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Already listed on the Helldivers YMMV page, it's not necessary to add it to the sequel as well since it's implicitly included there


* FriendlyFandoms: With VideoGame/DeepRockGalactic, another co-op squad-based [=PvE=] shooter from a Scandinavian developer. The Deep Rock and Helldivers Twitter accounts have interacted with each other in playful manners, contributing to this.
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* FriendlyFandoms: With VideoGame/DeepRockGalactic, another co-op squad-based [=PvE=] shooter from a Scandinavian developer. The Deep Rock and Helldivers Twitter accounts have interacted with each other in playful manners, contributing to this.
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** Automaton Gunships are capable of one-shotting a Helldiver regardless of their armor, cover, and seemingly whether or not they actually hit their mark. Worse, they spawn infinitely from a specific sub-objective on higher difficulties, meaning that if you can't get them down (which is near-impossible to do when you have gunships, heavy devastators, tanks, and Democracy-knows-what-the-fuck-else swarming your squad) you're going to be using up your entire reinforcement budget in the space of seconds.

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** Automaton Gunships are capable of one-shotting a Helldiver regardless of their armor, cover, and seemingly whether or not they actually hit their mark. Worse, they spawn infinitely from a specific sub-objective on higher difficulties, meaning that if you can't get them down (which is near-impossible to do when you have gunships, heavy devastators, hulks, tanks, and Democracy-knows-what-the-fuck-else swarming your squad) you're going to be using up your entire reinforcement budget in the space of seconds.
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** Vernen Wells lacks the fire tornadoes or massive rainstorms of either Hellmire or Malevelon Creek. What it ''does'' have are skyscraper-sized mesas and plateaus that are capable of obstructing strategems. You thought that airstrike was going to take down the fabricator, or that the 500kg bomb would obliterate the Detector Tower? Nope! Caught on a massive cliff instead.

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* BestLevelEver: Cold worlds in ''Helldivers II'' are considered the only positive modifier. The lower rate of fire is more than offset by the lower heat build-up on energy weapons, making laser weapons like the Sickle better than ever. While not directly related to the temperature, the lack of plants and plentiful rock/glacial outcroppings on such worlds also mean generally clear lines of sight, but with no shortage of cover if needed. Even the hostile plants found on ice worlds, which generate a severe slowdown area when detonated, are a mere annoyance to Helldivers but can tie up enemy forces if used tactically. This is a distinct departure from their incarnation in the first game, where they were purely negative, necessitating the use of cold-weather gear or vehicles so as not to get constantly bogged down in the knee-deep snow.

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* BestLevelEver: BestLevelEver:
**
Cold worlds in ''Helldivers II'' are considered the only positive modifier. The lower rate of fire is more than offset by the lower heat build-up on energy weapons, making laser weapons like the Sickle better than ever. While not directly related to the temperature, the lack of plants and plentiful rock/glacial outcroppings on such worlds also mean generally clear lines of sight, but with no shortage of cover if needed. Even the hostile plants found on ice worlds, which generate a severe slowdown area when detonated, are a mere annoyance to Helldivers but can tie up enemy forces if used tactically. This is a distinct departure from their incarnation in the first game, where they were purely negative, necessitating the use of cold-weather gear or vehicles so as not to get constantly bogged down in the knee-deep snow.snow.
** Evacuate High Value Assets is infinitely better than Evacuate Scientists. Instead of escorting TooDumbToLive scientists with bad path finding, you need to HoldTheLine against the enemy advance, and stop them from destroying a pair of generators. Three sets of gates form chokepoints to help you out. One pair and two singles. Getting pushed back a gate moves the enemy spawn further up. As the mission progresses, the enemy spawns get more and more intensive. On helldive difficulty against Automatons, they start you off with Hulks right off the bat supported by Devastators and Troopers. Towards the end, it becomes a ''tidal wave'' of devastators, and multiple tanks closing in on the generators.
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** [[AndThisIsFor REMEMBER MALEVELON CREEK!]] [[labelnote:Explanation]]The battle for the Automaton-controlled planet Malevelon Creek quickly became the first major cultural touchstone of ''Helldivers II'', with hundreds of thousands of valiant Helldivers banding together and giving their lives trying to liberate the planet from Bot rule despite heavy resistance. Unfortunately, despite staggering casualties on both sides, The Creek ultimately fell to the Automatons on February 27, 2024. Many veteran players compared the experience to UsefulNotes/TheVietnamWar, the future war scenes in ''Film/Terminator2JudgmentDay'', the [[Franchise/TheMatrix machine war during the 2nd renaissance]], the [[Recap/StarWarsTheCloneWarsUmbaraArc Battle of Umbara]], or the [[VideoGame/HaloReach Battle of Reach]], leading to the common sentiment that there ain't no dropsite like The Creek. However, in a striking and heroic upheaval of events [[UnstoppableRage powered by the burning conviction of countless revenge-hungry Helldivers]], Super Earth managed to turn the tide and completely liberate Malevelon Creek in early April. Suffice it to say, the memory of the Divers who gave their lives during the Fall shall never be forgotten by the playerbase.[[/labelnote]]

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** [[AndThisIsFor [[RememberTheAlamo REMEMBER MALEVELON CREEK!]] [[labelnote:Explanation]]The battle for the Automaton-controlled planet Malevelon Creek quickly became the first major cultural touchstone of ''Helldivers II'', with hundreds of thousands of valiant Helldivers banding together and giving their lives trying to liberate the planet from Bot rule despite heavy resistance. Unfortunately, despite staggering casualties on both sides, The Creek ultimately fell to the Automatons on February 27, 2024. Many veteran players compared the experience to UsefulNotes/TheVietnamWar, the future war scenes in ''Film/Terminator2JudgmentDay'', the [[Franchise/TheMatrix machine war during the 2nd renaissance]], the [[Recap/StarWarsTheCloneWarsUmbaraArc Battle of Umbara]], or the [[VideoGame/HaloReach Battle of Reach]], leading to the common sentiment that there ain't no dropsite like The Creek. However, in a striking and heroic upheaval of events [[UnstoppableRage powered by the burning conviction of countless revenge-hungry Helldivers]], Super Earth managed to turn the tide and completely liberate Malevelon Creek in early April. Suffice it to say, the memory of the Divers who gave their lives during the Fall shall never be forgotten by the playerbase.[[/labelnote]]



* PlayAlongMeme: Treating the Battle of Malevelon Creek with such severity as if it were a real battle in real life which claimed thousands of players. Divers who were there during the Fall will describe it with all the pain of a ShellShockedVeteran, and "[[AndThisIsFor REMEMBER THE CREEK!]]" is just as common of a BattleCry to hear over comms as "[[UsefulNotes/TheAmericanCivilWar VIRGINIA!]]" or "[[UsefulNotes/TheCrusades DEUS VULT!]]" would have been in olden times.

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* PlayAlongMeme: Treating the Battle of Malevelon Creek with such severity as if it were a real battle in real life which claimed thousands of players. Divers who were there during the Fall will describe it with all the pain of a ShellShockedVeteran, and "[[AndThisIsFor "[[RememberTheAlamo REMEMBER THE CREEK!]]" is just as common of a BattleCry to hear over comms as "[[UsefulNotes/TheAmericanCivilWar VIRGINIA!]]" or "[[UsefulNotes/TheCrusades DEUS VULT!]]" would have been in olden times.
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** Automaton Gunships are capable of one-shotting a Helldiver regardless of their armor, cover, and seemingly whether or not they actually hit their mark. Worse, they spawn infinitely from a specific sub-objective on higher difficulties, meaning that if you can't get them down (which is near-impossible to do when you have gunships, heavy destroyers, and Democracy-knows-what-the-fuck-else swarming your squad) you're going to be using up your entire reinforcement budget in the space of seconds.

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** Automaton Gunships are capable of one-shotting a Helldiver regardless of their armor, cover, and seemingly whether or not they actually hit their mark. Worse, they spawn infinitely from a specific sub-objective on higher difficulties, meaning that if you can't get them down (which is near-impossible to do when you have gunships, heavy destroyers, devastators, tanks, and Democracy-knows-what-the-fuck-else swarming your squad) you're going to be using up your entire reinforcement budget in the space of seconds.
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* FridgeBrilliance: A Terminid Charger's actual weakest spot isn't its rear end, but its legs. Blasting the armor off a leg via a Railgun or Autocannon and shooting the exposed leg a few times will kill it. This can likely be attributed to the SquareCubeLaw, especially with such an armored, heavy and large body -- by taking out one of its legs, the Charger's remaining legs cannot support its own weight, and get crushed to the point where internal bleeding takes out the creature. A Bile Titan's longer and even more heavily armored legs means it doesn't fall to this as easily, despite being far bigger.
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** Almost all FantasticSlurs across fiction directed toward robots get used by the playerbase against the Automatons, including "[[Franchise/StarWars Clankers]]" and "[[Franchise/BattlestarGalactica Toasters]]".
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* LikeYouWouldReallyDoIt: At the conclusion of a major offensive campaign against the Automatons in early April 2024, all Automaton presence was completely wiped off of the galaxy map with Super Earth leadership declaring the Automaton threat destroyed and turning all attention towards the Terminids. However, none of the players were buying it at all, and sure enough, barely a week later, the Automatons launched a new offensive into Super Earth space with an even larger invasion force.
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** "SWEET LIBERTY, MY [X]!"[[labelnote:Explanation]]Memes about the Helldivers' much hammier voicelines in the second game abound, especially those that they shout when having a limb damaged. It's sometimes crossed over with the [[Memes/SpongebobSquarepants "MY LEG!" guy]] or modified to be [[VulgarHumor cruder]] by having the Helldivers reference their genitals.[[/labelnote]]
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** The Detector Tower is often referred to by players as the "[[Literature/TheLordOfTheRings Eye of Sauron]]" for its likely-intentional resemblance to the Eye. Playing online, it's more common to hear the nickname than the official designation over choice chat, e.g. "we've got an Eye of Sauron to the north, heading there to take it down before it calls reinforcements".

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** The Detector Tower is often referred to by players as the "[[Literature/TheLordOfTheRings Eye of Sauron]]" for its likely-intentional resemblance to the Eye. Playing online, it's more common to hear the nickname than the official designation over choice voice chat, e.g. "we've got an Eye of Sauron to the north, heading there to take it down before it calls reinforcements".
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** The Detector Tower is often referred to by players as the "[[Literature/TheLordOfTheRings Eye of Sauron]]" for its likely-intentional resemblance to the Eye. Playing online, it's more common to hear the nickname than the official designation, e.g. "we've got an Eye of Sauron, north, heading there to take it down".

