HELLDIVERS™ 2

HELLDIVERS™ 2

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Formingsaturn Nov 13, 2024 @ 8:09am
SUGGESTION: New stratagem, equipment, etc
So yesterday I had a dream that Arrowhead had leaked the future upgrades of Helldivers 2 equipment. When I woke up, I felt like I had just came from a different dimensions or from 2 years ahead. I figured I'd frantically notes everything to send to them swedes, maybe to inspire some ideas for the great game that they have.

NEW STRATAGEMS
Self explanatory, these are the new equipment I dreamed about. I already forgot some of them though (sorry !)

Rapidfoam drones: Backpack drones that deploys and rapidly sets off nearby fires, including yourself.

Defoliant drones: Backpack drones that goes around in a wide area and remove grasses and tree in the immediate vicinity. It could also be used to turn off mines or trigger explosives hazard like the bugs acid traps or the snow planet's ice flowers.

Heavy Backpack: Store a second support weapon. Allowing you to switch which one you have with 5 or allowing another player to pick it up by coming up behind you. Could MAYBE be used to carry hand-held objectives items, allowing you to free your hands.

RTTU lineup: Rounding up the exosuits and heavy APC, the Rapid Terrain Traversal unit will be focused on offering a 2 place vehicles to traverse different kind of terrains. It will replace armament for speed.
Standard: 4 wheels. Grenade launcher mounted on the passenger gun.
Snow: 2 trackwheels and 2 vehicle ski. Railgun mounted on passenger gun.
Jungle: 4 track wheels. MG43 mounted on the passenger gun.

Destroyer radar pulse: Similar to the UAV drones in the first game, increase your radar range by 100 unit for a few seconds, allowing you to mark point of interest in a wider area. Would need to be called multiple times to do the whole map though.

Orbital cruise missile bombardment: Launch a beacon and fire a barrage of atmospheric cruise missiles. They take a longer time than regular orbital strikes to hit (10 to 20 seconds before they hit the zones) but when they do, the barrage of high explosive missions seeks targets on arrival, making sure every missiles are hit. It would trade explosion radius, area saturation and call-in time for pinpoint accuracy of a wide area barrage.

Pelican close air support: Calls a heavy armed pelicans (Or a new similar gunship maybe named OSPREY or FALCON) to temporary offer close air support. Similar this would be a mix of eagle and sentry stratagems. When called, the pelican will enter the AO near the beacon and offer close air support for a certain amount of time before leaving. It would not move from it's spot. It would trade the firepower of the eagle and the sustained defensive position of the sentry lines.
Autocannon support : Fires at target from the air with powerful AC-8 cannons
Gattling support: Fires at targets with light armor piercing AG-16 gattling.
Rocket support: Fires at targets with explosive MLS-4X rockets.

STRATAGEM UPGRADES:
Each stratagems should have 1-3 (generally 2) upgrades available to them. These upgrade would be non-compatible with one another, meaning you'd have to choose one of two. This opens up the path to add more upgrades in the future to create a sort of tree.

MG-43 Machine gun:
1. Upgrade magazine sizes, increasing bullet count by 50% per magazine
2. Upgrade ammo size, increasing armor penetration by 1 without sacrificing ammo or power.

FLAM-40
1. Upgrade muzzle to increase the effective range of the flamethrower.
2. Upgrade the reserve tanks in size, increasing 'magazine' size.

GL-21 Grenade launcher
1. Upgrade the grenade shells to incendiary shells, setting targets ablaze.
2. Upgrade the grenade shells to acid shells, spreading acid to targets
3. Upgrade the grenade shells to shrapnel, increasing the wide of base explosion.

MLS-4X Commando
1. Upgrade the base payloads for higher armor penetration or more base damage.
2. Upgrade so that the commando comes with a single disposable backpack, allowing to
reload the four shots once.

FAF-14 Spear
1. Upgrade spear to dual barrel, allowing two rockets to be loaded and shot before needing to reload.
2. Upgrade the payloads for a wider area of explosions on target.

AC-8 autocannon
1. Upgrade the magazine with size to 15 and allow 3 ammo cartridge to be loaded.
2. Upgrade to lightweight cartridge allowing 4 additional cartridge to be carried in the
backpack without losing power.

Eagle strafing run:
1. Upgrade to lightweight ammunition, allowing 2 more runs to be made before needing
to re-arm.
2. Upgrade to explosive ammunition, causing a wider explosion per shot.
3. Upgrade to armor piercing ammunition, increasing the level of armor penetration.

Eagle airstrikes:
1. Upgrade to heavy payload, causing each bomb to have wider area, higher damage or
higher armor penetration.
2. Upgrade to incendiary payload, causing targets hit to be ignited and the area to be briefly engulfed in flame (Not as long as napalm. maybe 3-5 seconds.

