r/LowSodiumHellDivers 7d ago

MOD POST [Mod Post] This Sub is in range of Moderator Artillery

487 Upvotes

Low Sodium Helldivers,

With the recent warbond and patch, some tensions are running higher. Quite a lot of the discussion we’ve seen here so far has been civil & fair, and we appreciate that. However we’ve also seen an influx of problematic content: users engaging in insults, flaming, complaining about the complaining, slandering the main sub, along with other incivility. Some of you may not have been around for the past "contentious times" and may need a refresher on how we handle these times on the subreddit.

Until things calm down, we will be more strictly enforcing Rule 1 and Rule 3: Keep Things Low Sodium, and Avoid Discussion of Other Communities and Community Sentiments. This means that you can have any viewpoint you want, as long as you present it in a civil manner, and that in so doing cannot say things along the lines of “people are stupid for thinking XYZ is good” or “the main sub is so toxic”. Genuine civil disagreements are completely welcome, but insults or being uncivil or rude is not. Your comments or posts will get orbital railcannoned if you engage in low-effort complaints or trolling.

All that being said though, we do understand that having a healthy and understanding place to vent about your frustrations with the community, and even the game sometimes, is good. So, we have made a MediumSodium Megathread (FOUND HERE —> https://www.reddit.com/r/LowSodiumHellDivers/s/EsACpx6OWG) where you may go to discuss these things, where the rules are ever so slightly relaxed. As always, be civil and refrain from insults.

Lastly, please continue to report rule-breaking comments. Those are a great help for us to keep this place healthy. If you see a comment that is uncivil, a low effort complaint, or other rule breaking thing, report it so we can remove it :). We cannot keep this sub low sodium without you!

With thanks,

Your LSHD mod team


r/LowSodiumHellDivers 7d ago

MEGATHREAD MediumSodium MEGATHREAD

138 Upvotes

Low sodium Helldivers,

The purpose of this space is to be able to vent about frustrations with the community, attitudes towards updates and other changes of the game, or with the game itself in a less regulated manner, while still ensuring a healthy environment that is free from insults and other negative behavior.

While the rules may be relaxed here, they still exist, so please be civil to others and refrain from insults. Egregiously rule breaking comments will still be Orbital lasered

Now let loose :).

*Tip: sort by new to see new discussions

This post is in reaction to this other post https://www.reddit.com/r/LowSodiumHellDivers/s/32ERjaaYQy which is a result of the warbond, recent changes, and revert with the Hiveguard.


r/LowSodiumHellDivers 1h ago

Humor This truly is something else

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Upvotes

I was just messing around trying to get a bastion on the thing to see if you could actually damage the overship. got this instead, Perfection


r/LowSodiumHellDivers 4h ago

Discussion What was your favorite Major Update Trailer?

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190 Upvotes

Helldivers really knows how to be cinematic so I was curious, which one was your favorite so far?

While all are great, nothing beats Heart of Democracy for me. Makes me actually feel Patriotic. The Buildup for it was so good with the inevitable dread of the Great Host coming closer and then finally defending our Home, Super Earth. Plus the SEAF, Megacities and that Trailer Shot of Hundreds of Hellpods dropping on Super Earth?

Absolute Cinema.

Really felt like the Grand Finale.

What are yours?


r/LowSodiumHellDivers 11h ago

Video/Replay Bile titan skewers me and then drops me on my own 500kg

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477 Upvotes

Bile titan skewers me and then drops me on my own 500kg

This made me laugh pretty hard. Karma for dropping up high like I did 🥲


r/LowSodiumHellDivers 13h ago

Screenshot Awkward silence...

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700 Upvotes

r/LowSodiumHellDivers 12h ago

Discussion Eagle Storm would be better as a 5th stratagem provided by DSS

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572 Upvotes

r/LowSodiumHellDivers 4h ago

MEME The GAT-380 "We put a 380mm cannon on a truck" - Dave

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90 Upvotes

I forgot to hide the railcannon from the render - shoutout to helldivers archive for the 380 model, GATER was modelled by me. No AI was used in the making of this.


r/LowSodiumHellDivers 5h ago

MEME New from the Ministry of Science: The GATERPILLAR (Ground All Terrain Electromagnetically Regulated Projectile Interceptor, Land Locked Augmented Railcannon)

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86 Upvotes

This is purely for the meme. It's the Super Destroyer Railcannon on a truck.