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** The Detector Tower is often referred to by players as the "[[Literature/TheLordOfTheRings Eye of Sauron]]" for its likely-intentional resemblance to the Eye. Playing online, it's more common to hear the nickname than the official designation, designation over choice chat, e.g. "we've got an Eye of Sauron, Sauron to the north, heading there to take it down".down before it calls reinforcements".

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** Players who spend a lot of time on Malevelon Creek are referred to collectively, and affectionately, as "Creek Crawlers".

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** Players who spend a lot of time on Malevelon Creek are referred to collectively, and collectively as "Creek Crawlers" or, less affectionately, "Creekheads".
** The Detector Tower is often referred to by players
as "Creek Crawlers".the "[[Literature/TheLordOfTheRings Eye of Sauron]]" for its likely-intentional resemblance to the Eye. Playing online, it's more common to hear the nickname than the official designation, e.g. "we've got an Eye of Sauron, north, heading there to take it down".
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* EvilIsCool: The Automatons. Unlike the Terminids, the Automatons are more sophisticated, have their own society, have a slick [[RedAndBlackAndEvilAllOver red and black aesthetic]], are shown to attack the Helldiver Dreadnaughts in space, and even have their own [[https://www.youtube.com/watch?v=U5KOgaE3FG4&t=0s marching chant]]. This, combined with their intimidating appearance and a [[VillainHasAPoint level of sympathy]] given how they are [[UndyingLoyalty fighting Super Earth to avenge and liberate their creators, the Cyborgs]], make them insanely cool and threatening, becoming a bit of a WorthyOpponent for much of the fanbase.

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* EvilIsCool: The Automatons. Unlike the Terminids, the Automatons are more sophisticated, have their own society, have a slick [[RedAndBlackAndEvilAllOver red and black aesthetic]], are shown to attack the Helldiver Dreadnaughts in space, and even have their own [[https://www.youtube.com/watch?v=U5KOgaE3FG4&t=0s marching chant]]. This, combined with their intimidating appearance and a [[VillainHasAPoint level of sympathy]] given how they are [[UndyingLoyalty fighting Super Earth to avenge and liberate their creators, the Cyborgs]], make them insanely cool and threatening, becoming a bit of a WorthyOpponent for much of the fanbase. So much so that when the Automatons were (seemingly) eradicated, a number of fans have expressed [[AntagonistInMourning melancholy over it]].
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** "[[Film/StarshipTroopers I'm doing my part!" "I'm doing my part!" "I'm doing my part!]]" "[[TheLoad I DIDN'T DO FUCKIN' SHIT!]]"[[labelnote:Explanation]]A meme playing into the propaganda of Super Earth that also mocks players who don't contribute very much to the overall success of a mission.[[/labelnote]]
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** Automaton Gunships are capable of one-shotting a Helldiver regardless of their armor, cover, and seemingly whether or not they actually hit their mark. Worse, they spawn infinitely from a specific sub-objective on higher difficulties, meaning that if you can't get them down (which is near-impossible to do when you have gunships, heavy destroyers, and Democracy-knows-what-the-fuck-else swarming your squad) you're going to be using up your entire reinforcement budget in the space of seconds.

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General clarification on work content. Factory Walkers are a thing now as well.


** 500kg Bomb is your average SmartBomb. It can OneHitKill anything in the game if it's centered dead on the blast zone, and it has respectable AOE to wipe out fodder. It also has a short cooldown of 2 minutes for its ability to wipe out hordes - and you get two per pass if you fully upgrade the Eagle.
** Orbital Gas Strike has a really short cooldown of just 75 seconds, and the lingering gas can be used as area denial, and if you have any stims on you, you can survive calling it down on yourself to wipe out swarming terminids. Automatons are usually too slow to escape the gas cloud once they enter it, and even if they do manage to escape, the DamageOverTime is usually a death sentence for them. Bonus points if you combine it with the EMS Strike, which has a similarly short cooldown. Oh, and it can occasionally take out fabricators too.

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** 500kg Bomb is your average SmartBomb. It can OneHitKill almost anything in the game if it's centered dead on the blast zone, and it has respectable AOE to wipe out fodder. It also has a short cooldown of 2 minutes for its ability to wipe out hordes - and you get two per rearm pass if you fully upgrade the Eagle.
Eagle, giving you two of those on an at-most seven second cooldown between them both.
** Orbital Gas Strike has a really short cooldown of just 75 seconds, and the lingering gas can be used as area denial, and if you have any stims on you, you can survive calling it down on yourself to wipe out swarming terminids. Automatons are usually too slow to escape the gas cloud once they enter it, and even if they do manage to escape, the DamageOverTime is usually a death sentence for them. Bonus points if you combine it with the EMS Strike, which has a similarly short cooldown.cooldown and ensures that nobody will be escaping the gas cloud. Oh, and it can occasionally take out fabricators too.



** Flashbangs can stun anything that isn't an Automaton tank or Bile Titan. This makes it easy for you or your teammates to line up shots with precision weapons like the Anti-Material Rifle or Railgun, or with stratagems that take time to land like the 500kg bomb. They also make for great escape tools. If a bunch of Hunters or Berserkers are right in your face or are nipping at your legs as you run, you can safely pull a flashbang out and hold onto it, stunning your attackers, while merely slowing you down, giving you plenty of time to retaliate or escape.
** The Quasar has quickly become a favorite among Helldivers because it addresses many of the weaknesses the other AT weapons have. As an energy weapon, it effectively has unlimited ammo so you don't have to keep calling in resupply strategems or replacement [=EATs=]. In addition, while the time it takes to cool between shots is comparable to that of the recoilless rifle and Spear's reload time, the Quasar will passively cool while stowed away, allowing the wielder to swap to their primary weapon to avoid unnecessary downtime. Finally, the Quasar doesn't need to use up a valuable backpack slot to store extra ammo, granting the user more flexibility. In comparison, the requirement for a wind up time before firing and the lack of splash damage seems like a small price to pay for an AT weapon that a single Helldiver can effectively wield solo.

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** Flashbangs can stun anything that isn't smaller than an Automaton tank Tank or Bile Titan. This makes it easy for you or your teammates to line up shots with precision weapons like the Anti-Material Rifle or Railgun, or with stratagems that take time to land like the 500kg bomb. They also make for great escape tools. If a bunch of Hunters or Berserkers are right in your face or are nipping at your legs as you run, you can safely pull a flashbang out and hold onto it, stunning your attackers, while merely slowing you down, giving you plenty of time to retaliate or escape.
** The Quasar has quickly become a favorite among Helldivers because it addresses many of the weaknesses the other AT weapons have. As an energy weapon, it effectively has unlimited ammo so you don't have to keep calling in resupply strategems or replacement [=EATs=]. In addition, while the time it takes to cool between shots is comparable to that of the recoilless rifle and Spear's reload time, the Quasar will passively cool while stowed away, allowing the wielder to swap to their primary weapon to avoid unnecessary downtime. Finally, the Quasar doesn't need to use up a valuable backpack slot to store extra ammo, granting the user more flexibility.flexibility (or survivability, as anyone facing the Automatons will probably be taking the shield). In comparison, the requirement for a wind up time before firing and the lack of splash damage seems like a small price to pay for an AT weapon that a single Helldiver can effectively wield solo.
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fixing indentation.


*** The Railgun as of this writing is THE GameBreaker. It has only one shot before needing to reload, but it reloads quickly, can penetrate all armor in the game (including Bile Titans, Tanks and Dropships.), strike through multiple targets, and has the range of a sniper rifle. If that wasn't enough, it can be changed into an unsafe mode that allows it to do over double damage, at the cost of literal ExplosiveOverclocking if you're not careful. With careful precision, it's possible to kill Hulks and even Bile Titans with a single well placed shot. However, the Railgun was later nerfed so it no longer has as much armor penetration as it used to; it ''requires'' use of the Unsafe mode to get near the results it did before, and even then isn't quite as powerful.
*** The Shield Backpack provides some insane durability, both against the melee strikes of the Terminids and the gunfire of the Automatons. In a game where you die in just 5 or so good hits, being able to tank an additional 5-7 is game changing. Especially since the shield regenerates but your health doesn't, so the shield can soak up grazing hits that would otherwise add up over time.
*** 500kg Bomb is your average SmartBomb. It can OneHitKill anything in the game if it's centered dead on the blast zone, and it has respectable AOE to wipe out fodder. It also has a short cooldown of 2 minutes for its ability to wipe out hordes - and you get two per pass if you fully upgrade the Eagle.
*** Orbital Gas Strike has a really short cooldown of just 75 seconds, and the lingering gas can be used as area denial, and if you have any stims on you, you can survive calling it down on yourself to wipe out swarming terminids. Automatons are usually too slow to escape the gas cloud once they enter it, and even if they do manage to escape, the DamageOverTime is usually a death sentence for them. Bonus points if you combine it with the EMS Strike, which has a similarly short cooldown. Oh, and it can occasionally take out fabricators too.
*** The EMS Mortar, unlike its regular variant, does no damage, but can stunlock a huge amount of enemies quickly and efficiently. This is much more useful on evacuation and extermination missions, where friendly fire is a huge threat that the regular mortar turret has. It can be combined with the Orbital Gas Strike to clear out entire hordes of enemies with little fuss or muss.
*** The Breaker shotgun combines rapid fire and good firepower with decidedly non-ShortRangeShotgun tendencies, being capable of making short work of enemies much further away than one would expect. It cannot deal with heavy armour in the slightest (particularly Chargers, Titans, or Tanks), but it can still take out most smaller units either by targeting their weak spots or through simple raw power. Despite several nerfs that reduced its capacity and increased its recoil, it's still considered the go-to primary weapon.
*** After getting a substantial buff to its DPS, the Flamethrower has become a top contender for replacing the Railgun against the Terminids. What it lacks in range, it makes up for in horde killing and area denial. Lighter bugs are roasted to a crisp in seconds, while Chargers will survive little more than a couple seconds of concentrated fire (At least when you're the host). About the only thing it can't do against Terminids is kill Bile Titans or close their nest holes.
*** Impact Grenades are just shy of anti-tank levels of damage, and deal a hefty amount of damage. The fact that they don't need to be cooked, or predicting enemy movement means you can easily just toss one and not have to worry about enemies escaping or blowing yourself up. Two impact grenades to the back of an Automaton tank or Hulk can instantly kill them, and a dead-on hit will one-hit kill Devastators (unless you hit a Heavy's shield arm). Likewise they work on most Automaton emplacements (turret towers, mortars, anti-air turrets). They require a little more finesse to take out bug holes and fabbers with, but this is a minor tradeoff given the benefits.
*** Flashbangs can stun anything that isn't an Automaton tank or Bile Titan. This makes it easy for you or your teammates to line up shots with precision weapons like the Anti-Material Rifle or Railgun, or with stratagems that take time to land like the 500kg bomb. They also make for great escape tools. If a bunch of Hunters or Berserkers are right in your face or are nipping at your legs as you run, you can safely pull a flashbang out and hold onto it, stunning your attackers, while merely slowing you down, giving you plenty of time to retaliate or escape.
*** The Quasar has quickly become a favorite among Helldivers because it addresses many of the weaknesses the other AT weapons have. As an energy weapon, it effectively has unlimited ammo so you don't have to keep calling in resupply strategems or replacement [=EATs=]. In addition, while the time it takes to cool between shots is comparable to that of the recoilless rifle and Spear's reload time, the Quasar will passively cool while stowed away, allowing the wielder to swap to their primary weapon to avoid unnecessary downtime. Finally, the Quasar doesn't need to use up a valuable backpack slot to store extra ammo, granting the user more flexibility. In comparison, the requirement for a wind up time before firing and the lack of splash damage seems like a small price to pay for an AT weapon that a single Helldiver can effectively wield solo.