Eagke napalm strikes:
1. Upgrade the napalm with a formula to increase duration, setting the area on fire for longer.
2. Upgrade the napalm canister to cause the napalm spill in a wider wall.

Supply pack and backpacks in generals.
1. Upgrade hellpod delivery, allowing two backpack to be delivered. (similar to helldiver1)
2. Upgrades armory sizes, allowing backpacks to be delivered with a lower cooldown.

Jump packs:
1. Upgrade jetpack propulsor, allowing longer jumps.
2. Upgrade jetpack reserves with 2 charges, allowing 2 jumps on seperate cooldowns.

Shield generator pack
1. Upgrade shield's strength, allowing it to take more damage before coming down.
2. Upgrade shield's battery, allowing faster regeneration on shield after lost.

Orbital precision strikes:
1. Upgrade the barrel's length, allowing HE shells to be loaded, causing wider explosion
radius and damage on target hit.
2. Upgrade the reload mechanism, reducing cooldown between uses.

Orbital railcannon strikes
1. Upgrade the reload mechanism, reducing cooldown between uses.
2. Upgrade to a dual barrel, firing twice and acquiring twice when called, firing two shots
in quick succesion.

Orbital gas strikes
1. Upgrade the formula, causing more damage over time.
2. Upgrade the firing mechanism, allowing for faster cooldown.

Orbital 120MM HE barrage
1. Upgrade the firing cooling mechanism, allowing 4 shots to be fired per salova.
2. Upgrade the firing reloading mechanism, allowing each salvo to be fired faster.
3. Upgrade the ammo reserves, allowing 2-3 more salvo and saturate an area longer.

Orbital 380MM HE barrage
1. Upgrade the guns for narrow saturation. Area saturated is smaller, reduce salvo by 1-2 and reduce cooldown.
2. Upgrade the guns for wide saturation. Area saturated is bigger, salvo duration is increased salvo by 1-2 and increaase cooldown.

A/MG-43 Machine Gun Sentry
1. Upgrade the sentry with a higher magazine size, allowing it to offer cover fire for
longer.
2. Upgrade the sentry with a ballistic shield in front of it, causing it to deflect some
damage in the direction it is aiming.

A/G-16 Gatling Sentry
1. Upgrade the ammo reserve, allowing the sentry to fire for longer or to reload it's firing solution once per deployment.
2. Upgrade to dual barrels, doubling damage for the short duration it will assist.

A/ARC-3 Tesla Tower
1. Upgrade Tesla tower battery for longer duration.
2. Upgrade tesla tower with a shield generator that will protect it from light damage (similar to shield backpack.

MD-6 Anti-Personnel Minefield
1. Upgrade the mines with a higher payload, increasing damage dealt when triggered.
2. Upgrade the mine with a disabling effect, stunning targets when triggered.

EXOSUITS MODIFICATION:
Allow the beacon projector from helldiver one into the exosuits, allowing stratagems to be called without having to come out.

DESTROYER UPGRADES:
Destroyer upgrades should lean towards a more customisation form and less of a linear progression for all hell divers, making choosing a specific upgrades more meaningful. A suggestion could also be that the upgrades can only be chosen BETWEEN operations (Having to retrofit is hard to do in the middle of a combat ops) We could even have a shipyard where we go in order to applies retrofit, making it a more meaningful trips and really iron out each player's playstyle.

Eagles upgrades
Second hangar: Allow 2 eagles to be deployed during an operation. Two eagles are called
when calling stratagems, doubling the payloads or hitting wider areas. This comes at the
cost of going on cool down longer when re-arming.
Heavy hangar: Upgrade the eagle to the heavy eagles. The heavier version can carry
more payload, increasing the number of uses of each stratagems. This comes at the cost
of a longer cooldown between uses as it is less manoeuvrable.
Fire control tower: Adds a team dedicated to help the eagle's navigation. Decrease
cooldown between uses and re-arm cooldown duration.

Orbital strikes upgrades:
Streamlined loading process upgrade: Add a more streamlined reloading process to
greatly increase cooldown between uses.
Redundant guns: Redundant weaponry on the destroyers means each orbital stratagem
would get two charges before going on cooldowns.
Upgraded armaments: Orbital guns are upgraded with stronger versions. Precision strikes
have wider explosions, smoke, gas and emp strikes hits a wider zone (firing three times),
orbital gattling and airburst gets an armor piercing upgrade or simply do more damage
per shot. Orbital HE barrage and railcannon strikes gets a lower cooldown. (some
suggestion.)

Defensive stratagems
Turrets control bay: A team dedicated to assisting target acquisition. Turrets have better
target acquisition and actually try to avoid friendly fire.
Dual pod launcher: Double the hellpod launcher dedicated to defensive armament. Allow
defensive stratagems to be called twice before going on cooldown.