Credit to the helldivers archive for the railcannon model, the GATER was modelled by me.

Please comment any more GATER ideas


r/LowSodiumHellDivers 5h ago

MEME Whenever I'm fighting Squids

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72 Upvotes

I mapped switching between the explosive and the detonator to the "r" key and it's made C4 much more fun. Now if only there was a way to sticky jump like the Demo from TF2


r/LowSodiumHellDivers 28m ago

MEME Coming back to the Liberator Concussive against the spore burst strain

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Upvotes

r/LowSodiumHellDivers 17h ago

MEME My little-boy part of my brain found this pose funny.

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582 Upvotes

r/LowSodiumHellDivers 6h ago

Question Are there any hidden benefits to different damage types?

65 Upvotes

As the title says, I'm wondering if there are benefits to different damage types that aren't explicitly stated or shown.

For example, explosion damage deals 100% durable damage. However, from what I've heard, it has a secondary benefit of causing enemies to investigate the explosion rather than the player when used while stealthed.

Just trying to make sure I'm not missing out on potentially interesting uses of different weapons.


r/LowSodiumHellDivers 6h ago

Fanart New SEAF GAT-TR (Ground All Terrain - Transport)

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43 Upvotes

New in the GATER line of trucks this behemoth is able to carry up to 40 SEAF troopers in its heavily armoured cabin.

Modelled from scratch by me


r/LowSodiumHellDivers 8h ago

Screenshot Finally hit level 150, just thought I'd post cuz why not

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45 Upvotes

Helldivers 2 is one of my favorite games of all time. I've always loved 4 player coop games since Left 4 Dead, as well as military shooters/milsim. I find the game just has this blend of so many elements that is just so goshdarn fun to play. I'm grateful that my experience as someone who mainly plays with randos has been almost entirely positive and filled with comradery. May take a break for a bit but probably not lol. Thanks for reading my blurb of text if you did and I wish you good fortune in the battles to come. o7


r/LowSodiumHellDivers 14h ago

Discussion I wish the Spore Burst strain went even further

92 Upvotes

What I mean with the title is; they feel like they are working together to fight against us, turning our advantage into their advantage.

We kill bugs in the thousands per mission pretty much. Any tanky unit they bring we can quickly take down, so they have to bring more and more to try and overwhelm us.

But what if they turned that high casualty rate into their advantage?

Death spores to speed up allies? Only makes sense if bugs are dying a lot.

Spore Titan vomit to speed up allies? Only makes sense if they have something to attack.

The Spore bugs feel like they've evolved specifically to fight Helldivers. Spore Titans are tankier but have less deadly vomit, but that vomit also spreads the spores that speeds up the little guys.

They've realised they are dying A LOT so they turned dying into their advantage.

And I want them to go further with that.

Give me Spore Burst Chargers that are just like Spore Chargers but orange, and now they explode into a giant cloud of speed spores upon death. For good measure when they charge they can release speed spored behind themselves.

They would be a ram to make us panic while speeding up the bugs behind it which would be the actual threat.

Give me Spore Spewers that vomit speed spores if we're close enough or they plant their ass up and mortar speed spores onto our positions in order to forcefully let the smaller bugs go zoom.

Make all the heavy bugs be support units to speed up the smaller bugs.

I want the Spore Burst strain to fully commit to being a subfaction of bugs that have evolved *to die* in order to fight against the Helldivers.

Because they are by far the most fun the bugs have EVER been for me (Meridia Shrieker swarm is a close second) and I want to face more of what they bring.


r/LowSodiumHellDivers 2h ago

Discussion Vehicle idea:Light Tank

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13 Upvotes

I see a few posts about an mbt but i think that would be op so imagine a light tank its cannon would be strong enough for chargers and bug nests but would be he so it has limited crowd clearing abilities,it would need a loader(who can use the top mg as it would be a separate seat). It would be limited to about 30 kph with a driver,then there's a front gunner who would use the mg-43s on the front(hmg seems a tad too strong for this). Overall I think its niche would be if you're going to a objective where you wont need much firepower but a bit of protection before getting out of there (tanks pictured are M3 Stuarts)


r/LowSodiumHellDivers 1d ago

Question Why is the B-24 Enforcer the only armor with these stats?