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*** ** The Railgun as of this writing is THE GameBreaker. It has only one shot before needing to reload, but it reloads quickly, can penetrate all armor in the game (including Bile Titans, Tanks and Dropships.), strike through multiple targets, and has the range of a sniper rifle. If that wasn't enough, it can be changed into an unsafe mode that allows it to do over double damage, at the cost of literal ExplosiveOverclocking if you're not careful. With careful precision, it's possible to kill Hulks and even Bile Titans with a single well placed shot. However, the Railgun was later nerfed so it no longer has as much armor penetration as it used to; it ''requires'' use of the Unsafe mode to get near the results it did before, and even then isn't quite as powerful.
*** ** The Shield Backpack provides some insane durability, both against the melee strikes of the Terminids and the gunfire of the Automatons. In a game where you die in just 5 or so good hits, being able to tank an additional 5-7 is game changing. Especially since the shield regenerates but your health doesn't, so the shield can soak up grazing hits that would otherwise add up over time.
*** ** 500kg Bomb is your average SmartBomb. It can OneHitKill anything in the game if it's centered dead on the blast zone, and it has respectable AOE to wipe out fodder. It also has a short cooldown of 2 minutes for its ability to wipe out hordes - and you get two per pass if you fully upgrade the Eagle.
*** ** Orbital Gas Strike has a really short cooldown of just 75 seconds, and the lingering gas can be used as area denial, and if you have any stims on you, you can survive calling it down on yourself to wipe out swarming terminids. Automatons are usually too slow to escape the gas cloud once they enter it, and even if they do manage to escape, the DamageOverTime is usually a death sentence for them. Bonus points if you combine it with the EMS Strike, which has a similarly short cooldown. Oh, and it can occasionally take out fabricators too.
*** ** The EMS Mortar, unlike its regular variant, does no damage, but can stunlock a huge amount of enemies quickly and efficiently. This is much more useful on evacuation and extermination missions, where friendly fire is a huge threat that the regular mortar turret has. It can be combined with the Orbital Gas Strike to clear out entire hordes of enemies with little fuss or muss.
*** ** The Breaker shotgun combines rapid fire and good firepower with decidedly non-ShortRangeShotgun tendencies, being capable of making short work of enemies much further away than one would expect. It cannot deal with heavy armour in the slightest (particularly Chargers, Titans, or Tanks), but it can still take out most smaller units either by targeting their weak spots or through simple raw power. Despite several nerfs that reduced its capacity and increased its recoil, it's still considered the go-to primary weapon.
*** ** After getting a substantial buff to its DPS, the Flamethrower has become a top contender for replacing the Railgun against the Terminids. What it lacks in range, it makes up for in horde killing and area denial. Lighter bugs are roasted to a crisp in seconds, while Chargers will survive little more than a couple seconds of concentrated fire (At least when you're the host). About the only thing it can't do against Terminids is kill Bile Titans or close their nest holes.
*** ** Impact Grenades are just shy of anti-tank levels of damage, and deal a hefty amount of damage. The fact that they don't need to be cooked, or predicting enemy movement means you can easily just toss one and not have to worry about enemies escaping or blowing yourself up. Two impact grenades to the back of an Automaton tank or Hulk can instantly kill them, and a dead-on hit will one-hit kill Devastators (unless you hit a Heavy's shield arm). Likewise they work on most Automaton emplacements (turret towers, mortars, anti-air turrets). They require a little more finesse to take out bug holes and fabbers with, but this is a minor tradeoff given the benefits.
*** ** Flashbangs can stun anything that isn't an Automaton tank or Bile Titan. This makes it easy for you or your teammates to line up shots with precision weapons like the Anti-Material Rifle or Railgun, or with stratagems that take time to land like the 500kg bomb. They also make for great escape tools. If a bunch of Hunters or Berserkers are right in your face or are nipping at your legs as you run, you can safely pull a flashbang out and hold onto it, stunning your attackers, while merely slowing you down, giving you plenty of time to retaliate or escape.
*** ** The Quasar has quickly become a favorite among Helldivers because it addresses many of the weaknesses the other AT weapons have. As an energy weapon, it effectively has unlimited ammo so you don't have to keep calling in resupply strategems or replacement [=EATs=]. In addition, while the time it takes to cool between shots is comparable to that of the recoilless rifle and Spear's reload time, the Quasar will passively cool while stowed away, allowing the wielder to swap to their primary weapon to avoid unnecessary downtime. Finally, the Quasar doesn't need to use up a valuable backpack slot to store extra ammo, granting the user more flexibility. In comparison, the requirement for a wind up time before firing and the lack of splash damage seems like a small price to pay for an AT weapon that a single Helldiver can effectively wield solo.
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* CommonKnowledge: Make no mistake; while Arrowhead Game Studios is ''technically'' an "indie" game studio, ''Helldivers II'' is unquestionably a AAA release marketed as such and being sold at the full price of a AAA game at the behest of Sony Interactive, their publisher. Despite this, there are frequently claims made that ''Helldivers II'''s runaway success is somehow "Indie devs sticking it to AAA gaming" and "setting an industry standard" even though the game is literally a part of that same group it's supposedly rebelling against.

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** Terminid Hunters. These jumpy bastards are GlassCannon and FragileSpeedster in bug form. While they only take a few rounds to put down, they will constantly side step and juke to throw off your aim whenever you begin looking in their direction. They also possess a DeadlyLunge that they can use to quickly close the distance, and then follow up with a tongue attack that slows you down. They're essentially a weaker Stalker, but unlike the Stalker they spawn VERY frequently, independent of a specialized nest. Some would argue that they're more dangerous than Bile Titans, as while Bile Titans can be ran away from, or even manipulated to take out their fellow Terminids, Hunters can't be easily ran away from, and their slowing attack guarantees other bugs can and will catch up to you.



** Automaton Marauders are the most annoying unit you can face. They are equipped with rocket launchers, and while they may go down like any other automaton unit, one hit from their rocket will instantly kill you. It gets especially bad when you are already surrounded by other enemies, or preoccupied with doing something else, where they can attack you at a fairly long range.

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** Automaton Marauders are the most annoying unit you can face. They are equipped with rocket launchers, and while they may go down like any other automaton unit, one hit from their rocket will instantly kill you.knock you to the ground, rendering you vulnerable for a few crucial seconds. It gets especially bad when you are already surrounded by other enemies, or preoccupied with doing something else, where they can attack you at a fairly long range.
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*** The Quasar has quickly become a favorite among Helldivers because it addresses many of the weaknesses the other AT weapons have. As an energy weapon, it effectively has unlimited ammo so you don't have to keep calling in resupply strategems or replacement [=EATs=]. In addition, its recharge time in between shots is far faster than the recoilless rifle and Spear reload time and doesn't take up a valuable backpack slot to store extra ammo. In comparison, the requirement for a wind up time before firing and the lack of splash damage seems like a small price to pay for an AT weapon that a single Helldiver can effectively wield solo.

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*** The Quasar has quickly become a favorite among Helldivers because it addresses many of the weaknesses the other AT weapons have. As an energy weapon, it effectively has unlimited ammo so you don't have to keep calling in resupply strategems or replacement [=EATs=]. In addition, its recharge while the time in it takes to cool between shots is far faster than comparable to that of the recoilless rifle and Spear Spear's reload time and time, the Quasar will passively cool while stowed away, allowing the wielder to swap to their primary weapon to avoid unnecessary downtime. Finally, the Quasar doesn't take need to use up a valuable backpack slot to store extra ammo.ammo, granting the user more flexibility. In comparison, the requirement for a wind up time before firing and the lack of splash damage seems like a small price to pay for an AT weapon that a single Helldiver can effectively wield solo.
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*** The Quasar has quickly become a favorite among Helldivers because it addresses many of the weaknesses the other AT weapons have. As an energy weapon, it effectively has unlimited ammo so you don't have to keep calling in resupply strategems or replacement [=EATs=]. In addition, its recharge time in between shots is far faster than the recoilless rifle and Spear reload time and doesn't take up a valuable backpack slot to store extra ammo. In comparison, the requirement for a wind up time before firing and the lack of splash damage seems like a small price to pay for an AT weapon that a single Helldiver can effectively wield solo.
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* SugarWiki/VisualEffectsOfAwesome: This game is Arrowhead Game Studios' first venture into making a AAA title, and it ''shows'' with the graphical jump to photorealism compared to the first game's stylized artstyle. There are countless examples of both SceneryPorn and SceneryGorn to be found across the varied biomes of every planet you can drop on.
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*** "[[Anime/DragonBallZ I'M NOT A BIG FAN OF THE GOVERNMENT (30 ON 30)]]"[[labelnote:Explanation]]an extension of the "enemy posting" meme co-opting [[https://knowyourmeme.com/memes/im-not-a-big-fan-of-the-government a viral video of Vegeta singing a bizarre rap song]] pretending that it's an illegal Terminid[=/=]Automaton broadcast dissing Super Earth's government.[[/labelnote]]

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Scout Striders, my beloathed.


