throw range anyways. The benefits of reduced recoil and increased throwables outweigh increased throw range off of SA in my opinion for a few reasons:

  1. Reduces recoil by 30% when crouch or prone. Means I can run heavier recoil wepaons.
  2. Increased throwables makes it easy to solo bug nests.

#2 Servo-Assisted (SA)

  • Increased throw range by 30%.
  • Provides 50% limb health.

Self explanatory. Makes throwing strats and grenades easy and if you're going head first into a bug nest with bugs inside of it, makes it easier to survive bug hits.

#3 Fortified (FORT)

  • Reduces recoil by 30% when crouch or prone
  • Provides 50% resistance to explosive damage.

Only use this for bots because of how much explosives get thrown around.

The Other Armors

  • Scout: Don't make stupid decisions and this armor is made moot. The radar is pointless because no one really cares or pays attention to the radar anyways. Many players prefer rambo playstyles over stealth and it shows easily in like 90% of pub lobbies.
  • Med-Kit: Only worth it if you're an infusion spammer speedrunning the match.
  • Electrical Conduit: No one runs arc weapons much in my opinion to warrant this. Tesla tower is making a come back but even then, no one should be near one in the first place.
  • Extra Padding: Good passive, but no one runs base armors anyways.
  • Democracy Protects: Good if you constantly run into hordes all the time being a CQB type person, but is rendered moot if you just, you know, not do that.
  • Peak Physique: Nice if you're bad at compensating for weapon drag/sway. But this is more of a skill issue passive in my opinion, and if you can aim, it's not really worth grabbing.
  • Inflammable: It helps. Kind of. The initial blast damage of most fire strats and most fire weapons will insta-kill you or bring you near death that if you don't dive or stim, you're dead.
  • Unflinching: The newest and most useless passive in the game. It helps prevent, but does not guarantee it. Better to not get hit or shot in the first place.
Last edited by Madface; Nov 6, 2024 @ 12:32am
Metalshock Nov 6, 2024 @ 1:10am 
Originally posted by Madface:
  • Med-Kit: Only worth it if you're an infusion spammer speedrunning the match.

Going to add, the Bonus 2 seconds of Stim time does apply to the Stim Pistol shots, so it's also useful if you're going hard support medic.
RNG Enjoyer Nov 6, 2024 @ 1:14am 
Medic armor is the best.
Madface Nov 6, 2024 @ 2:04am 
Originally posted by Metalshock:
Originally posted by Madface:
  • Med-Kit: Only worth it if you're an infusion spammer speedrunning the match.

Going to add, the Bonus 2 seconds of Stim time does apply to the Stim Pistol shots, so it's also useful if you're going hard support medic.

I wish they made it smart munitions or something, trying to land hits with the stim pistol is just down right annoying. Kind of wish it like Killing Floor 2 where it's lock-on aimbot for healing. So much more user friendly.
Metalshock Nov 6, 2024 @ 4:33pm 
Originally posted by Madface:
Originally posted by Metalshock:

Going to add, the Bonus 2 seconds of Stim time does apply to the Stim Pistol shots, so it's also useful if you're going hard support medic.

I wish they made it smart munitions or something, trying to land hits with the stim pistol is just down right annoying. Kind of wish it like Killing Floor 2 where it's lock-on aimbot for healing. So much more user friendly.

A little bit of homing would be nice. not ridiculously so, but it is annoying to take a shot to find out it went between the legs, through the cape, or otherwise narrowly avoided another player's hitbox.
Aethrys Nov 6, 2024 @ 4:35pm 
First I pick the armor that I think looks cool at that moment.

Then I use whatever ability that armor has.
Spectator Nov 6, 2024 @ 6:18pm 
Originally posted by Madface:
  • Scout: Don't make stupid decisions and this armor is made moot. The radar is pointless because no one really cares or pays attention to the radar anyways. Many players prefer rambo playstyles over stealth and it shows easily in like 90% of pub lobbies.


Embarrassingly incorrect.
[REDACTED] Nov 6, 2024 @ 7:11pm 
Originally posted by Madface:
Originally posted by Metalshock:

Going to add, the Bonus 2 seconds of Stim time does apply to the Stim Pistol shots, so it's also useful if you're going hard support medic.

