HELLDIVERS™ 2

HELLDIVERS™ 2

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Basics Everyone Should Know
By BADASS_unicorn and 1 collaborators
Let's discuss player behavior, game mechanics and share tips.
   
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Purpose of the Game
Our main task in the game is to bring controlled Democracy into the ranks of the “Xenos”. The game is not going to lead you by the hand and tell you how best to complete the task; it all depends only on your imagination. To do this, we need to take control of all planets and sectors. When I say "Us" I mean all HELLDIVERS players. Influence points received on missions are sent to the general treasury for the capture of the planet. In the end, we will have to defeat the home planet of the "Xenos".
The simplest rules of behavior in the game
  • Remember that the main task is more important than evacuation.
  • Use the system of markers on the map.
  • Do not provoke patrols unless necessary, it is also worth marking them
  • (Q is the default).
  • If you are being pursued by a large enemy and you call for a reinforcement stratagem, be sure to mark this enemy with Q so that your ally can see who can be successfully swatted.
    Confirm marked enemies so that the mark hangs longer.
  • Try not to run away, but stay in a tight group with an interval sufficient for shooting.
  • Don't leave your comrades behind.
  • Try not to block the firing line with your carcass. Lie down so as not to become minced meat.
  • Don't call in reinforcements or ammunition on an unsuspecting ally.
  • There is no need to thoughtlessly send a reinforcement stratagem into a crowd of enemies.
  • Before placing turrets, think carefully about where the enemies will come from and where it’s better to stand so that you don’t get crushed.
  • There is no need to greedily consume ammo; if your ally runs out of ammo, he will not be able to cover your back.
  • Do not take other people's things without permission or need.
  • Feel free to heal an ally, you are working for the common good
  • (to do this, approach an ally and press the action button).
  • Use covers often.
  • Remember, if when you die you have a dangerous stratagem in your hand and it falls out when you are wounded, then your comrades may be in trouble.
  • Do not throw capsules onto the evacuation shuttle, you may not like the consequences.
  • Don't be a dissident.
Mechanics
A one-handed weapon not only frees up your left hand, but also allows you to shoot while running backwards without slowing down much.

Reloading has several stages: 1 - magazine release, 2 - attaching a new magazine, 3 - cocking the bolt. Each of the stages can be interrupted if you are in danger.
Reloading with a non-empty magazine skips the bolt cocking step because there is already a cartridge in the chamber.
Since weapons differ in animation and type of weapon (there may be differences, for example, from energy weapons).
Resetting the magazine is just that: a reset; I do not recommend reloading after several shots.
Holding the reload button will open up a new world of weapon use for you.

Team reloading - a quick reloading option for the "Weapon With a Backpack" allows one diver to use the weapon, and the second to load it, which happens much faster and does not chain him to the reloading site.
At the moment of reloading, the second diver seems to be glued to the first.
If you reload by one person, you lose the ability to move, and with an autocannon, with an empty magazine, you will also have to load 2 packs of cartridges.

Body position - affects visibility

Ammo satchel - allows you to share ammo with allies
(Approach an ally and press the action button, to use number 5 on yourself)

Damage to body parts:
Damage to the hands affects the accuracy when shooting, and the right hand also affects the throwing of grenades and stratagem beacons.
Damage to the legs affects the speed of movement.
Damage to the body causes bleeding.

Stim - in addition to healing over time, it causes a surge in the flow of stamina, which can help in a critical situation (for example, escaping from under fire).
If you understand that taking damage is irreversible, apply stim in advance, perhaps it will save your life.
An enemy attack interrupts the cast animation.

Pursuit - even if you are out of sight, enemies will shoot or check the last place where they saw you.

Smoke - being behind the smoke from enemies, they walk or shoot at the place where they last saw you.

EMP - greatly slows down terminids and disables automotons.
Adviсe
  • If the local aiming system with 2 crosshairs seems uncomfortable to you, then you should try using the 1st person sighting system.
  • The lack of ammo in the game is misleading for newbies; there are a huge number of them scattered around the map (the number of ammo you should be concerned about is how full the magazine is).
  • Sometimes on the map, loading artillery appears as an additional task; remember the sequence of which shells you loaded so that will be no surprise for you.
  • Use the terrain to suit your needs, spores can throw you off from shelling if calculated correctly, and flowers and hell bombs can be a good help in the fight against the enemy.
  • There is no point in standing still and wasting ammo; it is easier to take enemies away from the point to complete another task and return when the alarm subsides or there are fewer enemies.
  • Having shot off the terminid's head or paws, simply dodge its attack, then it will die itself; there is no point in wasting ammo on an almost dead bug.
  • Study the weaknesses of your enemies (automatons have highlighted parts of the body and head, terminids have unprotected areas of the body).
  • Experiment with stratagems and weapons, their effectiveness depends directly on the skill of their use (everything has its pros and cons).
  • As one tip in the game states, remember that orbital strikes fly from the center of the map towards the edge, remember this when calling them.
  • The eagle always flies perpendicular to your throw.
  • Automaton landing ships can be shot down by hitting one of their engines with a rocket, for example.
  • Remember that killing a large enemy may block the passage.
  • Remember that all stratagems are useful, the main thing is to find a good use.
  • Don’t be afraid of time constraints and prioritize your tasks correctly.
  • And even after the timer ends, you have about 2:30 until the shuttle arrives.
  • After reinforcements expire, you still have the opportunity to receive them at the end of the cooldown timer, but will not accumulate more than 1 and will be summoned in order of death.
  • Evacuation is only important if you have resources (if time is running out, you can throw resources to one player and send him to the evacuation point while the rest try to complete tasks or get more resources).
P.S.
And if you have anything to share, you are welcome to comment.
7 Comments
Mvmbleghost 30 Apr, 2024 @ 3:09pm 
"There is no need to greedily consume ammo;
Do not take other people's things without permission or need.
Feel free to heal an ally, you are working for the common good"

You sound like a communist. Democracy has no time for your kind.
AToastyWaffle 8 Mar, 2024 @ 2:46pm 
The eagle flies parallel to the strafe stratagem throw, like the 500 kg bomb.
Julmara 8 Mar, 2024 @ 2:09am 
i dont have those buttons you mentioned on my controller
sorry guess i stay noob :3
Lac 4 Mar, 2024 @ 3:04pm 
Should've named this Brasch Tactics
BADASS_unicorn  [author] 2 Mar, 2024 @ 11:12pm 
I think 500 kg flies according to its own rules
Hesitation✅♿🍁 2 Mar, 2024 @ 9:53pm 
what is the orange currency and how do you get more
Teslijah 2 Mar, 2024 @ 5:39pm 
The eagle actually flies with the throw of the 500 kg bomb, not perpendicular.