*** Orbital Gas Strike has a really short cooldown of just 75 seconds, and the lingering gas can be used as area denial, and if you have any stims on you, you can survive calling it down on yourself to wipe out swarming terminids. Automatons are usually too slow to escape the gas cloud once they enter it, and even if they do manage to escape, the DamageOverTime is usually a death sentence for them.

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*** Orbital Gas Strike has a really short cooldown of just 75 seconds, and the lingering gas can be used as area denial, and if you have any stims on you, you can survive calling it down on yourself to wipe out swarming terminids. Automatons are usually too slow to escape the gas cloud once they enter it, and even if they do manage to escape, the DamageOverTime is usually a death sentence for them. Bonus points if you combine it with the EMS Strike, which has a similarly short cooldown. Oh, and it can occasionally take out fabricators too.



*** Impact Grenades are just shy of anti-tank levels of damage, and deal a hefty amount of damage. The fact that they don't need to be cooked, or predicting enemy movement means you can easily just toss one and not have to worry about enemies escaping or blowing yourself up. Two impact grenades to the back of an Automaton tank or Hulk can instantly kill them. Likewise they work on most Automaton emplacements (turret towers, mortars, anti-air turrets). They require a little more finesse to take out bug holes and fabbers with, but this is a minor tradeoff given the benefits.

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*** Impact Grenades are just shy of anti-tank levels of damage, and deal a hefty amount of damage. The fact that they don't need to be cooked, or predicting enemy movement means you can easily just toss one and not have to worry about enemies escaping or blowing yourself up. Two impact grenades to the back of an Automaton tank or Hulk can instantly kill them.them, and a dead-on hit will one-hit kill Devastators (unless you hit a Heavy's shield arm). Likewise they work on most Automaton emplacements (turret towers, mortars, anti-air turrets). They require a little more finesse to take out bug holes and fabbers with, but this is a minor tradeoff given the benefits.



** Of particular notoriety are the Devastators. While all Automatons are considerably more durable then the Terminids, Devastators stand out for being ''so'' heavily armored that the only way to reliably damage them is to hit their heads and shoulder joints, which are [[TinyHeadedBehemoth disproportionately small and hard to hit compared to the rest of their massive body]], especially when you're already in the thick of battle with other Automatons firing at you from all angles. And to add insult to injury, they can spawn as early as Easy tier.

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** Automaton Scout Striders. Common automaton infantry and even all three devastator models can be defanged if not relatively easily killed by any small-arms weapon (though the degree of 'easily' will vary on range, type, etc.), but Scout Striders? If you don't have anything with Medium Armour Penetrating or Explosive damage, you ''need'' to flank them. Even then, with just Medium AP you're stuck shooting out their legs before taking out the pilot - because the pilot's plating can shrug off absurd amounts of firepower. Add onto this they have a gun that can casually two-shot all but the heaviest armour and that they will doggedly pursue you across rough terrain whilst easily keeping pace the entire time even if you're sprinting around with a stamina booster, and they're just absolute nuisances that can be incredibly frustrating or resource-consuming to quickly kill. Oh, and your Super Destroyer can consider them a priority target for railcannoning over much more dangerous targets like Hulks, if you're not careful with where you drop the beacon.
** Of particular notoriety are the Devastators. While all Automatons are considerably more durable then than the Terminids, Devastators stand out for being ''so'' heavily armored that the only way to reliably damage them is to hit their heads and shoulder joints, which are [[TinyHeadedBehemoth disproportionately small and hard to hit compared to the rest of their massive body]], especially when you're already in the thick of battle with other Automatons firing at you from all angles. And to add insult to injury, they can spawn as early as Easy tier. If you have a pair of Heavy Devastators pinning you down, you can say goodbye to your chances of taking them out first. Worse yet, their standard cannon hits hard enough that even a grazing hit will flinch you out of the vast majority of actions, such as injecting stims or throwing beacons.

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General clarification on work content: Bile Titans are no longer stunnable as of Patch 01.000.200, some other changes from that patch.


* AnnoyingVideoGameHelper: Whenever a Helldiver approaches an Automaton Mortar Base on an Automaton-controlled planet, MissionControl will chime in with "Warning, you are in range of enemy artillery" ''ad nauseum'' every time one of the mortar turrets fires. While allegedly there are a few variations of the line, there's barely any difference in the inflection of their voice; not only is it borderline {{Narm}}-inducing, it can be seriously aggravating to hear the same voice line repeated over and over until you manage to actually take out the damn thing. Even more annoyingly, this line triggers even if ''you, personally'' are not in range of the mortars, so it can be hard to tell if you've accidentally wandered into the range of an alerted mortar station or if a random stranger on your squad ran off into one by themselves.

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* AnnoyingVideoGameHelper: Whenever a Helldiver approaches an Automaton Mortar Base on an Automaton-controlled planet, MissionControl will chime in with "Warning, you are in range of enemy artillery" ''ad nauseum'' every time one of the mortar turrets fires.fires, and there are three of them in the base. While allegedly there are a few variations of the line, there's barely any difference in the inflection of their voice; not only is it borderline {{Narm}}-inducing, it can be seriously aggravating to hear the same voice line repeated over and over until you manage to actually take out the damn thing. Even more annoyingly, this line triggers even if ''you, personally'' are not in range of the mortars, so it can be hard to tell if you've accidentally wandered into the range of an alerted mortar station or if a random stranger on your squad ran off into one by themselves.



*** Impact Grenades are just shy of anti-tank levels of damage, and deal a hefty amount of damage. The fact that they don't need to be cooked, or predicting enemy movement means you can easily just toss one and not have to worry about enemies escaping or blowing yourself up. Two impact grenades to the back of an Automaton tank or Hulk can instantly kill them.
*** Flashbangs can stun anything that isn't an Automaton tank. Not even the mighty Bile Titan is immune to being hit with a nasty stun from one of these bad boys. This makes it easy for you or your teammates to line up shots with precision weapons like the Anti-Material Rifle or Railgun, or with stratagems that take time to land like the 500kg bomb. They also make for great escape tools. If a bunch of Hunters or Berserkers are right in your face or are nipping at your legs as you run, you can safely pull a flashbang out and hold onto it, stunning your attackers, while merely slowing you down, giving you plenty of time to retaliate or escape.

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*** Impact Grenades are just shy of anti-tank levels of damage, and deal a hefty amount of damage. The fact that they don't need to be cooked, or predicting enemy movement means you can easily just toss one and not have to worry about enemies escaping or blowing yourself up. Two impact grenades to the back of an Automaton tank or Hulk can instantly kill them.
them. Likewise they work on most Automaton emplacements (turret towers, mortars, anti-air turrets). They require a little more finesse to take out bug holes and fabbers with, but this is a minor tradeoff given the benefits.
*** Flashbangs can stun anything that isn't an Automaton tank. Not even the mighty tank or Bile Titan is immune to being hit with a nasty stun from one of these bad boys.Titan. This makes it easy for you or your teammates to line up shots with precision weapons like the Anti-Material Rifle or Railgun, or with stratagems that take time to land like the 500kg bomb. They also make for great escape tools. If a bunch of Hunters or Berserkers are right in your face or are nipping at your legs as you run, you can safely pull a flashbang out and hold onto it, stunning your attackers, while merely slowing you down, giving you plenty of time to retaliate or escape.



** If Devastators were bad, when a Hulk joins the fray, it's a near guarantee someone will die. They are heavily armored to the point that nothing short of armor-piercing weapons or stratagems can kill them, are equipped with both rockets and flamethrowers, are deceptively quick despite their large frame, and on higher difficulties, a dropship can spawn up to '''3''' of them. While they do have a weak spot on their backs, they are so aggressive that it's nearly impossible to hit it.

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** If Devastators were bad, when a Hulk joins the fray, it's a near guarantee someone will die.die unless your team is well-prepared and/or coordinated. They are heavily armored to the point that nothing short of armor-piercing weapons or stratagems can kill them, are equipped with both rockets and flamethrowers, are deceptively quick despite their large frame, and on higher difficulties, a dropship can spawn up to '''3''' of them. While they do have a weak spot on their backs, they are so aggressive that it's nearly impossible to hit it. Their other weakspot? Their tiny little head, on the front. Good luck hitting ''that'' whilst it's bearing down on you though.



* DiscreditedMeme: When ''Helldivers II'''[='s=] Reclamation storyline came around, focusing the playerbase on the bot front, Malevelon Creek went from a beloved in-joke to being regarded as a wasteful boondoggle. (Fitting for a world already nicknamed "Space Vietnam".) Many Helldivers went to it because of [[ThatOneLevel its reputation]] and to be [[PlayAlongMeme part of the meme]], but players who check the supply lines (which is only possible with 3rd party tools) noticed that it is strategically entirely unimportant. The Creek and its fanbase was eventually blamed for the failure of Super Earth to achieve the second part of the Reclamation storyline, and the devs decided to give a Major Order with the express purpose of taking the Creek once and for all to end the toxicity. On April 1st, 2024, The Creek finally fell to Super Earth's onslaught.

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* DiscreditedMeme: When ''Helldivers II'''[='s=] Reclamation storyline came around, focusing the playerbase on the bot front, Malevelon Creek went from a beloved in-joke to being regarded as a wasteful boondoggle. (Fitting for a world already nicknamed "Space Vietnam".) Many Helldivers went to it because of [[ThatOneLevel its reputation]] and to be [[PlayAlongMeme part of the meme]], but players who check the supply lines (which is only possible with 3rd party tools) noticed that it is strategically entirely unimportant. The Creek and its fanbase was eventually blamed for the failure of Super Earth to achieve the second part of the Reclamation storyline, and the devs decided to give a Major Order with the express purpose of taking the Creek once and for all to end the toxicity.toxicity (not that it helped much in that regard, as now some people are teamkilling or immediately kicking anyone who dares to wear the Malevelon Memorial cape instead). On April 1st, 2024, The Creek finally fell to Super Earth's onslaught.



** Terminids and Automatons in the sequel are near-universally referred to among the playerbase as 'bugs' and 'bots' for convenience's sake. It's simple, descriptive, and alliterative.