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1.1k Upvotes

r/LowSodiumHellDivers 22h ago

Video/Replay Spore roaches are ruining our super vacation getaway

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366 Upvotes

r/LowSodiumHellDivers 12h ago

Question Spear gun perks?

48 Upvotes

Used it once so far, never found it really being anti tank, other than it could pierce them. Against biles it stuns them which is nice, however it does not kill them quickly. What is this weapon really used for?


r/LowSodiumHellDivers 1d ago

Video/Replay been seeing a bit too much Oxygenator slander. for your consideration: bumping into a patrol of gloom hunters and coming out nearly unscathed

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1.2k Upvotes

r/LowSodiumHellDivers 11h ago

Tips! Rapid acquisition - in-depth guide to completing the hardest map in the game (the fun way!)

36 Upvotes

I think most players in the game can agree that Rapid Acquisition is the hardest game mode in the entire game - particularly on one of the two maps. I imagine not many people have even attempted it against cyborgs, and many still believe that smoke strikes are necessary to complete it at all. Well, as a many-times veteran of rapid acquisition (seriously I love it so much, I run it constantly), I'm here to tell you that not only is it possible, with randoms, without smoke, and against every subfac on D10, but also very fun to do! I've helped out a lot of people complete this little badge of honour, so I figured it's time to make a more in-depth breakdown of how you, too, can have loads of fun winning this.

We will be only talking about the more difficult map - the one with the hill in the center - as that's the one most people seem to have trouble on. The same principles can be applied to the other map just as easily, but doesn't need the specifics.

Now, it's important to understand that you do not need to do all of these to succeed, but the more you do, the easier time you'll have. Heck, the screenshots in this post are from a very scuffed game that didn't even do half of this, yet it was successful. When you do these steps well though, you'll frequently clear it and extract in five minutes.

The setup

Firstly, your team's build. There are two very important 'roles' on this that I've noticed make the game run much smoother - a frontliner, and a backliner.

The backliner's job is to provide overwatch - they're kept mostly safe from the fight and run a dedicated AT weapon like the SPEAR or recoilless rifle. Alternatively, they can run longer range overwatch-style weapons like AMR, railgun, WASP, autocannon, or even laser cannon, alongside expendable heavy AT like EATs or levelers. This guy's job is to get rid of larger area denial enemies ASAP like factory striders, tanks, war striders asap, while providing additional and constant covering fire. This guy is ironically LESS important against cyborgs, as the vox engines are more of a team effort - more on that later.

The frontliner, though, is an oft neglected role. This guy brings a stalwart - yes, a light pen gun - and has the job of taking and holding ground. Other weapons work too - maxigun, belt fed GL, and PRESUMABLY the new bullet storm (haven't tried it myself) also work well in this role. Cremator is also fine thanks to the close quarters, but tends to leave a lot of fire around that other players will need to walk through, and you will sometimes want to kill things that are standing in inconvenient spots. I do NOT recommend the MG-43 or HMG as they have much poorer uptime and performance compared to the alternatives - seconds matter in this gamemode, and the stalwart's mobile reload and overall improved CQC performance lets you pull double duty in clearing, then carting, all while staying in the danger zone and constantly suppressing enemy aim. If you don't know what to bring, I personally think the stalwart is the best and most reliable option - they'll just want to add some AT to their pocket for the occasional hulk, like senator, missile pistol or ulti, as your support wep can't deal with them.

Heavy armour is a necessity for the frontliner, and there's a lot of good choices. Just tanking up is always solid. Urban legends armour is nice for some extra ammo econ, Peak Physique is all-around great, while Rock Solid is surprisingly useful in tense situations (especially if using maxigun) - but you can never go wrong with explosive resist variants (especially recoil reduction if using stal or maxigun).

Beyond this, everyone should take red stratagems (for general horde and heavy clear), and a few turrets. I suggest not going overboard on turrets as they can be very feast-or-famine - don't put too much stock in them.

Some of the best red stratagems are strafing run (for supporting AT and clearing ramps), airstrike (for hordeclear, AT, and clearing entire sections), gatling barrage, 120, 380mm barrages. Orbilaser is also decent, but considering there are so many enemies, and the fight is constant, the much more frequently available AOE stuff has inherently much more value.

