HELLDIVERS™ 2

HELLDIVERS™ 2

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Tips for a new player?
Got the game a few days back and i was wondering if any experienced helldivers have some advice for newer players? i've got a good grasp on the game (call it watching tons of video's, friends playing, and also being a quick learner when it comes to games) but i was wondering what was good advice for things farming/collecting samples (lke the best mission types or ways to farm them). progression. what premium warbonds would be good to buy for a new player. what type of weapons are suited best for what jobs. ect
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Showing 1-15 of 17 comments
Arglmauf Jan 17 @ 1:35pm 
First, get the 500kg eagle. That thing is your bread and butter dealing with almost any kind of problem. Zombie horde? boom. Enemy structure that would require a hellbomb normally? boom, maybe boom boom. Ingrown toenail? boom. Fellow helldiver behaving undemocratically? Apply directly to the forehead.

Second, try to get a generalist loadout completed. You need something to handle hard armored targets, something explosive to blow up spawn holes and factories and something that handles hordes (chaff) well, technically a high rate of fire.

Third, learn how to control the movement of your enemies. Handling enemy hordes often is less about being a very good shot (though it helps) and more about how to "shepherd" them into advantageous positions.

Some weapons that I like picking, though that's not must have statement nor are they always the best picks:
Dagger pistol (Cutting Edge Warbond): beautiful chaff cleaning weapon with no reloads if you control your trigger finger.
Sickle (Cutting Edge): A good, quite precise primary with potentially unlimited ammo. Handles chaff and medium armored targets okay.
Thermite Grenades (Democratic Detonation): Grenade Slot heavy armor target killer. Handles everything except the absolute biggies (bile titans, factory striders). Frees up your other slots for different roles. Downside: not that great at cleaning bug holes and they take a while to explode, useless against chaff and ineffective overkill on mediums.
Grenade Pistol (Democratic Detonation): Pistol slot explosive that allows you to use your other slots for different jobs. They are a bit finicky to shoot precisely due to their ballistics though.
Exploding crossbow (Democratic Detonation): THE anti-automaton primary. That thing deals handily with medium armored targets and is an explosive on top of it. So it covers two roles, aiming can be a bit of a hassle though if you need to move a lot.
Grenade Launcher (normal unlock): a highly underrated weapon. It's the horde stomper par excellence. Explodes, thus can handle mediums, usually two grenades and they're down. Ammo uses up quickly though, so it's best paired with a supply backpack. Aiming takes getting used to AND they need to fly a certain distance to arm, so at close range they're useless. You don't want to use a grenade launcher in close combat situations to begin with...
Supply Backpack (normal unlock): also quite underrated. Allows you to resupply yourself or allies, gives 2 stims, 2 grenades and half to full resup (depending on type) of support weapon. Even better, it restocks one backpack slot from a supply drop while ALSO giving you the normal resupply, practically giving you 150% efficiency on those. Basically, after your buddies resupply, always empty the cabinet before moving on when you have the backpack. Downside is that you can't carry the backpacks from the more powerful support weapons at the same time.
Cookout (Freedoms Flame): A wonderful weapon that mows down chaff hordes and staggers enemies. Its the bastard child of a flamethrower and a shotgun. Thanks to the reload mechanism, it features a quite small effective downtime which can be handy in bigger horde situations (illuminates come to mind here). Less good against bots and the immolating projectiles like to enlighten your buddies too if you are not careful.
MG43 (normal unlock): A good alrounder support that handles medium armor targets quite well thanks to its med armor penetration. Where it really shines are the illuminate elites which it handles like a charm where other, more powerful supports often struggle. Downside is the long stationary reload and its awkward resupply where it only gets 2 of 3 clip reloads from a backpack.
I would say the best bet is to see what weapons/stratagems works for you. It will take time but I would say try out as many as possible. Each faction will probably change up your loadouts so from watching the videos and whatnot see what they use and try them out.

I wouldn't worry about farming/collecting samples just grab them when you see them, later on you will be able to spot which point of interest have what.

I'm not sure what warbonds are good to buy for new players. I like the Freedom's Flame warbond because it has the cookout and other things that helps with bugs. Also Cutting Edge warbond for the Punisher Plasma that I use on Automatons. These are weapons that I have constantly use to this day but they are also niche weapons for the playstyle that I like, so hard to say what is good for new players.