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** Terminids and Automatons in the sequel are near-universally referred to among the playerbase as 'bugs' and 'bots' for convenience's sake. It's simple, descriptive, and alliterative. They're often referred to as such by the Super Destroyer crew as well.



* MemeticLoser: In ''Helldivers II'', "Creek Crawlers" have become this due to their insistence on capturing-- and failure to capture-- Malevelon Creek after over a month of combat, which resulted in a major order to liberate Tibit failing, leading to portrayals of them as {{Military Maverick}}s obsessed with revenge who are overall doing more harm than good for the war effort by [[SkewedPriorities refusing to prioritize actual objectives in favor of resuscitating their injured pride]]. These portrayals swiftly evaporated after Malevelon Creek was the prime subject of a Major Order and was finally reclaimed on April 1st of 2024, giving Helldivers everywhere a much-needed morale boost.

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* MemeticLoser: In ''Helldivers II'', "Creek Crawlers" have become this due to their insistence on capturing-- and failure to capture-- Malevelon Creek after over a month of combat, which many insist resulted in a major order to liberate Tibit failing, leading to portrayals of them as {{Military Maverick}}s obsessed with revenge who are overall doing more harm than good for the war effort by [[SkewedPriorities refusing to prioritize actual objectives in favor of resuscitating their injured pride]]. These portrayals swiftly evaporated after Malevelon Creek was the prime subject of a Major Order and was finally reclaimed on April 1st of 2024, giving Helldivers everywhere a much-needed morale boost.



*** In a similar vein, Erata Prime is [[UsefulNotes/TheWarOnTerror Bug Afghanistan]].

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*** In a similar vein, Erata Prime is [[UsefulNotes/TheWarOnTerror Bug Afghanistan]].Afghanistan or Bug Iraq]]. Similar comparisons have been drawn for other planets (Draupnir / [[UsefulNotes/WorldWarI Verdun]], Heeth / Siberia, etc.).



** "Damn it Joel!" [[labelnote:Explanation]]Arrowhead revealed they have a developer named Joel who acts as a game master coordinating the war macro game. Fans were quick to label Joel a KillerGM and blame him for every setback Super Earth has suffered. While Joel does have macro-level control over the general direction of the campaign, he has no direct control on things like the planetary liberation percentages (which players learned much later regenerate over time like HP during non-peak hours), though he CAN increase the enemy reinforcement percentages a little.[[/labelnote]]

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** "Damn it Joel!" [[labelnote:Explanation]]Arrowhead revealed they have a developer staff member named Joel who acts as a game master coordinating the war macro game. Fans were quick to label Joel a KillerGM and blame him for every setback Super Earth has suffered. While Joel does have macro-level control over the general direction of the campaign, he has no direct control on things like the planetary liberation percentages (which players learned much later regenerate over time like HP during non-peak hours), though he CAN increase the enemy reinforcement percentages a little.[[/labelnote]]



* ScrappyMechanic: Fire damage as a whole in ''Helldivers II'', whether it be from the flamethrower, Napalm stratagems, or the Breaker Incendiary, is considered borderline useless due to the fact that fire damage doesn't apply a DamageOverTime effect to enemies unless one is the host. It works just fine on other Helldivers, but if you thought a bot or bug would actually burn to death when it's ''on fire'', you have another thing coming.

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* ScrappyMechanic: Fire damage as a whole in ''Helldivers II'', whether it be from the flamethrower, Napalm stratagems, or the Breaker Incendiary, is considered borderline useless due to the fact that fire damage doesn't apply a DamageOverTime effect to enemies unless one is the host. It works just fine on other Helldivers, but if you thought a bot or bug would actually burn to death when it's ''on fire'', you have another thing coming. Worse, patch 01.000.200 increased fire damage by 50% both ways... meaning the host's incendiary weapons work great, as do any enemy ones -- but if you're not the host, you're ''still'' screwed.



** Certain missions have modifiers to them on harder difficulties. Two of the worst are "AA Defenses", which reduce the number of stratagem slots for each Helldiver by 1, and "Complex Stratagem Plotting", which doubles the deployment time of all Stratagems except Reinforcement. The latter is especially bullshit, as it doubles the deployment time ''of extraction'', meaning you have to fight off waves of enemies for four minutes instead of two. Both of these turn what should be fairly simple missions into bloodbaths, as your squad is inevitably not going to be fighting at 100%. The latter was eventually given a {{Nerf}} down to 50% and removed the debuff to extraction time, which still sucks, but is marginally less painful.
** The Strategem Scrambler prior to its removal from the game was a particularly infamous mechanic that would cause your inputted code sequences to have a chance to replace whatever it is you chose replaced by another strategem in your inventory. This lead to a ''lot'' of incidents such as players calling in their support weapons upon first landing only to be met with a carpet bombing over their own heads instead. Even when players are aware of the presence of a scrambler, it still makes calling vital strategem completely unreliable during emergency situations, causing the inverse of the previous situation where players trying to call in an orbital bombardment on a horde of enemies closing in on them are repeatedly given the strategem to instead call in a support weapon instead.

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** Certain missions have modifiers to them on harder difficulties. Two of the worst are "AA Defenses", which reduce the number of stratagem slots for each Helldiver by 1, and "Complex Stratagem Plotting", which doubles the deployment time of all Stratagems except Reinforcement. The latter is especially bullshit, as it doubles the deployment time ''of extraction'', meaning you have to fight off waves of enemies for four minutes instead of two. Both of these turn what should be fairly simple missions into bloodbaths, as your squad is inevitably not going to be fighting at 100%. The latter was eventually given a {{Nerf}} down to 50% and removed the debuff to extraction time, just increasing deployment times (including extraction) by 50%, which still sucks, but is marginally less painful.
** The Strategem Scrambler prior to its removal from the game was a particularly infamous mechanic that would cause your inputted code sequences to have a chance to replace whatever it is you chose replaced by another strategem in your inventory. This lead to a ''lot'' of incidents such as players calling in their support weapons upon first landing only to be met with a carpet bombing over their own heads instead. Even when players are aware of the presence of a scrambler, scrambler and know how to work around it (simply cancel and redial your stratagem), it still makes calling vital strategem completely unreliable during emergency situations, causing the inverse of the previous situation where players trying to call in an orbital bombardment on a horde of enemies closing in on them are repeatedly given the strategem stratagem to instead call in a support weapon instead.
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* AwesomeMusic:

