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** The "Shredder" Missile Strike. is it awesome as all hell to straight-up hit your enemies with a ''[[NukeEm miniature nuke]]'' that flattens everything in the area? Hell yes. Does that also mean that you can't use it while staying in the location that it's being dropped at the risk of your squad being wiped? Also yes[[note]]Though it does see some legitimate use as a [[NotCompletelyUseless much quicker and easier alternative to a Hellbomb]][[/note]].



* DrawAggro: The Distractor Beacon is a stratagem designed to draw enemies' attention away from you momentarily.



** Hellbombs are normally supposed to be used for destroying objectives, but often can just as easily be employed as a way to momentarily DrawAggro off of yourself or your teammates since enemies will always rush straight for a Hellbomb.



** Helldivers that have their arms damaged will be unable to aim properly, and will be unable to throw their stratagem beacons (and grenades) as far. Should their legs be crippled, they will move slower and lose the ability to sprint. If their chest is hemorrhaging, they will suffer DamageOverTime till they die or use a stim.
** Terminids that have their legs destroyed will be forced to hobble on their remaining legs (except for Chargers, who ''die'' if a leg gets destroyed). For heavier armored Terminids such as the Charger or Bile Titan, a Recoilless round can destroy their armor and expose the fleshy bits to shoot at with regular bullets.
** Automatons can have their arms blasted off, preventing them from firing their weapons, throwing grenades, slashing at you with melee blades, or signaling in a dropship. Beware that they can still kick or stomp you. Cyborg and Automaton tanks can have their treads blown up, immobilizing them, but beware; their turrets are still fully functional and capable of killing you. There's even an achievement in ''II'' for leaving a mission whilst an armless Hulk is still alive.
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** While Hellbombs are just as fragile as they are in ''II'', they don't require an arrow-key code input to activate and can be armed with a single button press, making it much simpler to arm them and run away to cover.

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* {{Cooldown}}: Eagle stratagems put a spin on the standard cooldown-between-uses formula in the sequel. All Eagle stratagems have a limited number of charges loaded onto a single fighter, and these charges can be used in fairly quick succession - but once all of the charges are depleted, the fighter needs to return to the Super Destroyer to rearm on a longer cooldown. Alternately you can manually order it to rearm at any time.
* CoolStarship: Your ship - a Super Destroyer - plays a bigger role in the sequel. Your ship is your primary source of supplies and heavy firepower (either directly or via its Eagle fighter-bombers) and can be upgraded through gameplay to enhance its ability to support you on the ground. When you join up with a party of fellow Helldivers, your Super Destroyer joins their formation (or vice versa), and any movement is then done as a group. You can also see fleets of Super Destroyers around embattled worlds. Oh, and you also get to name your ship, from a preapproved set of prefixes and suffixes.
* CranialProcessingUnit: A surefire way kill an Automaton is to aim for the head. Even Hulks can go down in a single hit from a railgun right to the head. While tricky to aim at, especially during hectic firefights, all that armor Automatons wear tend to not matter if you can reliably hit them in the head.



* DeathFromAbove: Anything that has the misfortune of standing under a Hellpod will suffer an instant death. ''[[CollateralDamage This includes you and your fellow Helldivers]]''. Toned down in the sequel, where certain units are too tough to be instantly crushed by hellpods in this fashion (it can still kill them, but you may need to hit them a couple of times) - though it's still utterly lethal to most smaller enemies (and there's an achievement for managing to kill a Charger with a Resupply Pod).

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* DeathFromAbove: Anything that has the misfortune of standing under a Hellpod will suffer an instant death. ''[[CollateralDamage This includes you and your fellow Helldivers]]''. Toned down in the sequel, where certain units are too tough to be instantly crushed by hellpods in this fashion (it can still kill them, but you may need to hit them a couple of times) - though it's still utterly lethal to most smaller enemies (and there's an achievement for managing to kill a Charger with a Resupply Pod).



* EmergencyWeapon: One of the possible weapons to get in the field is a humble double barrel shotgun, with its natural low capacity and slow reload. Emphasis is "in the field," as these weapons can only be found in Super Earth colony sites, implying the colonists were expected to fight against the Terminids and Automatons with these things.