This is what I have been using lately for each faction:

Bugs:

Armor - CM-10 Clinician [Medium Armor with Med-Kit Passive] so I have plenty of stims. I use this because it is great to have stamina when you need it, and when players cause massive bug breaches and you need to survive

Primary - Cookout [great for staggers and the dot damage, also great against stalkers]

secondary - grenade pistol [ great for bug holes - locked behind Democratic Detonation Warbond]

Support Weapon - Grenade Launcher [lowkey it is used by the few that understand how great this weapon is on crowd control. If I see a bunch of hunters that notice me I bombard them with grenades and kill them all before a bug breach is even considered. I am anti bug breach so I kill the mobs that can cause them as fast a possible. I try to avoid bug breaches as much as possible!]

Stratagems:

Orbital Railcannon Strike

Lift-850 Jump Pack - Being mobile is key for Bug planets in my opinion. If you are overwhelmed you can jump pack away and then shoot some grenades or use cookout to stagger mobs back. Its all about keeping the melee mobs at a distant for me.

A/MLS-4X Rocket Sentry - If your orbital railrannon strike is on cooldown, you can use the rocket sentry to take bile titans down or at least distract it enough for you to get way. Also good to have it at a big bug nest to take out the mobs while you are trying to clear the nest.

Automatons:

Armor - CM-10 Clinician [Medium Armor with Med-Kit Passive] so I have plenty of stims.

Primary - Punisher Plasma [Everyone has a preference and this weapon isn't for everyone. It staggers the crap out of bots. I use it to get distant from certain mobs and know that it takes 5 shots to kill most medium mobs. It also good at taking out little guys (Troopers and Commissars) without much aiming, because they are the ones that call in bot drops and my playstyle is anti bot drops. They are number 1 on my kill list when I am on a bot planet. ]

Secondary - P-4 Senator [Its just great. I use this to kill Striders mostly and other medium bots. All-round great Secondary Weapon - locked behind Steeled Veterans Warbond]

Support Weapon - RS-422 Railgun [In Unsafe Mode, it will take some time to get used to and its not for everyone, but this weapon is what I use for bots. As soon as I shoot I reload and with some time you can one shot most bot enemies with it, with ease. It does take time but well worth it in my opinion.]

Strategems:

Eagle Airstrike - I use this to take out Fabricators

B-1 Supply Pack - You don't have to worry about resupply and ammo issues with railgun. You also have a lot of stims with your armor so you can get out of most hairy situations.

A/MLS-4X Rocket Sentry - I really use this against dogs (Factory Striders). I will have the factory strider focus on me while my rocket sentry is killing it. Oh on bot planets use your surrounding at all times! I always have a rock, cliff, building, something to hide behind so I don't get hit by the copious amounts of lasers flying your way.

Alternative Bot Setup that I use at times when I need to change it up and want to take out outpost fast:

Eagle Airstrike
Orbital Laser - for fortress and clean up duty after I take out some fabricators
GR-8 Recoilless Rifle - You will see a lot of players use this weapon because its great. I use it to take out Fabricators from a distance
A/MLS-4X Rocket Sentry

Both Bots and Bugs I use G-123 Thermite Grenades - locked behind Democratic Detonation Warbond

on Bugs I use it on Chargers
on Bots I use it on Hulks and Fabricators

For Illuminates you can you use whatever you want they are so easy right now, hopefully that will change.

My playstyle is mostly to use as little Red Stratagems (Orbital Gatling Barrage, 380mm Barrage, 500kg Bomb, etc) as possible. They make loud noises and surrounding scouts start heading your way, which can cause endless mobs at you, and that is not my style. Its fine at main objectives but other than that I think its a waste of time. Also, I try to use stuff that has less team killing potential.

Well I hope this helps and good luck.
Don't care too much about meta and just focus on what's fun, this game does a great job of making it so that any playstyle helps the team. Also, positioning and movement are very important
Originally posted by Arglmauf:
First, get the 500kg eagle. That thing is your bread and butter dealing with almost any kind of problem. Zombie horde? boom. Enemy structure that would require a hellbomb normally? boom, maybe boom boom. Ingrown toenail? boom. Fellow helldiver behaving undemocratically? Apply directly to the forehead.

Second, try to get a generalist loadout completed. You need something to handle hard armored targets, something explosive to blow up spawn holes and factories and something that handles hordes (chaff) well, technically a high rate of fire.

Third, learn how to control the movement of your enemies. Handling enemy hordes often is less about being a very good shot (though it helps) and more about how to "shepherd" them into advantageous positions.