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* AwesomeMusic:SugarWiki/AwesomeMusic:
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* AnnoyingVideoGameHelper: Whenever a Helldiver approaches an Automaton Mortar Base on an Automaton-controlled planet, MissionControl will chime in with "Warning, you are in range of enemy artillery" ''ad nauseum'' every time one of the mortar turrets fires. While allegedly there are a few variations of the line, there's barely any difference in the inflection of their voice; not only is it borderline {{Narm}}-inducing, it can be seriously aggravating to hear the same voice line repeated over and over until you manage to actually take out the damn thing. Even more annoyingly, this line triggers even if ''you, personally'' are not in range of the mortars, so it can be hard to tell if you've accidentally wandered into the range of an alerted mortar station or if a random stranger on your squad ran off into one by themselves.
* AwesomeMusic:
** [[https://www.youtube.com/watch?v=R5hCkh2AH58 A Cup Of Liber-Tea]] is basically asking new players "Are you ready to do your duty for democracy and Super Earth?", while telling veterans of the first game "Welcome back. Are you ready to take up arms once more?". Incorporating parts of the first game's theme, while also establishing its own identity, it sets the tone of what the game is about. It also plays every time the drop pod is launched to the planet you'll be in action, which never gets old.
** And the [[https://www.youtube.com/watch?v=4VS2XyeuBF8 extraction theme]] for ''II'' does the same for its main theme, and it's arguably MORE epic than the one from the first game!
** The sequel's [[https://www.youtube.com/watch?v=U5KOgaE3FG4&t=0s Automaton Marching Cadence]] is an intimidating battle march, sounding like something that wouldn't be out of place in Medieval Europe, but being sung by dozens of ''giant war robots,'' leading to it being a major factor in terrifying players on the field [[HellIsThatNoise when they hear the march approaching]]...or hearing it suddenly stop and [[OhCrap realizing they've been spotted.]]
** The [[https://www.youtube.com/watch?v=Ed9ED5KSHQc Super Earth Anthem]] is a [[MusicToInvadePolandTo rather fittingly bombastic tune for a militaristic dictatorship]].
** Stratagem Hero uses segments of the original Helldivers' theme whenever the next round starts. Put them together, and you get [[https://www.youtube.com/watch?v=ILww6K_zZdc a tribute to the original song.]]
* BestLevelEver: Cold worlds in ''Helldivers II'' are considered the only positive modifier. The lower rate of fire is more than offset by the lower heat build-up on energy weapons, making laser weapons like the Sickle better than ever. While not directly related to the temperature, the lack of plants and plentiful rock/glacial outcroppings on such worlds also mean generally clear lines of sight, but with no shortage of cover if needed. Even the hostile plants found on ice worlds, which generate a severe slowdown area when detonated, are a mere annoyance to Helldivers but can tie up enemy forces if used tactically. This is a distinct departure from their incarnation in the first game, where they were purely negative, necessitating the use of cold-weather gear or vehicles so as not to get constantly bogged down in the knee-deep snow.
* ComplacentGamingSyndrome: Railgun, Shield Backpack, 500kg Bomb, Orbital Gas Strike and EMS Mortar are the five stratagems pretty much anybody runs when doing high level missions. If they're feeling daring, they may switch out the Shield Backpack for a Resupply Pack. For primary weapons, the - appropriately - ''Breaker'' automatic shotgun is generally regarded as the best all-round primary. Grenades are either going to be Impact, or Flashbangs.
*** The Railgun as of this writing is THE GameBreaker. It has only one shot before needing to reload, but it reloads quickly, can penetrate all armor in the game (including Bile Titans, Tanks and Dropships.), strike through multiple targets, and has the range of a sniper rifle. If that wasn't enough, it can be changed into an unsafe mode that allows it to do over double damage, at the cost of literal ExplosiveOverclocking if you're not careful. With careful precision, it's possible to kill Hulks and even Bile Titans with a single well placed shot. However, the Railgun was later nerfed so it no longer has as much armor penetration as it used to; it ''requires'' use of the Unsafe mode to get near the results it did before, and even then isn't quite as powerful.
*** The Shield Backpack provides some insane durability, both against the melee strikes of the Terminids and the gunfire of the Automatons. In a game where you die in just 5 or so good hits, being able to tank an additional 5-7 is game changing. Especially since the shield regenerates but your health doesn't, so the shield can soak up grazing hits that would otherwise add up over time.
*** 500kg Bomb is your average SmartBomb. It can OneHitKill anything in the game if it's centered dead on the blast zone, and it has respectable AOE to wipe out fodder. It also has a short cooldown of 2 minutes for its ability to wipe out hordes - and you get two per pass if you fully upgrade the Eagle.
*** Orbital Gas Strike has a really short cooldown of just 75 seconds, and the lingering gas can be used as area denial, and if you have any stims on you, you can survive calling it down on yourself to wipe out swarming terminids. Automatons are usually too slow to escape the gas cloud once they enter it, and even if they do manage to escape, the DamageOverTime is usually a death sentence for them.
*** The EMS Mortar, unlike its regular variant, does no damage, but can stunlock a huge amount of enemies quickly and efficiently. This is much more useful on evacuation and extermination missions, where friendly fire is a huge threat that the regular mortar turret has. It can be combined with the Orbital Gas Strike to clear out entire hordes of enemies with little fuss or muss.
*** The Breaker shotgun combines rapid fire and good firepower with decidedly non-ShortRangeShotgun tendencies, being capable of making short work of enemies much further away than one would expect. It cannot deal with heavy armour in the slightest (particularly Chargers, Titans, or Tanks), but it can still take out most smaller units either by targeting their weak spots or through simple raw power. Despite several nerfs that reduced its capacity and increased its recoil, it's still considered the go-to primary weapon.
*** After getting a substantial buff to its DPS, the Flamethrower has become a top contender for replacing the Railgun against the Terminids. What it lacks in range, it makes up for in horde killing and area denial. Lighter bugs are roasted to a crisp in seconds, while Chargers will survive little more than a couple seconds of concentrated fire (At least when you're the host). About the only thing it can't do against Terminids is kill Bile Titans or close their nest holes.
*** Impact Grenades are just shy of anti-tank levels of damage, and deal a hefty amount of damage. The fact that they don't need to be cooked, or predicting enemy movement means you can easily just toss one and not have to worry about enemies escaping or blowing yourself up. Two impact grenades to the back of an Automaton tank or Hulk can instantly kill them.
*** Flashbangs can stun anything that isn't an Automaton tank. Not even the mighty Bile Titan is immune to being hit with a nasty stun from one of these bad boys. This makes it easy for you or your teammates to line up shots with precision weapons like the Anti-Material Rifle or Railgun, or with stratagems that take time to land like the 500kg bomb. They also make for great escape tools. If a bunch of Hunters or Berserkers are right in your face or are nipping at your legs as you run, you can safely pull a flashbang out and hold onto it, stunning your attackers, while merely slowing you down, giving you plenty of time to retaliate or escape.
* DemonicSpiders:
** The Automatons in the sequel. Even the "weakest" types of them are all quite well armored and can tank an obscene amount of damage unless you hit their weakpoints, and unlike the Terminids they have ranged weapons, which they make liberal use of to the point that its rare for any point of an Automaton mission to ''not'' be full of laser fire or explosions. They reward precise shooting, which is difficult when they shoot back and suppress you!
** Of particular notoriety are the Devastators. While all Automatons are considerably more durable then the Terminids, Devastators stand out for being ''so'' heavily armored that the only way to reliably damage them is to hit their heads and shoulder joints, which are [[TinyHeadedBehemoth disproportionately small and hard to hit compared to the rest of their massive body]], especially when you're already in the thick of battle with other Automatons firing at you from all angles. And to add insult to injury, they can spawn as early as Easy tier.
** If Devastators were bad, when a Hulk joins the fray, it's a near guarantee someone will die. They are heavily armored to the point that nothing short of armor-piercing weapons or stratagems can kill them, are equipped with both rockets and flamethrowers, are deceptively quick despite their large frame, and on higher difficulties, a dropship can spawn up to '''3''' of them. While they do have a weak spot on their backs, they are so aggressive that it's nearly impossible to hit it.
** Chargers from the Terminid faction. They're strictly close-range, unlike the Automatons, but they hit like a train, are outrageously aggressive (it's not unusual for a Charger to pursue its quarry across the entire map) and on harder difficulties can pop up in groups of three or more. They're also covered in armor plate except for their backside, which itself has heavy damage resistance. Their biggest weakness is also unconventional: rather than shooting their backside, you need to blow off the armor on one of their legs, then shoot the exposed leg a few times. Chargers are such a terror that high-level parties have one or two Helldivers kitted out solely to deal with them, which typically involves a Railgun, which can punch through their armor and break the plating off their legs, and a shield backpack to mitigate damage and stagger/slowdown from the armies of lesser bugs that accompany them. An update around the same time as the Railgun nerf mentioned earlier on this page softened them up enough where a well-aimed shot from a recoilless rifle or expendable anti-tank launcher to the head will kill them in one hit, but if the player firing the rocket isn't a good shot or they can't get the shot lined up then Chargers still fit this trope.
** Terminid Stalkers only spawn whenever Helldivers are near a Stalker Lair tactical objective. These freaks of nature are almost [[VisibleInvisibility transparent]] when attempting to take down Helldivers until they're within striking distance. While invisible, they don't show up on the radar, and cannot be pinged. When they do strike, they hit hard and fast, and can launch you several meters with their tongue attack. To top it all off, they have medium armor, on most parts of their body, so you'll usually have trouble punching through with your primary weapon. It's not uncommon for the team to immediately drop whatever they're doing and beeline to the Stalker Nest the moment a single Stalker makes itself known, or when it shows up on the radar from completing a Radar Station side objective.
* DiscreditedMeme: When ''Helldivers II'''[='s=] Reclamation storyline came around, focusing the playerbase on the bot front, Malevelon Creek went from a beloved in-joke to being regarded as a wasteful boondoggle. (Fitting for a world already nicknamed "Space Vietnam".) Many Helldivers went to it because of [[ThatOneLevel its reputation]] and to be [[PlayAlongMeme part of the meme]], but players who check the supply lines (which is only possible with 3rd party tools) noticed that it is strategically entirely unimportant. The Creek and its fanbase was eventually blamed for the failure of Super Earth to achieve the second part of the Reclamation storyline, and the devs decided to give a Major Order with the express purpose of taking the Creek once and for all to end the toxicity. On April 1st, 2024, The Creek finally fell to Super Earth's onslaught.
* EnsembleDarkhorse: Both Eagle-1 and Pelican-1 are well loved and respected in the community despite only playing minor support roles. For Eagle-1, she always provides [[DeathFromAbove prompt air cover]] to any Helldiver that requests it, no questions asked. For Pelican-1, he will always land on the drop zone no matter how hot it is to get as many Helldivers out alive as possible. This has led to many fans creating fanart and fan depictions of both pilots, even going so far as to ship them together.
