this post was submitted on 28 Jul 2025
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Helldivers 2

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I posted a few days ago, asking what builds everyone was running. Since then I have hit on what might be my favorite build as someone who hates to be pinned down in intense firefights. I'm using the light, fireproof armor, along with the Double Edged Sickle for basically unlimited firing (Technically I catch on fire after about 14 seconds of holding the trigger, but if it isn't dead in 14 seconds I deserve it) For my secondary I'm using the handheld anti-tank pistol. And I carry thermite grenades. I call the Quasar Cannon and the Jump Pack stratagems, plus 2 of whatever the specific mission calls for. I also need the Vitality enhancement perk to survive the low-level damage my gun does to me.

I have leveled up on the Double-Edged Sickle to where I can put the 4x scope on it, and it is basically a zero-drop sniping beast. Put the dot on the face of a Heavy Devastator and squeeze the trigger until it dies, all while being WAY out of range.

Generally I hop across the map with the jump pack, get to high ground over the objective and provide overwatch for the other members of my squad, who are more brawler types in heavy armor. With the Quasar I prioritize gunships, dropships, war-striders and hulks in that order. Everything else I take down with the Sickle. The anti-tank pistol was mostly added for the occasional suicide mission, but it is handy if the bots are clustering up below my sniping nest and I want to thin them out a bit.

The upside of this build is that the Sickle and the Quasar are unlimited ammo, so I can camp up on a good cliff essentially forever.

On missions where we will have to sit for a while, such as geologic survey or extract civilians, I also like the EMP mortar with the actual mortar to freeze groups in place and let me pick them off while the actual mortar shells pummel them.

What are your non-standard builds and play styles?

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[–] tiberius@lemmy.ca 3 points 5 days ago* (last edited 5 days ago) (1 children)

Anti-helldivers + tank mines

Fire + gas mines

Constitution

Grenade pistol

Throwing Knifes

Adreno armour

Spread chaos and accidentally stepping on mines. Always funny to break out this loadout.

[–] Mastema 4 points 5 days ago

Anti-helldivers mines is right. I typically carry a 380mm bombardment just for the chaos they cause. I love stratagems that are basically non-specific, F#@& everything in that direction, tools. It is especially hilarious when I throw one right on top of the fabricator, kill my whole team and somehow the fabricator is still there.

[–] WoolyNelson@lemmy.world 1 points 4 days ago

Bug Front Armor: Light Medkit Primary: Blitzer Secondary: Grenade Pistol Grenade: Thermite Booster: "the good drugs"

Orbital Airburst Strike for panic clears HMG Guard Dog or Hover Pack MG Turret

Up close and personal with enough firepower for most things and decent escape & healing.

[–] Zeusz13@lemmy.world 1 points 4 days ago* (last edited 4 days ago)

The Geneva Suggestion Front: Bug/Squid Role: Crowd control and warcrimes

Primary: Incendiary shotgun/Flamethrower Secondary: Verdict/Lock-on pistol Grenade: Gas Armor: Heavy gas resistant Booster: Vitality

Strategems: -Gas Guard Dog -Orbital Gas Strike -Flamethrower/Free pick, if covered by primary -Free pick Good options: Gas mines/Napalm Strike/Napalm Barrage/Orbital railcannon/Mission specific pick

Gas disorients, fire destroys. With armor+booster you can walk in the gas clouds unharmed.

Flamethrowers can handle anything with relative ease on the bug front, except for titans. Pack a railcannon if they are a problem. The flame shotguns are also a great anti-shrieker tool, hit them once let the fire do the rest.

On the squid front you are an anti-horde/fleshmob specialist. The gas by itself will kill the voteless and stop the meatballs from attacking your team. You can handle overseers, but anything larger will prove to be a problem.

Skip the bot front with this one though.

[–] The_Che_Banana@beehaw.org 1 points 5 days ago (1 children)

Armor changes with objective/main rifle, but basically I load out with 500k, recoils rifle, auto cannon and machine gun turrets, fire grenades.

If I load out with the reprimand, I'll use the street scout light armor (reload & extra ammo)

General purpose I use the adjudicator, 4x scope with the dutiful armor

for long distance the deadeye and scout armor (to snipe the command bunker pillboxes with the r.rifle)

for just balls out overkill the juggernaut with max fire grenades (my own portable little strategem), and replace the r. rifle with eagle cluster bomb

[–] Mastema 1 points 5 days ago (1 children)

I've not used the Deadeye. What's the deal with it? Prior to this sniping build I would go with the Marksman rifle and the AMR.

[–] The_Che_Banana@beehaw.org 1 points 4 days ago

I dunno, but I like the single round load, it handles better for me, and I like the whole cowboy lever action (it was actually the only rifle I've used irl on a consistent basis....years ago)