** Escorting a group of four survivors to a facility on the map (the objective is complete even if only one of them arrives). A player walks up to the them, and from them on the survivors will follow that player until they reach the objective, the players tell them to stop or they're all dead. The scrappiness of those missions is noted by the achievement unlocked for escorting the four survivors to the facility, named "Who likes escort missions anyway?" Completely reworked in the sequel, with players now having to herd groups of three survivors to a central depot until enough total are able to get inside. Accidentally killing survivors costs Requisition though!
** Protecting a train on a rail. The train will move forward as long as neither an enemy or a player touches it.

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** Escorting "Escort Survivors" involves escorting a group of four survivors to a facility on the map (the objective is complete even if only one of them arrives). A player walks up to the them, and from them on the survivors will follow that player until they reach the objective, the players tell them to stop or they're all dead. The scrappiness of those missions is noted by the achievement unlocked for escorting the four survivors to the facility, named "Who likes escort missions anyway?" Completely reworked in the sequel, with players now having to herd groups of three survivors to a central depot until enough total are able to get inside. Accidentally killing survivors costs Requisition though!
anyway?"
** "Escort Resource Convoy" Protecting a train on a rail. The train will move forward as long as neither an enemy or a player touches it.



* ExplosiveOverclocking: By default, Railguns are set to "Safe" firing, which charges it up to about half of its power for respectable, but modest damage. Switching it to "Unsafe" firing allows the Railgun to build up more power to dole out even more damage, but if the Railgun charges too much, it will explode in the user's hands, killing them instantly.



* FriendlyFireproof: Averted, friendly fire is always on and there is no way to disable the feature. This requires the players to carefully plan their actions during the games many chaotic combat sequences. Of special note is the fact that you can get squished by your [[TheCavalry reinforcements']] Drop Pods, and your [[GunshipRescue extraction]].

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* FriendlyFireproof: FriendlyFireproof:
**
Averted, friendly fire is always on and there is no way to disable the feature. This requires the players to carefully plan their actions during the games many chaotic combat sequences. Of special note is the fact that you can get squished by your [[TheCavalry reinforcements']] Drop Pods, and your [[GunshipRescue extraction]].



* GlassCannon: Helldivers themselves can dish out alot of firepower, both from their weapons and stratagem calldowns, but cannot take much damage in turn.

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* GlassCannon: Helldivers themselves can dish out alot a lot of firepower, both from their weapons and stratagem calldowns, but cannot take much damage in turn.



* HoldTheLine: Retaliatory Strikes in ''1'' and Extermination missions in ''2'' have no objective other than "Survive" and "Kill them all!". These missions take place in small arena like areas, where movement is heavily limited.

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* HoldTheLine: Retaliatory Strikes in ''1'' and Extermination missions in ''2'' have no objective other than "Survive" and "Kill them all!"."Survive". These missions take place in small arena like areas, where movement is heavily limited.



* ImmuneToBullets: Armored enemies cannot be hurt with normal firearms (shown as a faint blue impact flash), and require anti-tank weaponry. Made a little more distinct in the sequel, where weapons are noted as having Light/Medium/etc. Armour Penetration capabilities and the deflection effects are more noticeable.

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* ImmuneToBullets: Armored enemies cannot be hurt with normal firearms (shown as a faint blue impact flash), and require anti-tank weaponry. Made a little more distinct in This applies threefold to the sequel, where weapons three Master Assaults, who are noted as having Light/Medium/etc. Armour Penetration capabilities and the deflection effects are more noticeable.outright immune to anything short of an R-112 round.



** As of the "A New Hell" update, Cyborg Legionnaires. Essentially, they are the Cyborg's normal grenade launcher-wielding scout unit carrying a smaller version of the Hulk's shield. They only appear on Level 13+ planets.

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** As of the "A New Hell" update, Cyborg Legionnaires. Essentially, they are the Cyborg's normal grenade launcher-wielding scout unit Squadleader Soldiers carrying a smaller version of the Hulk's shield. They only appear on Level 13+ planets.



** The Anti-Armor weapons can take out heavily armored enemies in a single shot, but only ''have'' a single shot before they need to be reloaded. And reloading them takes either an inordinate amount of time (for a single user) or requires another person to work with you (which takes up their backpack slot and makes your powerful gun useless if they die). The Quasar, being a hybrid Anti-Armor Energy Weapon, instead has a moderately long cooldown cycle between shots - which it can do whilst slung on your back, making it a popular choice for more mobility-minded Helldivers.