Some weapons that I like picking, though that's not must have statement nor are they always the best picks:
Dagger pistol (Cutting Edge Warbond): beautiful chaff cleaning weapon with no reloads if you control your trigger finger.
Sickle (Cutting Edge): A good, quite precise primary with potentially unlimited ammo. Handles chaff and medium armored targets okay.
Thermite Grenades (Democratic Detonation): Grenade Slot heavy armor target killer. Handles everything except the absolute biggies (bile titans, factory striders). Frees up your other slots for different roles. Downside: not that great at cleaning bug holes and they take a while to explode, useless against chaff and ineffective overkill on mediums.
Grenade Pistol (Democratic Detonation): Pistol slot explosive that allows you to use your other slots for different jobs. They are a bit finicky to shoot precisely due to their ballistics though.
Exploding crossbow (Democratic Detonation): THE anti-automaton primary. That thing deals handily with medium armored targets and is an explosive on top of it. So it covers two roles, aiming can be a bit of a hassle though if you need to move a lot.
Grenade Launcher (normal unlock): a highly underrated weapon. It's the horde stomper par excellence. Explodes, thus can handle mediums, usually two grenades and they're down. Ammo uses up quickly though, so it's best paired with a supply backpack. Aiming takes getting used to AND they need to fly a certain distance to arm, so at close range they're useless. You don't want to use a grenade launcher in close combat situations to begin with...
Supply Backpack (normal unlock): also quite underrated. Allows you to resupply yourself or allies, gives 2 stims, 2 grenades and half to full resup (depending on type) of support weapon. Even better, it restocks one backpack slot from a supply drop while ALSO giving you the normal resupply, practically giving you 150% efficiency on those. Basically, after your buddies resupply, always empty the cabinet before moving on when you have the backpack. Downside is that you can't carry the backpacks from the more powerful support weapons at the same time.
Cookout (Freedoms Flame): A wonderful weapon that mows down chaff hordes and staggers enemies. Its the bastard child of a flamethrower and a shotgun. Thanks to the reload mechanism, it features a quite small effective downtime which can be handy in bigger horde situations (illuminates come to mind here). Less good against bots and the immolating projectiles like to enlighten your buddies too if you are not careful.
MG43 (normal unlock): A good alrounder support that handles medium armor targets quite well thanks to its med armor penetration. Where it really shines are the illuminate elites which it handles like a charm where other, more powerful supports often struggle. Downside is the long stationary reload and its awkward resupply where it only gets 2 of 3 clip reloads from a backpack.

This is all good advice. I'm not a fan of the 500 myself as I can never get it to be reliable as something like the standard airstrike but that's probably just me being bad more than anything.

The standard liberator and MG43/EATs will carry you a long way into the game imo.

I think the best first few warbonds are probably (opinions will vary) -

Democratic Detonation : (grenade pistol and thermites alone are incredibly useful and a lot of people like the crossbow (not a fan personally)).
Polar Patriots : Purifier is a great primary, aoe, chargeup for more damage, pen3. The verdict is probably the joint best (non grenade pistol) secondary with the senator. Not as much pen as the senator (4 vs 3) but more versatile.
Cutting Edge : Sickle, probably the best pen2 primary. Punisher plasma is a great AoE/stagger primary with a slightly strange fire mode (arcs but shallow-ish, sort of like a grenade launcher) and the blizter is also generally well regarded.

Honorable mention for Viper Commandos for one reason alone : Experimental Infusion booster is the best booster in the game, fight me.
Originally posted by ★ Hold My Nuts ★:
I wouldn't worry about farming/collecting samples just grab them when you see them, later on you will be able to spot which point of interest have what.

i mainly asked about farming because i felt i was maybe doing something wrong? i'm swimming in rare samples but not really getting much in the way of common samples and the naming of them makes me think i'm doing something wrong lol
Originally posted by Arch-Magos Wicked:
Originally posted by ★ Hold My Nuts ★:
I wouldn't worry about farming/collecting samples just grab them when you see them, later on you will be able to spot which point of interest have what.

i mainly asked about farming because i felt i was maybe doing something wrong? i'm swimming in rare samples but not really getting much in the way of common samples and the naming of them makes me think i'm doing something wrong lol

Part of it is that you tend to collect the same amount of common samples as rare ones per map, but you need usually at least half again as many common samples to unlock any of the ship modules.
Chocbomb Jan 17 @ 2:03pm 
Grenades:
  • Gas kills bugs good and bots ok.
  • Thermite kills heavies.
  • Stun works on everything except tall enemies.

Pistol:
  • Grenade, usually always equipped.
  • Senator, for fun 1 taps.
  • Stun lance + Ballistic shield = sparta.

Guns:
Light Armor Penetration weapons are kinda useless when a Medium or Heavy enemy shows up, there is no way to modify the guns to not be Light armor pen, so try try use Medium Pen or Heavy.
  • Grenade launcher is good early.
  • Machineguns are fun.
  • Shotguns were cool, but the damage falloff is too much now.
  • Autocannon is the HD2 mascot.
  • Recoiless Rifle hits hard, if you run Supply backpack you should follow this weapon around.