* EvilIsCool: The Automatons. Unlike the Terminids, the Automatons are more sophisticated, have their own society, have a slick [[RedAndBlackAndEvilAllOver red and black aesthetic]], are shown to attack the Helldiver Dreadnaughts in space, and even have their own [[https://www.youtube.com/watch?v=U5KOgaE3FG4&t=0s marching chant]]. This, combined with their intimidating appearance and a [[VillainHasAPoint level of sympathy]] given how they are [[UndyingLoyalty fighting Super Earth to avenge and liberate their creators, the Cyborgs]], make them insanely cool and threatening, becoming a bit of a WorthyOpponent for much of the fanbase.
* FanNickname:
** Terminids and Automatons in the sequel are near-universally referred to among the playerbase as 'bugs' and 'bots' for convenience's sake. It's simple, descriptive, and alliterative.
** Players who spend a lot of time on Malevelon Creek are referred to collectively, and affectionately, as "Creek Crawlers".
* {{Fanon}}: Contrary to popular belief, Pelican-1 and Eagle-1 are NOT married. This statement started to float around when fans found a Tumblr account that people mistook as an official Helldivers 2 account due to its name and claimed that the two pilots were married. This was later disproven when Arrowhead Studio devs confirmed that they don't run an account on Tumblr. Despite this, it hasn't stopped some fans from shipping Eagle-1 and Pelican-1 with each other and some even still choose to believe that they indeed have signed a C-01 form together.
* FridgeBrilliance: A Terminid Charger's actual weakest spot isn't its rear end, but its legs. Blasting the armor off a leg via a Railgun or Autocannon and shooting the exposed leg a few times will kill it. This can likely be attributed to the SquareCubeLaw, especially with such an armored, heavy and large body -- by taking out one of its legs, the Charger's remaining legs cannot support its own weight, and get crushed to the point where internal bleeding takes out the creature. A Bile Titan's longer and even more heavily armored legs means it doesn't fall to this as easily, despite being far bigger.
* GermansLoveDavidHasselhoff: Helldivers 2 has [[https://www.vgchartz.com/article/460229/ps5-best-seller-in-the-uk-in-february-helldivers-2-is-a-hit-on-ps5-and-pc/ gained quite a bit of popularity in the UK]]. One reason may be the game's nature as {{Satire}} and the jabs at American neoconservatism.
* GoddamnedBats:
** Terminid hunters. A single hunter can readily be taken down with a shell or two from a shotgun and has no particular armor to protect itself... if you can ''hit'' the thing. Hunters jump strafe when aimed at, deliberately flank the Helldivers, and despite their fragility, [[GlassCannon pack a nasty hit if they get in range]]. And on higher difficulties, [[ZergRush there's always more of them]]. Their flanking tactics also have a way of scattering them, so they rarely form clumps that can be cleaned out with a grenade or other explosive. Finally, their attacks slow the Helldivers, [[CycleOfHurting making it difficult to escape once they're on you]].
** Terminid Scavengers and their relations are individually the weakest and least dangerous breeds, but their attacks are capable of staggering hapless Helldivers to weaken them for their bigger cousins. There's also never just ''one'' Scav -- they're often found in small packs either scouting the map or guarding mission-critical objectives, and if you alert one before you take them all out, they'll [[EnemySummoner summon a Bug Breach]]. Bile Spitters in particular are especially annoying, as getting hit by one will slow you to a crawl.
** Terminid Shriekers are {{Airborne Mook}}s that fly quickly and hit moderately hard with their swoops, but have low health to compensate. Their main dangers are that they will continuously appear in swarms from any of their nests (which often tend to be clustered together), and worst of all, if they're killed while swooping at a Helldiver, gravity and momentum will turn their [[TakingYouWithMe entire dead body into a high-velocity projectile]] (with a [[HitboxDissonance disproportionately large hitbox]]) that can OneHitKill any Helldiver it hits.
** Automaton Marauders are the most annoying unit you can face. They are equipped with rocket launchers, and while they may go down like any other automaton unit, one hit from their rocket will instantly kill you. It gets especially bad when you are already surrounded by other enemies, or preoccupied with doing something else, where they can attack you at a fairly long range.
* MemeticLoser: In ''Helldivers II'', "Creek Crawlers" have become this due to their insistence on capturing-- and failure to capture-- Malevelon Creek after over a month of combat, which resulted in a major order to liberate Tibit failing, leading to portrayals of them as {{Military Maverick}}s obsessed with revenge who are overall doing more harm than good for the war effort by [[SkewedPriorities refusing to prioritize actual objectives in favor of resuscitating their injured pride]]. These portrayals swiftly evaporated after Malevelon Creek was the prime subject of a Major Order and was finally reclaimed on April 1st of 2024, giving Helldivers everywhere a much-needed morale boost.
* MemeticMutation:
** "[[Series/ThatMitchellAndWebbLook Are we the baddies]]?"[[labelnote:Explanation]]Jokingly mentioning out loud your reservations about [[TheEmpire Super Earth's expansionist practices]], [[{{Dystopia}} totalitarian government]] and [[HappinessIsMandatory propaganda machine]]. Said out-loud burst of realization will immediately be followed by the other members of your squad [[TreacheryIsASpecialKindOfEvil promptly emptying all their ammo on you like you deserve]].[[/labelnote]]
** >Watches propaganda >Buys it unquestioningly[[labelnote:Explanation]] A meme taking the piss out of a [[https://preview.redd.it/where-did-bro-get-all-this-lore-from-v0-arzhem6o94lc1.png?auto=webp&s=1fc3a61ae7a9852dd53109fb5e43de4b0a62b496 4chan greentext post]] where the original poster seems to not understand that the opening cinematic of ''II'' is an in-universe PropagandaPiece and [[MisaimedFandom thinks that Super Earth is really the utopia that it claims to be]]. Variations on this phrase are thus deployed in response to members of the games' MisaimedFandom clearly interpreting the story and world incorrectly.[[/labelnote]]
** Space [[UsefulNotes/TheVietnamWar Vietnam]] [[labelnote:Explanation]] An [[EverythingTryingToKillYou apt description of the gameplay]], especially of ''II'', is that it's UsefulNotes/TheVietnamWar [[RecycledWithAGimmick IN SPACE!]] This phrase is often used in conjunction with the famous "ThousandYardStare" image but modified to be of a Helldiver, denoting that playing ''Helldivers'' [[ShellShockedVeteran changes a man]]. What solidifies this meme is the fact that Malevelon Creek, one of the more infamous planets under Automaton control is very much a lush jungle.[[/labelnote]]
*** In a similar vein, Erata Prime is [[UsefulNotes/TheWarOnTerror Bug Afghanistan]].
** [[AndThisIsFor REMEMBER MALEVELON CREEK!]] [[labelnote:Explanation]]The battle for the Automaton-controlled planet Malevelon Creek quickly became the first major cultural touchstone of ''Helldivers II'', with hundreds of thousands of valiant Helldivers banding together and giving their lives trying to liberate the planet from Bot rule despite heavy resistance. Unfortunately, despite staggering casualties on both sides, The Creek ultimately fell to the Automatons on February 27, 2024. Many veteran players compared the experience to UsefulNotes/TheVietnamWar, the future war scenes in ''Film/Terminator2JudgmentDay'', the [[Franchise/TheMatrix machine war during the 2nd renaissance]], the [[Recap/StarWarsTheCloneWarsUmbaraArc Battle of Umbara]], or the [[VideoGame/HaloReach Battle of Reach]], leading to the common sentiment that there ain't no dropsite like The Creek. However, in a striking and heroic upheaval of events [[UnstoppableRage powered by the burning conviction of countless revenge-hungry Helldivers]], Super Earth managed to turn the tide and completely liberate Malevelon Creek in early April. Suffice it to say, the memory of the Divers who gave their lives during the Fall shall never be forgotten by the playerbase.[[/labelnote]]
** "The trees speak binary..." [[labelnote:Explanation]]The typical MadnessMantra of a Malevelon Creek ShellShockedVeteran player.[[/labelnote]]
** Up Right Down Down Down / ⬆️➡️⬇️⬇️⬇️ [[labelnote:Explanation]]The code for the [[BigBulkyBomb 500kg bomb]] stratagem, usually used as a tongue-in-cheek counterargument.[[/labelnote]]
** [[WesternAnimation/TheIronGiant "That missile is targeted directly to the Giant's position! Where's the Giant, Mansley!?"]] [[labelnote:Explanation]]A reference frequently used to poke fun at players who call down orbital or air strikes right on top of themselves, typically getting them and their allies killed [[/labelnote]]
** "[[Film/IronMan1 For your consideration...the Jericho.]]"[[labelnote:Explanation]]Recreating the famous scene from ''Iron Man'' where Tony Stark shows off the Jericho Missile's destructive power by obliterating a mountainside in-game using the myriad {{Kill Sat}}s, {{Orbital Bombardment}}s and other means of DeathFromAbove that Stratagems permit has become very popular, especially since a certain taunt allows the player to imitate Tony's "arms outstretched" pose from the scene.[[/labelnote]]
** "Damn it Joel!" [[labelnote:Explanation]]Arrowhead revealed they have a developer named Joel who acts as a game master coordinating the war macro game. Fans were quick to label Joel a KillerGM and blame him for every setback Super Earth has suffered. While Joel does have macro-level control over the general direction of the campaign, he has no direct control on things like the planetary liberation percentages (which players learned much later regenerate over time like HP during non-peak hours), though he CAN increase the enemy reinforcement percentages a little.[[/labelnote]]
** "Look for the dick/mushroom shaped rock". [[labelnote:Explanation]] Super samples, unlike rare and common samples are only found near rock formations with a [[https://cdn.discordapp.com/attachments/1046327231007445052/1211909413330485268/2w77u3v1pcic1.png?ex=65efe998&is=65dd7498&hm=bc11855d1639553080be37cdbb91d89eb978a3f56a5c9e939f526b376a3d253f& rather phallic look to them.]] When newer players ask where to find super samples, people usually say this or some close variant of it.[[/labelnote]]
** Automaton psi-ops. [[labelnote:Explanation]] Due to the DemandOverload that the game experiences on a regular basis, the servers have been known to bug out or outright collapse during points of high volume traffic, including missing rewards and levels displaying incorrectly. The fanbase has since joked that it's an Automaton retaliation for strategic losses in order to stifle Super Earth morale.[[/labelnote]]
** Blue Beams. [[labelnote:Explanation]] Players have reported and even [[https://www.reddit.com/r/Helldivers/comments/1bf2x06/blue_beam_caught_clear_as_day/ recorded]] blue beams, apparently coming out of nowhere to snipe Helldivers. Terminids don't use ranged weapons, and Automaton weapons are all red, ruling them out. The Illuminate from the first game were known to have powerful cloaking technology and use blue beam weapons... but on the other hand, the Helldivers' own scorcher weapon also fires blue plasma bolts, and ricochets are marked in blue and can cause friendly fire incidents. The devs have added stealth updates before, leading to serious ParanoiaFuel.[[/labelnote]]
** "Bugs can't fly." [[labelnote:Explanation]]In mid-March, players noticed that flying terminids were [[https://www.ign.com/articles/helldivers-2-just-quietly-added-flying-bugs-ceo-insists-bugs-cant-fly added unannounced]] in a patch, leading to SuspiciouslySpecificDenial by Arrowhead's CEO and other players jumping in character to declare the idea of flying bugs offensive and treasonous.[[/labelnote]]
** "Ha ha...look familiar?" [[labelnote:Explanation]] A trend to use the announcer from the intro cinematic superimposed over other videos in a similar manner to other interrupting memes. [[/labelnote]]
** '''Democracy!'''/'''Liberty!''' [[labelnote:Explanation]] Words that are often sarcastically parroted by players at the start of a mission, or when discussing the game overall on Website/{{reddit}} or Discord.[[/labelnote]]
** Enemy Posting [[labelnote:Explanation]] A flavor of reaction image where anyone criticizing the government of Super Earth, expressing sympathy to the situations the enemy factions are in, or complaining about overpowered weapons will have someone post a picture of a Terminid Charger with a laptop, implying that the critic in question is an angry and seething alien bug. Then it spread to other enemies like Hunters, Scavengers, Troopers, Hulks and even Annihilator Tanks getting their own computers. This eventually resulted into a 3d render and animated gif of a Charger typing away on a comically undersized laptop, with the Trooper and Scavenger following suit, and even culminated into versions of the Helldivers themselves typing on laptops as retorts.[[/labelnote]]
** [Comment under investigation for treason][[labelnote:Explanation]]In keeping with the ''Helldivers'' fandom's PlayAlongMeme of always pretending to be in-universe civilians who wholeheartedly support Super Earth, on any [=YouTube=] video or social media post of the games you can invariably expect to see a handful of comments that say nothing but this, implying that the original poster said something critical of Super Earth or the Galactic War.[[/labelnote]]
* MemeticPsychopath: [[GameMaster Joel]], the real-life Arrowhead employee who runs the Galactic War in ''II'', is often jokingly regarded as the GreaterScopeVillain of the game. Sometimes fans go so far as to portray Joel as an in-universe character, usually a Helldiver who committed a FaceHeelTurn and is now working for the enemy by feeding them information on Super Earth's tactics a la [[Franchise/BattlestarGalactica Gaius Balthar]]. Alternatively, he's sometimes characterized as an Automaton super intelligence known as J.O.E.L.
