HELLDIVERS™ 2

HELLDIVERS™ 2

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Booster Rework?
Needless to say. We use the same boosters 9/10 times. Some are straight up bad and would be fun to have more variety. Any good ideas?
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Showing 1-15 of 19 comments
Be more creative, perhaps?

Another thing to point out also is that not every players would buy new Warbonds, so maybe a lot of players just stick to what they have that are helpful
Last edited by Valse Griffyre; Feb 20 @ 4:12am
And godd@mn, Ricardo
Last edited by Valse Griffyre; Feb 20 @ 4:14am
Expert Extraction Pilot should make the extraction zone twice as big

Firebomb Hellpods should be only applied to reinforcement hellpods

Flexible Reinforcement Budget should make your squad able to gain 1 reinforcement budget every time your team picks up 2 req. slips
Last edited by Wilson768; Feb 20 @ 4:22am
Malekith Feb 20 @ 4:18am 
Originally posted by Gryphon:
Be more creative, perhaps?

Another thing to point out also is that not every players would buy new Warbonds, so maybe a lot of players just stick to what they have that are helpful
Creative? How can you be creative when hellpod optimisation is a must essentially? Vitality booster and stamina booster are also pretty much essentials too.
- HPO is my third choice(statistically).
- Vitality Booster is overhyped it wouldn't make my top 7.
- Stamina booster is overrated it wouldn't make my top 4.

I main ExperimentalInfusions, but LocalizedConfusion as backup
I don't use HPO on planets where I need lasdog/gasdog, blitzers/sickles.
(I can 'live off the land' for Stims and Nades)
Last edited by LeftIsBest-James; Feb 20 @ 5:21am
Originally posted by Malekith:
Originally posted by Gryphon:
Be more creative, perhaps?

Another thing to point out also is that not every players would buy new Warbonds, so maybe a lot of players just stick to what they have that are helpful
Creative? How can you be creative when hellpod optimisation is a must essentially? Vitality booster and stamina booster are also pretty much essentials too.
Since the start of me playing the game I thought, and still do that hellpod optimisation booster shouldn't even be a booster. It doesn't really make sense to drop helldivers into battle with just half of grenades, stims and ammo they can actually carry
imo some of the armor perks should be boosters
e.g. fire res and gas res for starters
some that are tied to the armor appearance i guess can't, like servo assisted with the robotic arm
Originally posted by LeftIsBest-James:
- HPO is my third choice(statistically).
- Vitality Booster is overhyped it wouldn't make my top 7.
- Stamina booster is overrated it wouldn't make my top 4.

I main ExperimentalInfusions, but LocalizedConfusion as backup
I don't use HPO on planets where I need lasdog/gasdog, blitzers/sickles.
(I can 'live off the land' for Stims and Nades)
Vitality booster deserves it rating. It keeps you alive in so many situations that no other booster would be able to match.
Mepho Feb 20 @ 5:39am 
Originally posted by ✘States:
Since the start of me playing the game I thought, and still do that hellpod optimisation booster shouldn't even be a booster. It doesn't really make sense to drop helldivers into battle with just half of grenades, stims and ammo they can actually carry
There's been somewhat of an unanimous consensus that it should be just a ship upgrade since pretty much the beginning.
It's the same for all weapons and strategems. A rework is when you completely change all the abilities and values. The abilities are fine, balancing perhaps.
YOU use the same boosters 9/10 times. WE do not
Malekith Feb 20 @ 6:44am 
Originally posted by PyroShark_:
Originally posted by LeftIsBest-James:
- HPO is my third choice(statistically).
- Vitality Booster is overhyped it wouldn't make my top 7.
- Stamina booster is overrated it wouldn't make my top 4.

I main ExperimentalInfusions, but LocalizedConfusion as backup
I don't use HPO on planets where I need lasdog/gasdog, blitzers/sickles.
(I can 'live off the land' for Stims and Nades)
Vitality booster deserves it rating. It keeps you alive in so many situations that no other booster would be able to match.
Vitality booster also makes the double sickle or whatever viable. Vitality + fire res armour means you barely take any damage/take damage only when you are on fire.
there needs to be an individual slot where "quirky " boosters go so it only concerns one helldiver , like dead sprint or flaming drop pod
Originally posted by Logen Neuf-Doigts:
there needs to be an individual slot where "quirky " boosters go so it only concerns one helldiver , like dead sprint or flaming drop pod

"DeadSprint"/"FirebombHellpods" eurgh, right down there with ReinforcementBudgets.
Last edited by LeftIsBest-James; Feb 20 @ 12:50pm
Malekith Feb 20 @ 1:15pm 
Originally posted by LeftIsBest-James:
Originally posted by Logen Neuf-Doigts:
there needs to be an individual slot where "quirky " boosters go so it only concerns one helldiver , like dead sprint or flaming drop pod

"DeadSprint"/"FirebombHellpods" eurgh, right down there with ReinforcementBudgets.
throw in the radar booster too. Completely useless.
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Date Posted: Feb 20 @ 4:08am
Posts: 19