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** The Anti-Armor weapons can take out heavily armored enemies in a single shot, but only ''have'' a single shot before they need to be reloaded. And reloading them takes either an inordinate amount of time (for a single user) or requires another person to work with you (which takes up their backpack slot and makes your powerful gun useless if they die). The Quasar, being a hybrid Anti-Armor Energy Weapon, instead has a moderately long cooldown cycle between shots - which it can do whilst slung on your back, making it a popular choice for more mobility-minded Helldivers.



** Railguns have two firing modes: "Safe" and "Unsafe". Safe deals respectable damage against most weaker mooks, but struggles against tougher enemies since its output is capped at around 50%. Unsafe, conversely, is capable of dealing much more damage and damaging armored parts of enemies, but to do so, you'll basically need to play games of chicken with your weapon to get as much damage out of them as possible per shot without overcharging it to the point that [[ExplosiveOverclocking it explodes in your hands and kills you instantly]].



** Averted in the sequel; Shotguns are highly effective at realistic ranges and have decent pellet spread to kill a small enemy at a hundred yards. They instead suffer an entirely realistic shotgun drawback in that the pellet-based shotguns have no armour penetration whatsoever -- so whilst they can rapidly reduce ''unarmoured'' enemies to nothing more than a pile of mulch, they can't do a damn thing to heavily armoured enemies unless you can find (or create) an exploitable weak spot.



* SmokeOut: One perk replaces your standard grenades with smoke grenades. They do no damage, but the smoke they release blocks enemy line of sight. This prevents enemy scouts from sounding the alarm if the smoke is between them and the Helldivers. There is also a stratagem version -- or two, in the sequel.
** This is especially powerful against the Automatons in the sequel, as smoke screens will prevent them from tracking and firing on your location. While it won't prevent the occasional lucky hit, it will still dramatically reduce their accuracy, and can cause them to stop firing and start advancing towards the smoke in an attempt to find any Helldivers.

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* SmokeOut: One perk replaces your standard grenades with smoke grenades. They do no damage, but the smoke they release blocks enemy line of sight. This prevents enemy scouts from sounding the alarm if the smoke is between them and the Helldivers. There is also a stratagem version -- or two, in the sequel.\n** This is especially powerful against the Automatons in the sequel, as smoke screens will prevent them from tracking and firing on your location. While it won't prevent the occasional lucky hit, it will still dramatically reduce their accuracy, and can cause them to stop firing and start advancing towards the smoke in an attempt to find any Helldivers.



* SubsystemDamage: In ''2'', both Helldivers and their enemies can suffer from this.



* SurprisinglyRealisticOutcome:
** A key component of the series's emergent-gameplay BlackComedy is averting AcceptableBreaksFromReality to let you kill yourself in really stupid ways that are, in hindsight, extremely predictable. No, you don't want to stand near your Pelican transport's thrusters when it's coming down to evacuate you, why do you ask?
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* HerdHittingAttack: Most Offensive Stratagems are some form of this, their primary use being the rapid clearing of an area of a large group of enemies.


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* OneHitPolykill: Weapons with the Unstoppable trait have ammo which is capable of piercing through multiple enemies at once, making them very useful for clearing out hordes of lined-up {{Mook}}s quickly.
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** No actual in-game mention is made of the [[AppliedPhlebotinum E-710 substance that the Bugs produce upon death and is crucial to FTL travel]], when [[NoBloodForPhlebotinum the fact that their Terminid descendants produce the stuff]] is the main reason the Bugs were domesticated in the first place and one of the biggest satirical aspects of ''II''. The Bugs are instead presented as a more straightforward HordeOfAlienLocusts.

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** More explicit satire in the sequel that the utopia is really only a veneer for all but a select few, as children as young as 7 are enlisted into the war effort.

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* EarlyInstallmentWeirdness: For those introduced to the series via ''VideoGame/HelldiversII'', there are a couple noticeable differences from this game and its sequel:
** More explicit satire There is no [[ThePoliticalOfficer Democracy Officer]] aboard the Super Destroyer, their role basically being fulfilled by the Admiral. in fact, Democracy Officers as a concept don't appear to exist in Super Earth society.
** The memetic C-01 Permit that is required to be filled out and approved before engaging in any child-creating recreational activities is instead called the "C1-PERM".
** Since many planet names from ''Helldivers'' were reused for ''II'' despite planets and their names being procedurally generated, this can lead to some weird dissonance for those familiar with specific planets from ''II'', including things like forest and desert planets bearing the name "Marfark", when Marfark is conclusively an [[SlippySlideyIceWorld ice planet]]
in the sequel Andromeda sector in ''II'' that was the utopia is really only a veneer for all but a select few, as children as young as 7 are enlisted into site of the war effort.legendary Battle of Marfark on April 16th of 2024.

