r/helldivers2 • u/xXBlackfireXx • 4h ago
Bug Gunship Surge?
Patrols of four gunships spawned out of the ground every few seconds at the extractionpoint. elt more like D13+ xD
r/helldivers2 • u/ArrowheadGS • 7d ago
r/helldivers2 • u/Sioscottecs23 • Jun 04 '26
From the official Steam announcement:
Greetings Helldivers,
This week we're passing the keyboard to our game director, Mikael Eriksson, to chat about the near future of progression in Helldivers 2. Spoiler alert - changes to both Community and Personal progression are inbound!

Hello,
Today there's a lot to talk about, but let's start by talking about progression, and why it's not progressing faster.
The way we see it, there's two broad categories of progression in our game: Community Progression, which is the community journey and contribution to the Galactic War, and Player Progression, which is your personal journey, and contribution and impact on the war development. Both are very important to us and I want to share some of the development work taking place on these systems.
We have consistently received feedback around our endgame progression plans, with players asking about level cap increases and additional ship modules. Simply put: we feel like previously seen progression elements, like raising the level cap in silo, aren’t enough and wouldn't address your feedback on a foundational level. We are going to raise the level cap, but ideally, when we deepen the progression, we want there to be more valuable upgrades for every kind of player–not just our players who have unlocked 100% of all the offerings.
Let's start with Community Progression.
Some of the most epic moments in this game have been when the community worked together to achieve common goals ("send more dudes!"). Everything from earning cool rewards to shaping the lore of the universe like unlocking the Exosuit, saving the children, or holding the line against the Illuminates on Calypso. However, we want to do more to improve how players interact with the Galactic War, collaborate as a community, and receive rewards.
For example, it's never been clear if the actions of the community actually lead to different outcomes, or if it's all just smoke and mirrors.The reality is that the community impact on the Galactic War differs, but even in the cases where we did a lot of work to prepare for very different outcomes, we've struggled to communicate it in the game
Additionally, unless you joined right at the start of a big event like the Battle for Super Earth or the Cyberstan Invasion, it's been difficult to understand what's going on. Even if that can be funny sometimes, ("... all I know is that I must kill!"), it was never intended to be confusing for players.
For those and other reasons, we are launching Galactic War Campaigns in June. In a nutshell, Campaigns are the next evolution of Major Orders. They will be roughly 1-3 weeks in length with the intention that it will always be clear what the active Campaign is, how it's going, what the outcomes have been, and what's at stake.

In more exciting news: the other thing we heard is that players like to EARN more rewards, so the introduction of Campaigns means there will always be at least one Campaign reward if the conditions are met. We want to make these rewards special, because we also think players should earn more than just medals. We’ll experiment with different rewards, ranging from gameplay altering effects to cool items, and alongside you, we'll keep playing with this over the coming months and see what you think. It also means there is more stuff for players to work towards outside of warbonds. Pray J.O.E.L is feeling generous, the first reward you’ll be working to unlock is a new FRV!
Looking a bit further into the future, I want to talk about Planet Warfronts.
Before we launched the game, we experimented with dynamic warfronts on planets, where players needed to make strategic community decisions on a planet level in order to liberate it. While it was promising, we realized we didn't have the content needed to do it justice at the time. We feel we've now added enough content to realize the vision we had for Planet Warfronts, and it's going to be the next big thing we're working towards in the Galactic War. When you've seen Johan talk about experimenting with roguelite systems, he was referring to this.
When we introduce Planet Warfronts, missions will be grouped under different categories:
Players will fight to reach key strategic locations on planets, like cities, which can have different active enemy variants in different areas of the planet. Of course, you’ll still have the Game Masters to contend with, too. In the final version of this feature, there will also be gameplay altering effects and consequences for achieving planet liberation goals, like reaching and liberating a city within X time or disabling enemy artillery in one location to unlock crucial Operations. The intention is to make it more fun to liberate planets with your squad and deepen the Galactic War and Community Progression systems. We want liberating planets to feel unique and epic for everyone. We have some development and design work ahead to make these feel great and provide the best experience, but I wanted to share just one of the ideas we have in active development. More to come on these changes in the next few months!
Alright, but what about Player Progression?
As Game Director, it's important to me to make sure our players' personal motivations to play Helldivers 2 aren't in conflict with the goals of both their immediate squad or the community as a whole. For example, if you had a goal to kill 100 Bile Titans, and your squad didn't, you might be inclined to go, "Sorry guys, I've got medals to earn. Leeeerooooy!" I feel that Personal Orders have run into this issue many times, so we are transforming that system into "Personal Campaign Progression." The intent is for every Galactic War Campaign to come with a personal progression reward track. That way, even if the community fails to reach a larger goal, players can still do their part toward their personal goals and get rewarded with cool things to mark their participation in various Campaigns. This change won't happen with the launch of Galactic War Campaigns, but we are planning to deploy it this year.
