HELLDIVERS™ 2

HELLDIVERS™ 2

26 ratings
For all your weapon, and most Stratagem numbers guide.
By NinjaSloth
Through the power of managed democracy, I have obtained some of the liberty dispensing properties of our weapons not shown in game!
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THE GUIDE~
EDIT: Updated to patch PATCH 01.000.300 - note there is a stealth buff to Stalwart, it is now 60 damage like liberator.
This guide won't be long, because this google doc is a behemoth.
Special thanks to Exhillious for durability damage numbers check out his guide.
Also a huge shout out to https://www.youtube.com/@GamingExistence for doing a lot of research on armor values and how that affects weapon damage:
https://steamcommunity.com/sharedfiles/filedetails/?id=3174671859

Now on to the google doc of mostly accurate numbers:

This doc has all the numbers I could find on weapons, to be shared like democracy:
https://docs.google.com/spreadsheets/d/1Grbn9chwtev67p8fjtw6fe1OvuFxxvMFYAP8s0yzsO8/edit#gid=0

Reload times: I recorded each weapon with a full reload, and tactical reload 2x or more, and went frame by frame from the beginning of reload till the gun is able to shoot. Important note a lot of weapons in the 3+ second range will complete the reload and have a .2~ second animation where they can't shoot but reload has completed so you can dive without stopping reload.

Approx damage: of different support weapons by finding approx life of various enemies and their limbs and testing on each making sure it is consistent.

Armor penetration: I'm just going to ignore what the CEO has said, and go with leaked data for armor pen values till more information is available. Currently light is 1-2, medium is 3-4, and heavy is 5+ I have made the following assumptions based on testing: Brood commander head/body is 2, and Guards body are also a 3 - the head is a 4, warriors head/body are 1, Charger is 5, and titan head/body is likely 5 as well.

Durability Damage Based on testing and leaked data (https://helldivers.io/Enemies) thanks~ I have compiled a list of enemies that take durability damage and made a new page giving more detail on them to better show what this stat does.

Recommendations Are thoughts I have had while using the weapons/stratagem on various difficulties 1-9 that would help the weapons stand out and make them more fun to use. Some are way more fleshed out than others. :D
27 Comments
NinjaSloth  [author] Apr 22, 2024 @ 7:51pm 
With as incomplete as their data is they either don't have the full code, or it is obscure enough to make it difficult to understand. Combine that with my lack of access and ability to confirm their findings I don't have a strong issue sticking with the CEO's statement for now as it doesn't really change things as long as it is in context of his statement.

Currently is seems very likely that 1-2 light, 3-4 medium and for some unknowable reason 5-10 all seem like heavy armor pen... while I think there is only one value for enemies with heavy armor (5)? buildings with 7~ (or structures just work different see also explosion penetration). Either way the armor value system is either A: Very incomplete, or B: not well understood. Or both.
NinjaSloth  [author] Apr 22, 2024 @ 7:51pm 
https://www.reddit.com/r/Helldivers/comments/1bz4frb/updated_data_list_of_weaponstratagems_armour/

For example the listed damage for many weapons like Erupter and crossbow are impact only, which is incorrect. The autocannon numbers are almost certainly wrong e.t.c. Though its interesting they list the machinegun as 80 damage also :D

Also the listed pen on explosions is either inaccurate or simply not what we think of as armor pen - it is a different value altogether.
NinjaSloth  [author] Apr 22, 2024 @ 7:50pm 
Stalwart is not 60 as it cannot two shot Warrior heads like a Redeemer / Peacemaker can.

Currently all my numbers are off the CEO's (very possibly incorrect) statement that 1-3 is light, 4-6 is medium and 7+ is heavy.

so far there are only two tiers per armor rating (i.e. medium 1&2) so im essentially just combining Medium 2 with the currently non-existent medium 3 which makes no difference as it doesn't exist.

I am aware of some datamining, but do not have any access myself to the code, and it seems pretty clear Arrowhead isn't encouraging it. Also having followed datamined information from other games, it is prone to changes and inaccuracies depending where you are getting the info and can be difficult to interpret which parts of the code are talking about what. So while I think it is likely more accurate doing light 1/2 e.t.c. I have some cause for hesitation.
Exhillious Apr 22, 2024 @ 9:38am 
Also for AP and AVs the differences do matter. Having "5-6" listed for weapons that have strictly 4 AP implies that it covers more enemies than it does. 5-6 would be able to kill a Hulk at 50-100% efficiency anywhere on their armor. You could hit a Factory Strider or Bile Titan to the armor and do up to full damage with a Laser Cannon, which isn't true.
Exhillious Apr 22, 2024 @ 9:31am 
Durable damage is a 2nd damage value that all weapons have, by default it's 10%, which acts as the Automaton equivalent to explosive damage which also follows a 10 & 100% rule. However some weapons have far greater durable damage, Laser Cannon and Rockets having the best available. It's difficult to test though, but for reference the Laser Cannon is over 2.5x as potent for durable damage compared to the HMG.
Exhillious Apr 22, 2024 @ 9:27am 
After running tests I've updated it to 55/60 for Stalwart, 75 for MG, and ~100 for HMG. MG was from datamining and confirmed by HP testing, HMG at the time got 85 off of an incorrectly listed health value from Devastator Chestplates, which has since been fixed. I'm making a steam guide showing support weapon damage and AP values for all weapons, as there isn't a single accurate guide yet. It'll also include enemy HP values and AVs.
NinjaSloth  [author] Apr 22, 2024 @ 9:16am 
And yes BigRolla, when testing I can click at around 11 taps per second, and I consistently got 8 rounds per second off the AMR... these are close enough that AMR might be able to shoot faster and was gated to my limited human capabilities. Meaning it might have faster than 8 RoF, but I am not going to learn/use macros to test it so that is close enough for me
NinjaSloth  [author] Apr 22, 2024 @ 9:12am 
And for machinegun damage, while Ryken used a totally different method I used, his numbers are almost identical to mine. Not sure how you got 75 and 85, though that could make sense depending on the durability damage of the respective machineguns.
https://www.youtube.com/watch?v=tccz3X49fFk
NinjaSloth  [author] Apr 22, 2024 @ 9:09am 
Yeah I have added in the description that the CEO's armor statements are almost certainly wrong for now -but all it does is inflate the numbers (since he is adding a 3rd armor tier to each light medium and heavy that doesn't currently exist) Practically it doesn't really matter. I might change it up at some point

Flamer does have durability damage, it can pop heads off bugs for example. My guess is the hit box is quite large so it has difficulty with things like the small faceplate of hulks. Also most heavy armored units seem to have incredible resistance to burning/fire with the Charger being an exception to the Fire (still very resistant to burning though)
big rolla Apr 16, 2024 @ 9:07am 
The antimat rifle shoots 8 rounds per second????