I wish they made it smart munitions or something, trying to land hits with the stim pistol is just down right annoying. Kind of wish it like Killing Floor 2 where it's lock-on aimbot for healing. So much more user friendly.
Killing Floor 1 had a free-aim medic gun, and it worked just fine for me. Same goes for the stim pistol. You should practice more.
Clive Hawkins Nov 6, 2024 @ 7:14pm 
What kills me most in this game is explosive damage. Whether from bots, bugs, or teammates (Bile Titan and Bile Spewer acid spits are explosive damage.) I'd give Fortified and Engineer S Rank. Medic and Extra Padding A Rank. The rest are situational and/or useless.
Chaos Nov 6, 2024 @ 7:26pm 
It never make sense most of them.
Thus making your choice of armor rather limited if you want to have nice bonus with good looks.
S R Nov 6, 2024 @ 8:00pm 
I'd say there's medic armor, and then there's fashion choices. Gameplay wise, medic armor is definitely superior though. Personally, I choose fashion over the medic color scheme.
Foxador Nov 6, 2024 @ 10:52pm 
Originally posted by Madface:

#1 Engineering Kit (EK)

  • Reduces recoil by 30% when crouch or prone
  • Increased initial inventory and capacity for throwables +2

Only problem with this armor is restocking the grenades as you only get 2 back from supply packs which means you'll need a whopping three supply packs just to refill the grenades. I think this armor should give you 3 per supply pack to even it out, otherwise you waste the teams supply packs more for less

Originally posted by Madface:

#2 Servo-Assisted (SA)

  • Increased throw range by 30%.
  • Provides 50% limb health.

This does NOT make it easier to survive bug hits as your health isn't increased, you just take longer before you injury your legs or arms. The only way to get more health, kinda, is via the vitality booster. This armor is great against bots tho as it lets you throw past a lot of their defenses and right into the middle of their bases

Originally posted by Madface:
#3 Fortified (FORT)

  • Reduces recoil by 30% when crouch or prone
  • Provides 50% resistance to explosive damage.

Only use this for bots because of how much explosives get thrown around.

Incorrect! This armor can help a lot with bugs as well! The bile spewers, nursing spewers and bile titans use explosive damage for their spit. If you know that you're going to be running into them, this armor can be a great way of defending yourself against their damage

Also! Most explosive damage done by bots is super weak and is mostly done to you via ballistic damage. So while it can help against bots, it doesn't help as much as you think it does. Only rocket striders do an insane 400 damage with their rockets while the rest of the missile users do about half their damage as ballistic

Originally posted by Madface:

Scout: Don't make stupid decisions and this armor is made moot. The radar is pointless because no one really cares or pays attention to the radar anyways. Many players prefer rambo playstyles over stealth and it shows easily in like 90% of pub lobbies.

You have no idea how stealth works or how much this armor helps. That's fine, but don't dismiss it just because it's not your playstyle or by being ignorant

Originally posted by Madface:
Extra Padding: Good passive, but no one runs base armors anyways.

Incorrect again. People use the armor for a couple of reasons. There's a light armor that gives you the armor of medium armor which is great for when you want to be tanker. You have all the mobility of light armor but don't take 25% more damage. The same can go with the medium armor that has padding as this gives you heavy armor for 25% less damage taken without having half your mobility taken away

Originally posted by Madface:
Peak Physique: Nice if you're bad at compensating for weapon drag/sway. But this is more of a skill issue passive in my opinion, and if you can aim, it's not really worth grabbing.

Incorrect again. There's a lot of weapons in this game where this armor can change the entire play style of using said weapon. Using this armor with the HMG or auto cannon, for a quick exmaple, are night and day. It's not a "skill issue" because there's no "skill" with having your weapon being heavy and needed to drag again.

Again you're biased and dismissing something that's not your playstyle which isn't the right way to judge armor

Originally posted by Madface:
Inflammable: It helps. Kind of. The initial blast damage of most fire strats and most fire weapons will insta-kill you or bring you near death that if you don't dive or stim, you're dead.

Incorrect. Blast damage from strats is explosive damage and you shouldn't be judging that against this armor because it's not meant for you to get exploded upon. This armor allows you to walk through fire tornadoes like they're nothing while also using fire weapons with impunity. You're only brought to near death or insta-killed if you DON'T use this armor

Originally posted by Madface:
Unflinching: The newest and most useless passive in the game. It helps prevent, but does not guarantee it. Better to not get hit or shot in the first place.[/list]


It helps a lot more than you think and it's been tested and proven that it makes your aim have almost no movement when you're getting hit. "Better not to get hit in the first place" is a dumb comment applied to this armor as that applies to everything and every armor in the game, yet you're going to get hit regardless so it's a moot point. When you do get hit, this will help out in those situations

But I do think that it's not that great because it relies on you losing and expecting to get hit in the first place to make any difference
Last edited by Foxador; Nov 6, 2024 @ 11:02pm
glythe Nov 7, 2024 @ 12:20am 
We need stats on Helmets.

Imagine for example if they redid the fire stats so that fire helm+armor made you fire immune for 10 seconds of exposure with matching pieces.

What we dont need is for armor to be nerfed. It would be a crime if they took part of the chest piece effect and put that on the matching helmet and then with the two added together you have exactly what we have now.
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Date Posted: Nov 5, 2024 @ 11:33pm
Posts: 25