Backpack:
  • Supply Backpack is good.
  • Both Guard-Dogs can and will eventually kill a squad mate or yourself.
  • Shield generator backpack whenever Arrowhead patches the game and things blow up.

Sentry:
  • Don't use Tesla stuff, you will kill your team.
  • Don't use Morta, you will kill your team.
  • Don't use Mines, you will kill your team.

Vehicle:
Mech is fun for a brief time, the ammo runs out, they have a melee attack but its not impressive like you would think wh40k, if you face a charger and stand still when a charger runs at you it will deflect them.

Prone:
Can mitigate alot of the games dangers.
doobis Jan 17 @ 2:56pm 
I would recommend changing ur stratagem keybinds to your arrow keys so you can still move and not die.

If you don't have nowhere to go, stay behind or be on top of a rock or a cliff so you can get the best cover and not die.

If your fighting illuminates, you can use a orbital precision strike for the ships on the ground so you don't waste ammo and grenades.

There are icons for damage, if you see a shield with a deflecting bullet while shooting an enemy, your not doing any damage, if you see a white crosshair, your penetrating their armor, if its red, your gun has way better armor penetration than what the enemy can deal with.
sorry if this is cluttered :(
Stay away from lvl 20 frenchmen
Sirre Jan 17 @ 3:27pm 
Two important things

1: Open the ship module that gives you an extra use for eagles first
2: Open Democratic Detonation and Steeled Veterans as first premium warbonds

Rest will come easily after doing these things.
Don't get fixated with collecting req slips and samples. As long if you enjoy the game play loop, those items will accumulate fast....and most of those upgrades are usually minor quality of life improvements, especially the last upgrades.

the most effective upgrades are near the beginning .e.g. supports have max magazine, eagles get 1x more strikes, 1x extra barrage salvo, etc., focus on those first.

blitz missions have smaller maps with the same amount of samples as large map 40 min missions, you can cram a lot of samples in that time.

primaries with AP3 penetration will be all you need.

Drop samples at extraction points if you're near it, ideally pick it up on boarding.
とも Jan 17 @ 4:02pm 
take some advice,
but in the end make sure you test things out yourself and what feels fun to play.
chasing metas gets boring real fast.
and making mistakes makes you see first hand why it's not working and maybe figure something else out in the process, like how to use certain stratagems instead.

for example, many will tell you mines suck.
they don't if you don't throw them in the path you and friends need to take. there are better ones but if it's fun for you to use don't let others stop you.
Originally posted by Arch-Magos Wicked:
Tips for a new player?
Got the game a few days back and i was wondering if any experienced helldivers have some advice for newer players? i've got a good grasp on the game (call it watching tons of video's, friends playing, and also being a quick learner when it comes to games) but i was wondering what was good advice for things farming/collecting samples (lke the best mission types or ways to farm them). progression. what premium warbonds would be good to buy for a new player. what type of weapons are suited best for what jobs. ect

Here you go
https://steamcommunity.com/sharedfiles/filedetails/?id=3208648129
GustavoM Jan 17 @ 5:13pm 
Off the top of my head:

* Don't bother with premium warbonds until you are done with the base one

* Eagle strikes are the best (only carry one tho)

* The machine gun sentry (will be) your best friend

* Avoid doing missions solo -- follow your party leader like its your long lost brother

* Experiment. Experiment. Experiment.

* Get used of tapping left alt (prone) before throwing a stratagem -- asides from "dodging", it can be used to "catapult" your stratagem much further away than the usual

* Avoid the red beam of death.
Samples: Most places which have rare samples also have common, the exception being some cargo container POI. Small and medium bases, as well as strategic objectives, tend to be prime sample hunting areas. Some smaller POI, like graves, have nothing much other than some ammo and common samples. Really just spend time identifying different Points of Interest and where the goodies tend to be within them.

Weapons: Hmmm, what different weapons are good at is something I would recommend trial and error. General rules are that high RPM weapons and shotguns tend to be good at CQC, weapons with scopes are better at range or have more range flexibility, and low capacity weapons tend to be high damage while suffering from handling or ammunition scarcity issues.

Warbonds: This is difficult to answer. I would look at them and see what kind of weapon/booster/grenade you feel you need or want to try. Really not too many stinkers, either with armor perks or weapons.

I use Thermite A LOT against bots, so that warbond is one I recommend but if you don't really fight bots then it is far less important. Some would say the grenade pistol is a "must have" item, but I almost never use it and don't have much trouble.
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Date Posted: Jan 17 @ 12:37pm
Posts: 17