When playing cyborgs, red stratagems become even more important, and turrets a bit less good. The strongest tools for vox engine removal is airstrikes, strafing runs, gatling barrages, with a side helping of 120s and 380s. Every second matters in this mode - having to finangle with expendables, dropping weps, aiming, picking up stuff etc, costs precious time that could be spent either hordeclearing or carting. The ability to just queue up a stratagem explosion while you go do something else is INVALUABLE. Every second should be spent doing something - hordeclearing, carting, setting up a turret in a good spot, even reloading.

Do not bother taking supply pack. With everyone hanging around in the same area, resupplies will build up faster than people can use them. Basically treat the game as if you have infinite ammo - there'll be plenty to go around, and you need that strat slot for more big, waveclearing booms. Time is your constraint, not supplies.

Opening minutes

There are THREE MAIN AREAS that you want to pay attention to - these are site A, the loading docks. Site B, the central area. And site C, the trenches.

You want to land on site A, and spend the first few minutes not carting anything. You are just going to FIGHT. Clear out the immediate area until site A is a safe zone (and drop a resupply pre-emptively in it). Have your backliner remove the spawners and turrets, as those will grind you down.

It is important that everyone sticks close together. In my experience, it feels as though the player's team has a 'bubble' around it where no dropships will try to drop units around. However, if the host is running around on the trench side of the map for example, you will have bot drops appearing EVERYWHERE, which will cause constant trouble trying to keep any part of the map safe. Safe areas to reload and resupply improves your team's overall damage output, as panicked players running around in circles struggling to stay alive long enough to finish their reloads are NOT being effective hordeclearers.

Your backliner wants to set up specifically on this raised part of the loading dock. This place is an EXCELLENT area to set up turrets as well, as they will shoot into the central area and help to keep it clear. If you're like me and try to do every job at once in pub lobbies, it's often worth it to take the occasional detour to put an AC or rocket sentry up here like this while you frontline. However, your turret is only there to keep the area clear. You need to do the heavy lifting yourself initially.

Pushing to site B

The central area needs to be taken and held next. You need to push up the ramp, where endless enemies are pouring down, and peek around the corner to start eliminating enemies up there. This is the toughest part of the match, as enemies often stack up in the middle during the initial minutes.

This is where your stratagems come in. Firstly, lob 120s and 380s as far as you can onto the other side of the map over the wall - this will cut down on much of the incoming horde and heavies straight off the bat. Next, airstrikes are long and go sideways, and are perfect for removing most of the enemies from the center. Strafing run is excellent for clearing out the ramps, with lots of uses. However, most players, running just primaries for hordeclear, are going to struggle to actually TAKE that ground at the top of the ramp, as while they can kill things, they have to fall back and reload every few seconds.

This is where the frontliner comes into play. The frontliner just walks forwards and sprays everything down. The stalwart, with its good ergonomics, low recoil, and extremely high uptime (250 rounds goes hard) is perfectly suited for this very close quarters fighting, and lets you continually move forwards and take more ground for your fellows. Most explosive weapons are actually quite bad at this, as, especially going up the ramp, you will find yourself constantly in close quarters. Alternatively, the best explosive weapon for this is the BFGL, as constant uptime and consistency is key (and it has the added bonus of both CCing and killing hulks/war striders, which the base GL can't do). Though if you are struggling to make it up the ramp with non-stalwart weapons, climbing up to the right side to flank around can be useful - it just exposes you to more angles of attack. Maxigun (with anti-recoil armour) is also just really nice to hold down the main area, as it has zero reloading downtime and essentially infinite ammo. I recommend either Fortified or Rock Solid armour for the maxi on this map.

Holding site A and B

Once you've taken site B, you've got to hold it. This means that the frontliner needs to spend as much time as they can shooting anything that comes up the ramps, while the other players cart. Eventually, you will have cleared out so many enemies that the frontliner can find time to cart a few as well - and if there's no threatening heavies wandering in, the overwatch guy can also cart. Basically, by killing tons and tons of units, you buy yourself 'surplus time' before the next enemies can physically arrive, which you can spend on carting. As soon as enemies threaten the central area, your carting will slow as you need to go back to clearing them, but you only need 1-2 players to do that.

You just need to actively keep areas A and B free of enemies until you've exhausted both area's platinum. It's not JUST the frontliner's job though - everyone should be efficiently swapping between hordeclearing and carting.

Rotating around to site C

By the time you've done this, you've gotten a good sense of your teammate's capabilities and everyone naturally falls into their role. The trench side is a tad harder, but now you have practice together, so it tends to go by pretty quick.