Equipment stratagems:
Large vehicle bays: Increased garage pool allow for more vehicle to be stocked.
Increased by 1 charge each vehicle.
Upgraded armoury: Lesser cooldown on equipment between uses. Also reduce re-supply
cooldown.


BOOSTERS
Heavy grenade pouches: Increase grenade counts by two for each grenade type.
Magazine belts: Increase the amount of magazine for primary and secondary by 2 each.
Extra stim cannister: Increase stim quantity by 2.
Camouflage coating: Reduce enemy detection. (similar to the armour bonus)
Destroyer crew morale: Reduce stratagem cool down.
Requisition officer review: Increase requisition gained at the end of mission by 10%.
Science crew: Increase samples gained at the end of mission by 2 for each type collected.
Armored company senior oversight: Increase durability of vehicles.
Airborne company senior oversight: Reduce cooldown between uses and re-arm cooldown
of eagles.
Artillery company senior oversight: Faster call in time for orbital strikes stratagems.
Upgraded incendiary : Fire damage dealt by helldivers increased.
Upgraded chemical warfare: Acid damage used reduce armor and last longer on targets.
Upgrade emp warfare: Eletric weapons deal more damage and EMP effect deals chip damage.

NEW MECHANICS
There are simply 3 suggestion to make the game more interesting.

Vehicle ammo resupply: It would be great to have a way to refill vehicles ammo, especially since vehicles not only have limited ammo but also in the case of exosuit and likely futur vehicles, limited call per operation. It could be a refueling-rearm sentry you could call, or an equipment you call that you have to carry handheld. It would take up a stratagem slot or it could automatically comes with when you call the vehicles. Sort of like the re-arm stratagem you get when you get eagles to manually send it back.

Additional stratagem requisition: You could spend excess requisition points to gain a bonus for 1 specific operation. The bonus could be added at any time but it would carry over the operation of the operation. It's cost could vary depending on the difficulty of the mission (higher difficulty operation would cost more and carry over the 2-3 missions of that specific ops.) The bonus could be player specific, meaning additional player would need to purchase their own bonus or only one player purchase it and the benefit applies to all player joining. This would be a way to spend requisition regularly.

Extra stratagems: Spend requisition for more personnel, allowing you to bring an extra
stratagem per mission. Could be purchased up to 2 times, the 2nd one would cost
considerably much more than the first, allowing you to bring a total of 6 stratagems.
Better intel: Reveals side objectives on the map
Extraction priority: Map spawns with 2 extraction point, allowing 2 different place where
hell diver can escape.

Booster upgrades: Spend extra samples to gain a temporary bonus to your selected booster. Increase booster effect by 25% for 1 mission / operation. Similar to the stratagem requisition, it would be good to have a way to spend our extra samples. Of course, this bonus might need some tweaking given that not all of them currently gives bonus based on a specific numeric and the cost would increase (to rarer samples) if applied on a higher difficulty operations.

This is by no way a critics of the current game and I will be happy if even one of those ideas inspires something in the game development.
Last edited by Formingsaturn; Nov 13, 2024 @ 8:20am
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Showing 1-6 of 6 comments
Sirre Nov 13, 2024 @ 8:32am 
I want whatever drug this bro is having...got through about 1/3 before the wall beat me.
Dr. Rockso Nov 13, 2024 @ 9:28am 
Originally posted by Sirre:
I want whatever drug this bro is having...got through about 1/3 before the wall beat me.

Must be that new limitless pill.
Formingsaturn Nov 13, 2024 @ 9:41am 
Originally posted by Sirre:
I want whatever drug this bro is having...got through about 1/3 before the wall beat me.

The wall ? :P
Shy Nov 13, 2024 @ 9:45am 
Sweet jesus this guy dreams.

I'd love a Seeking sorta weapon, that'd be so neat. A cluster of mini missiles or drones that seek enemies. Absolutely a grenade that does this would be so cool.
Koala 4peace Nov 13, 2024 @ 9:46am 
Well, 20 years ago i was studying hard, and playing Metal Gear Solid 3 on my free time. One night i dreamt that one of the guards of the russian base was explaining to me the chemistry exam i had the next day. So i guess i can't talk about weird dreams...
Formingsaturn Nov 13, 2024 @ 9:53am 
Originally posted by Shy:
Sweet jesus this guy dreams.

I'd love a Seeking sorta weapon, that'd be so neat. A cluster of mini missiles or drones that seek enemies. Absolutely a grenade that does this would be so cool.

Oh yeah, I'm not expecting anything from this list to actually makes it. But who knows, maybe it will inspire a few things.
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Showing 1-6 of 6 comments
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Date Posted: Nov 13, 2024 @ 8:09am
Posts: 6