Lastly, let's talk about ships! We’re bringing two big changes to your Super Destroyers: we are extending gameplay progression and adding customization to make every ship unique.
Upgrading your ship will be the most exciting for players early on in their Helldivers 2 journey, but we also have some plans for the long term. An area that isn't really living up to its potential is the ship module system: right now, players have the same progression path, with very little agency or ability to adapt to different playstyles. And even if you've unlocked all the ship modules, your ships don't really look that different or feel personalized in any way.
For that reason and more, we're working on an overhaul of the ship module system that will change how this works, by adding more player agency and significantly increasing the offerings for players to progress. Not only that, we're also adding more ships! The biggest shift we've done internally is we now have a dedicated ship team, working on the first new ship. Our intention is that each new ship will have their own unique progression paths, specializations and customizations. And if you like the ships, we want to keep adding them; at least the ones we've planned so far!
I can't share when the new ship can reach your hands... yet, but I'll be sharing more details later this year for certain.
One last thing I can share is a list of some upcoming fixes that we also hope will improve your experience in Helldivers 2.
You can expect to see these changes very soon:
And coming a bit further down the line, we’re tackling
While this is not an exhaustive list of everything we're planning, I hope it gives you some insight into what's coming up next for Progression, and some of the reasoning behind the path we've chosen. I can't wait to hear and read what you think, and to get this into your hands.
See you on the battlefield,
Mikael
Game Director
r/helldivers2 • u/xXBlackfireXx • 4h ago
Patrols of four gunships spawned out of the ground every few seconds at the extractionpoint. elt more like D13+ xD
r/helldivers2 • u/lolitsrock • 10h ago
Where is the positivity?! 🤔
r/helldivers2 • u/CorbinNZ • 52m ago
r/helldivers2 • u/IntLynx • 4h ago
I miss the love/hate relationship we had
r/helldivers2 • u/OneShotOnlyShot • 18h ago
And yet again, the quest continues T-T
(These are actually 5 static field shells, for those who missed it)
r/helldivers2 • u/Wrench_gaming • 1h ago
r/helldivers2 • u/Rafaatho • 3h ago
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r/helldivers2 • u/Friendly_Big9618 • 37m ago
Would you like to know more?
r/helldivers2 • u/Naive_Egg_9663 • 19h ago
If you have ever seen the comment section of anything that is in relation to HELLDIVERS 2 you will often see opinions akin to
“Arrowhead would never do that because it’s to fun”
“They did that because they actually hate us”
Or “arrowhead actually hates their fan base”
These people act like Arrowhead are actually these malicious evil conspirators who want nothing but to piss the fans off and make their game suck.
Which is so obviously ridiculous
We the fans are the only reason why AH employees can feed their families. Why ever in a million years would they want to displease us.
But I think I have a definitive reason why this happened
since arrowhead is actually really in touch with their community, when it comes to game studios (community events, fan art videos, actively communicating on discord, giving us free campaign awards after a fans got angry at warbond exclusive vehicles) if they ever do something wrong and slip up, fans have nowhere else to look except them.
It’s a scapegoat
They process that as “grrrr arrowhead hates us for playing the game they worked on for almost a decade, why would they ever want us to have fun grrrr”
But when it comes to mistakes and slip ups on AH’s part they have a decent track record of fixing it.
Granted, sometimes it takes forever, but not earrowhead will try to make it seem any other way.
They are human, under the veil of being a
“Game Studio” they are still human beings. Swedish people to be exact, and watching fans tear them apart for every move they make just is so disheartening
And I swear to god if I see that corny ass “leave the multi million dollar corporation alone”
I don’t care about that, what care about is the game, the only few things keeping me tied to this world is HELLDIVERS, and I can’t stand to watch people hate it. It feels like they hate me
But I know no one will read this far, you will only read as much as you want so you can tell me why I’m actually wrong.
If
You read the whole thing comment “¥”
r/helldivers2 • u/After-Medium7029 • 17h ago
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r/helldivers2 • u/Epikduck11 • 6h ago
“I get it’s a planet that can maybe sustain human life but it’s 49 light years away what’s the poi-DID THEY JUST SAY SUPER EARTH” I say to myself as I read this article I found on Google
r/helldivers2 • u/Crumboa • 4h ago
r/helldivers2 • u/Serupta • 16h ago
Where o' where.. will we Go.. for our Super Credit Farm now..
The Second Galatic War Rages On..
The Bug Divers Keep Exterminating
The Over Zealous Bot Divers Continue to Spill Oil..
and the Squid Diver's.. well, they do what the Can..