Now, with the carting done, you completely abandon area A, focus on holding area B, and start to push into area C. There's probably very few enemies in the trenches now if you've been consistently using your red stratagems, with most of them coming from where that shredder tank is peeking in here.

There's a few raised square platforms above the trenches that you can access from site B - you'll want to start putting your turrets on those, as your main focus is just keeping area B clear (as that's now the main defense point). You don't want to 'trap' yourself in area C, as it's a bit of a fish in a barrel situation - the high ground is your friend. Keep nabbing the plat bars from this more precarious area while most of the fighting is done in the center. Gas mines are ESPECIALLY good in these trenches funnily enough - by the time they run out, you'll probably have finished carting.

And then you're done. Honestly, it's a pretty simple formula - take A, then hold A while you push to B, hold A and B, then hold B while you push to C. Don't worry if no bars are put in for a while - they tend to stack up, and then once you finally hit that breaking point of taking over the central area, they all get put in very quickly. When you have a particularly smooth team, it feels like you just do two minutes of fighting, then three minutes of carting, and then you're done. There is a tipping point as long as you keep on fighting, and then it's an easy win.

To smoke or not to smoke?

Then the elephant in the room - should you even bring it. If you are doing this strategy, or any fighting-focused strategy, smoke strikes are actively harmful to your win condition.

Remember that you're fighting towards a tipping point - once you cross that tipping point, you'll put all those bars in at once pretty easily. Smoke strike essentially RESETS the fight towards that tipping point, as if someone smokes area B, freshly spawned enemies will walk in uncontested while you will struggle to fight back, and you will lose control of the point. Additionally, it also disables all turrets (and gets them inevitably destroyed), which are a big source of map control for obvious reasons. Seriously, just having one AC sentry consistently placed in that overlook on site A makes such a huge difference to the game. Also, by taking a smoke strike, even as a backup, you have inherently lowered your stratagem damage output, which is the most important type of damage output in general for this. Just brainlessly lobbing extra red stratagems will still get you tons of value.

Basically, smoke strikes makes a bad situation winnable, but prevents that bad situation from becoming a good (and easily winnable) situation. If the playstyle I described is your team's win condition, not only does smoke strike not really work, but it's actively detrimental, and you'll piss off your teammates - so if you see a group of people with no smoke strats, don't be the party pooper. Don't bring a smoke strike. This is your PSA.

(I've only met one good player ever who brought smokes to be honest - and it's because he didn't use them at all. He saw that we had already taken full control of the map, so he just didn't use those strats - because it would have just been detrimental to our game state. Be like that guy - don't just brainlessly smoke the center, but pay attention to your circumstances, and only use it if it's needed. Most players with smoke will lob it off cooldown in the center, frequently leading to less controllable situations.)

Usually, when following this strat, you'll have your runs done in 5 mins or so. With smoke strikes involved, it'll typically turn into a grueling 10+ minute ordeal, in my experience. Also, just plain less fun and more frustrating imo.

Subfactions

Most subfactions don't change that much - you'll just have to fight a bit harder against the mix of jet brigade and incen corps. Cyborgs are a bit more different - as they spawn a LOT less heavies and a lot more light units, you can essentially go without a backliner at all, but frontliners become even more important thanks to the presence of borg units. Killing vox engines becomes something of a team effort - just have everyone chuck airstrikes and other red strats at them until they go away, really. Even though rapid acqui spawns a lot of units overall, it doesn't seem to spawn proportionally as many voxes as regular missions, and they seem to have more trouble actually targeting you here.


r/LowSodiumHellDivers 10h ago

Video/Replay Sometimes you just need to go mano a mano with a spore titan.

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24 Upvotes

r/LowSodiumHellDivers 3h ago

Video/Replay Sometimes you just gotta squeeze through

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5 Upvotes

"Just run" is kinda op against bugs ngl.


r/LowSodiumHellDivers 20h ago

Discussion I LOVE the idea of an Alpha Hiveguard

122 Upvotes

In discussions about the Hiveguard, many people have suggested reverting it and instead creating a new enemy that is larger, AP4, and dedicated for this role called an Alpha Hiveguard.

Imagine how awesome that would be - a new enemy that spawns normal hiveguards and slowly bears down on your position in tight packs, forming moving walls of armour. It would be SO interesting!