* SugarWiki/MomentOfAwesome: In ''II'', after two months of utter hell and fully losing the planet at one point, High Command finally issued a Major Order to liberate Malevelon Creek and avenge the hundreds of thousands of patriotic Helldivers that Super Earth had lost there, both to boost waning Helldiver morale and wrap up the loose end that the Creek presented in the Severin sector. Though the planet was already extensively liberated, the Helldivers got it done in ''five hours'' of ruthlessly spilling oil. High Command then had this to say:
--> '''High Command:''' At long last, Malevelon Creek is free. The heroes who died in its defense can finally rest in peace, knowing justice has been served, and the planet's rhodium deposits will be mined by the citizens who rightfully own them. Colonists are returning to the ruins of their settlements, pickaxes in hand, hopeful for a prosperous future. For at last, dawn breaks on the Creek.
* NightmareFuel: The Automatons are a good source of this.
** How they use the crucified bodies of Helldivers for intimidation factor.
** Their creepy BattleChant that [[https://www.youtube.com/watch?v=U5KOgaE3FG4 can be heard as they are marching around]]:
-->''HEART - STEEL''\\
''WE - KILL''\\
''IRON - WILL''\\
''ON TO WAR!''\\
''CYBERSTAN''\\
''CAN'T KEEP HER DOWN''\\
''WE COUNT DOWN''\\
''ON TO WAR!''\\
''DIVER SCUM!''\\
''CAN'T KEEP HER DOWN''\\
''WE COUNT DOWN''\\
''ON TO WAR!''
** Unlike the Terminids (which, while intimidating in their own way, are just big alien bugs), the Automatons demonstrate several times that they are intelligent machines with their own [[UndyingLoyalty ideals and hopes]] worth singing about, [[BlatantLies despite the insistence]] of Super Earth propaganda and even the people on your dropship that they're just senseless killing machines. They are driven by thoughts of misanthropy and vengeance against Super Earth for what was done to Cyberstan and their Cyborg creators, and they're more than willing to carry out brutal vengeance against their sworn enemy.
* PopCultureHoliday:
** October 26th celebrates the Super Earth holiday of Liberty Day[[note]]Chosen because October 26th, 1959 was the original publication date of ''Literature/StarshipTroopers'', which the ''Helldivers'' series takes great inspiration from[[/note]], which is accompanied by an in-game celebration on the menu and (usually) new content as well as out-of-universe festivities from Arrowhead Studios, including livestreams and giveaways.
** Malevelon Creek Rememberance Day is on April 3rd, to honor the [[CurbStompBattle smashingly successful offensive to liberate Malevelon Creek]] on April 1st, 2024 and [[DueToTheDead the thousands of brave Helldivers who perished during the Fall of Malevelon Creek in late February of that same year]].
* PlayAlongMeme: Treating the Battle of Malevelon Creek with such severity as if it were a real battle in real life which claimed thousands of players. Divers who were there during the Fall will describe it with all the pain of a ShellShockedVeteran, and "[[AndThisIsFor REMEMBER THE CREEK!]]" is just as common of a BattleCry to hear over comms as "[[UsefulNotes/TheAmericanCivilWar VIRGINIA!]]" or "[[UsefulNotes/TheCrusades DEUS VULT!]]" would have been in olden times.
* ScrappyMechanic: Fire damage as a whole in ''Helldivers II'', whether it be from the flamethrower, Napalm stratagems, or the Breaker Incendiary, is considered borderline useless due to the fact that fire damage doesn't apply a DamageOverTime effect to enemies unless one is the host. It works just fine on other Helldivers, but if you thought a bot or bug would actually burn to death when it's ''on fire'', you have another thing coming.
* ScrappyWeapon:
** The release version of the Breaker Pray & Spray could not even pierce the leathery shells of Terminid eggs. Buffs took it out of this category; it's mostly considered an overall downgrade to the Breaker, but it's at least usable, and does at least clean up [[TheGoomba scavengers]] and the like nicely.
** The Spear missile launcher is considered worse than the Expendable Anti-Tank munition, and possibly one of the worst anti-tank weapons in general; the Spear is supposed to have a HomingProjectile after locking onto a target, but it has not worked reliably since it was added to the game. Some people have reported needing to be on the other side of the map from what they want to hit before the Spear will so much as try to lock on to anything. Other times it will refuse to lock onto things the player has a clear view of, and sometimes even when it ''does'' lock on it can require more than one hit to actually kill the target - when the backpack only has three spare missiles. All of these flaws are further exacerbated by the fact the weapon '''cannot''' 'dumbfire' its missiles; it absolutely ''must'' have a lock to fire, meaning it's nothing but dead weight if the thing won't cooperate with the player. For a top-attack style anti-tank missile launcher that is one of the later rank-restricted unlocks alongside the shield backpack and (formerly extremely overpowered) railgun, the Spear is ''remarkably'' ineffectual at its primary job.
* SpiritualSuccessor: The game is largely considered by ''{{Franchise/Halo}}'' fans to be the sequel to the original trilogy that they always wanted, due to the many similarities Super Earth's war against the Automatons and Terminids has with the UNSC's war against the Covenant and Flood as well as the namesake Helldivers being direct analogues to both the [=SPARTANs=] and [=ODSTs=].
* ThatOneAchievement: "Kill It With Fire!", requiring the player to kill 100 enemies with fire damage in one mission, is this due to the fact that fire damage does not work as intended . Fire is supposed to apply a DamageOverTime effect, but it only works for the host, meaning that bringing stratagems that use Napalm or the Flamethrower weapon is an active hindrance to your squad.
* ThatOneDisadvantage:
** Certain missions have modifiers to them on harder difficulties. Two of the worst are "AA Defenses", which reduce the number of stratagem slots for each Helldiver by 1, and "Complex Stratagem Plotting", which doubles the deployment time of all Stratagems except Reinforcement. The latter is especially bullshit, as it doubles the deployment time ''of extraction'', meaning you have to fight off waves of enemies for four minutes instead of two. Both of these turn what should be fairly simple missions into bloodbaths, as your squad is inevitably not going to be fighting at 100%. The latter was eventually given a {{Nerf}} down to 50% and removed the debuff to extraction time, which still sucks, but is marginally less painful.
** The Strategem Scrambler prior to its removal from the game was a particularly infamous mechanic that would cause your inputted code sequences to have a chance to replace whatever it is you chose replaced by another strategem in your inventory. This lead to a ''lot'' of incidents such as players calling in their support weapons upon first landing only to be met with a carpet bombing over their own heads instead. Even when players are aware of the presence of a scrambler, it still makes calling vital strategem completely unreliable during emergency situations, causing the inverse of the previous situation where players trying to call in an orbital bombardment on a horde of enemies closing in on them are repeatedly given the strategem to instead call in a support weapon instead.
** Terminid Spore Clouds modifier disables your EnemyDetectingRadar, and also hides the Terminids' location on the initial drop map. The latter half can potentially cause a death spiral that drains you and your team of your reinforcement budget if you just happen to drop into a large outpost with a Bile Titan and its Charger escorts. And while to some this might not seem so bad compared to other modifiers that hinder or outright remove stratagems, this modifier is especially bad on blitz missions. Due to not being able to see where the Terminid outposts are, it'll be a mad scramble to actually find them in the twelve minutes you have. If you're unlucky, you'll be short just one or two bug holes, and will be stuck trying to find one last outpost to obliterate before the Super Destroyer leaves and Pelican-1 is called early.
* ThatOneLevel:
** There's a reason, out of the myriad procedurally generated planets in ''Helldivers II'', Malevelon Creek has achieved MemeticMutation as "Space Vietnam" and, for certain kinds of players, the BestLevelEver. It's inhabited by the Automatons, who are generally seen as more dangerous than the Terminids for their use of military equipment including but absolutely not limited to: strategic jammers, anti-aircraft guns, mortar pits, bulletproof armor and main battle tanks. Going from a planet where the most dangerous thing is a bile titan or a stalker, to a battlefield where the first sign you've been spotted is the air becoming majority tracer by volume takes quite a bit of getting used to. Helping the "Space Vietnam" meme, they're also [[DirtyCommies dirty commie]] [[RobotWar robots]] (according to [[UnreliableNarrator Super Earth propaganda]]). It is a swampy jungle world, with poor sightlines on the shore. The sightlines are better in lagoons, but with Helldivers' SuperDrowningSkills and the slow movement through the shallows, that's just asking to get shredded by Automaton fire from the shore. Other jungle worlds are often bright, but Malevelon Creek is shrouded in a dark blue twilight even at high noon. While Automatons' fire can be disrupted by smoke and such, the darkness doesn't seem to affect them as badly as it affects players. The addition of planetary weather effects in later patches only adds to the fun - the Creek has ion storms, electromagnetic disturbances in the atmosphere that block your stratagems for short periods of time (often when you've got an irate KillerRobot horde on your tail who you'd very much like to get rid of). All of these combine to make a ''unique'' experience: creeping through the thick jungle, hoping to spot Automaton red in the dark blue foliage... before the Automatons spot the Helldivers and the jungle erupts in red tracers.
** [[IDontLikeTheSoundOfThatPlace Hellmire]] has earned its place as the Terminid front's answer to Malevelon Creek. While the Creek is mostly dangerous because it suits the Automatons well, Hellmire is an outright DeathWorld. Every few minutes on Hellmire, the entire sky ''bursts into flame'', with fire tornadoes descending to wreak havoc. Hellmire is also a world of narrow, craggy canyons; Liberty help the Helldiver who is stuck in one when the flames descend. The only partial silver lining is that the flames of Hellmire do not differentiate between Helldivers and Terminids... but even then, the single-minded Terminids will [[InfernalRetaliation continue to assault Helldivers while on fire]], and can potentially set said Helldivers alight before giving into the flames.
** Dedicated "[[EscortMission Extract Essential Personnel]]" missions have this reputation. The objective is to get scientists from their hiding spots to a shelter, which sounds simple on paper, but is a nightmare in practice: the area the mission takes place in will soon grow absolutely ''clogged'' with enemies that will kill any scientist they can get at while also overwhelming the players, often to the point that it's impossible to get the scientists to start moving towards the shelter without risking life and limb. Further aggrivating the matter is the fact that every scientist that dies ''penalizes'' your Requisition Slip total for the mission. Finally, unlike most other mission types where the time limit is roughly 40-50 minutes, these missions always have a time limit of ''15 minutes'', and it is ''very'' easy to run out the clock due to how many scientists you need to escort and how many enemies you have to fight through at any given moment. The version of this mission that takes place on full-scale maps tends to be much more forgiving, making the intensity of the 15-minute evac variant seem even more wildly out of hand than it already is.
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