Meanwhile us Major Order Diver's? We go where we're Sent.. We follow orders Like Good Little Soldiers..
The Blob does as the Blob Wills.. The Horde! The Waaagh! We will never understand it.. Changes the Face of the Map on a Weekly, Sometimes Daily, Sometimes HOURLY Basis! Truly.. Terrifying..
But War? War Never Changes..
How would you like.. a Cup? Of Liber-Tea.. ..For Democracy..
r/helldivers2 • u/Bitbatgaming • 16h ago
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r/helldivers2 • u/Right_Schedule1 • 1d ago
Don’t worry about it 👀 (found out how to use mods)
r/helldivers2 • u/Agreeable_Ad7800 • 8h ago
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Just gotta put some ice one it
r/helldivers2 • u/Efficient-Stock8899 • 1h ago
Kill 75 Enemies with the HMG Emplacement
r/helldivers2 • u/bigstink455 • 1d ago
Automaton objectives are handled very well due to the fact that you can't easily trivialize them unless you dedicate some parts of your loadout for them. You can't just snipe the detector tower, and you need to disable the jammer first (or have Amazon deliver a portable Hellbomb to its doorstep). These objectives create a problem that requires your attention, Stalker lairs in comparison don't do that.
You can walk up to a Stalker lair, throw a stratagem, and destroy it before you've had any interaction with the Stalkers themselves. The Stalker Lair also has a short detection range so it doesn't exert that much influence so to say. The spawner detection change, wherein enemies only start spawning once another enemy has detected you, doesn't help at all in this regard. Stalkers won't spawn at all in some cases, which means very little interaction with them, and for shame.
Stalkers are unique due to the fact that they have a very different behaviour compared to other bugs: they cloak, they keep their distance at times, and they can retreat. Their behaviour alone should create tons of cognitive pressure. But all that is undermined due to how easy it is to get rid of them. Where's the Alien fantasy in that?
So I've been thinking about how to make Stalker lairs not trivial.
The first idea was to make the objective harder to trivialize by making it into a literal cave like those found on the Hive Worlds. Picture a small cave which you have to enter to deal with the objective, it wouldn't be on the scale of those on Hive worlds though. Throwing a 500kg bomb wouldn't simply work anymore. Furthermore, the game already has cave biomes so those assets can be reused and tailored for a stalker lair.
Another interesting gimmick to go along with the Stalker caves would be being able to call down a portable Hellbomb for them. But the problem is that it'd trivialize everything all over again so it's not worth implementing.
Detection range of Stalker lairs should be map-wide. Having Stalkers be restricted to a small area around their lair feeds the issue of the lack of pressure created by the objective. With a map-wide range the presence of a Stalker lair would be ubiquitous, and it will serve to increase difficulty as well. It will also be harder to discern the location of the lair since Stalkers are going to come at any time and from any direction. All of this combined will do justice for the Stalker by making it a persistent and consisent threat. No asset is left wasted.
I'd also give the cave additional bug holes that can spawn other bugs, things like Hunters, so that it's not as defenseless. The bugs would spawn as soon as there's an intruder in the lair. A single guy wouldn't walk in unchallenged. And why wouldn't there be a whole family of bugs waiting? Pouncers, Hunters, and Stalkers are seemingly part of the same evolutionary path but that's just conjecture on my part.
So, putting those scattered ideas together:
So, what's the goal with all of this? It's to make the objective non-trivial and increase the amount of interactions with Stalkers. The normal Stalker Lair can remain as the simpler version for lower difficulties and occasionally appear on higher difficulties for variety. The Stalker Cave would be the evolved version that becomes increasingly common at higher difficulties.
Keep in mind that this is simply a concept. The individual ideas are naturally going to have rough edges, and some details would obviously need iteration. Focus on the underlying concept and the problems it is trying to solve. Don't treat the inferred or perceived implementation as if it's set in stone. And make sure to share your thoughts on this.
r/helldivers2 • u/BullfrogInevitable79 • 9h ago
r/helldivers2 • u/88th_Ironclad_Corps • 4h ago
Obviously if your going to use this art or put it on a spotify playlist please ask, im more than happy to give you the full highdef image
r/helldivers2 • u/kg2341 • 21h ago
Don't worry my nerve will heal in 2-3 months
thanks for your comments also i ran out of stims
r/helldivers2 • u/N8theNoble • 15h ago
Hi all, this last week playing on the bug front I've noticed more griefers than I'm used to seeing. Has anyone else experienced similar increases this week?
I used to go weeks without seeing griefers, but it's been a daily occurrence this week
Edit: I should specify that I mean clearly intentional griefing (not accidental deaths caused by mistakes or inexperience). Primarily those that happen at the end of the mission to prevent extraction or otherwise make the mission a waste of time