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* AntiFrustrationFeatures: Should the last player alive die before they can throw their reinforcement stratagem, it will still activate and allow all of the dead players (including the one who was about to throw the beacon) to come back. Only counts if the last player has the reinforcement stratagem beacon in their hand when they die, though.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
Should the last player alive die before they can throw their reinforcement stratagem, it will still activate and allow all of the dead players (including the one who was about to throw the beacon) to come back. Only counts if the last player has the reinforcement stratagem beacon in their hand when they die, though.though.
** If you're crazy/stupid enough to try and complete a Retaliation mission all by yourself[[note]]''Don't do this. Seriously. It will not end well''[[/note]], each time you die will be accompanied by a Shredder missile launching at your position to kill all the enemies in the area and give you a second to recuperate as you respawn.
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* ForeverWar: Zig-zagged. In terms of gameplay, the Galactic War is this, as no matter what the Helldivers accomplish it will always [[StatusQuoIsGod reset back to the way it was at the start]] after about a month. However, ''VideoGame/HelldiversII'' conclusively shows that the outcome of the war ''does'' canonically end with Super Earth re-enslaving the Cyborgs on Cyberstan, pushing the Bugs back to Kepler Prime and wiping the Illuminate from the galaxy, ending the war with a conclusive victory in their favor.

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* ArmorIsUseless: Your armour/helmet choices were purely cosmetic; only by taking the Heavy Armour perk did you actually get increased survivability.
* AscendedMeme:
** ''Webcomic/PennyArcade'' had a [[https://www.penny-arcade.com/comic/2015/03/30/what-lies-beneath comic]] about the extraction shuttle pilot, which they named "Frank", and his complete indifference about crushing Helldivers with his ship. In the next update, Arrowhead added an achievement "Make Frank Crush a Tank", which was earned by having the extraction shuttle land on top of a Bug tank. Sadly no longer possible in the sequel; the dropship will lift up again if something too large/durable would block its landing.

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* ArmorIsUseless: Your armour/helmet choices were are purely cosmetic; only by taking the Heavy Armour perk did do you actually get increased survivability.
* AscendedMeme:
**
AscendedMeme: ''Webcomic/PennyArcade'' had a [[https://www.penny-arcade.com/comic/2015/03/30/what-lies-beneath comic]] about the extraction shuttle pilot, which they named "Frank", and his complete indifference about crushing Helldivers with his ship. In the next update, Arrowhead added an achievement "Make Frank Crush a Tank", which was earned by having the extraction shuttle land on top of a Bug tank. Sadly no longer possible in the sequel; the dropship will lift up again if something too large/durable would block its landing.



** Smoke grenades and smoke stratagems. In ''1'' they can prevent the enemy from sounding the alarm while helldivers are inside or behind a smoke cloud, and stop enemy ranged attacks from firing if the smoke cloud blocks line of sight. In ''2'', they are very powerful against Automatons, who rely on line of sight to shoot at any Helldivers they spot. A single smoke grenade or smoke stratagem can easily increase a Helldiver's odds of surviving the onslaught of Automaton fire.
** The basic Eagle Bombing Run and Orbital Precision Strike. You can quickly access the former and begin with the latter. Sure there are ''flashier'' stratagems (such as the memetic 500-kilo bomb), but they alone can solve most problems a Helldiver will ever encounter, and the Bombing Run in particular requires less precise placement and timing to do so. When fully upgraded you get three bombing runs with a five second delay between each on a two-minute rearm (assuming no mission conditions modify them) and the precision strike takes just under two minutes to recharge.

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** Smoke grenades and smoke stratagems. In ''1'' they They can prevent the enemy from sounding the alarm while helldivers Helldivers are inside or behind a smoke cloud, and stop enemy ranged attacks from firing if the smoke cloud blocks line of sight. In ''2'', they are very powerful against Automatons, who rely on line of sight to shoot at any Helldivers they spot. A single smoke grenade or smoke stratagem can easily increase a Helldiver's odds of surviving the onslaught of Automaton fire.
sight.
** The basic Eagle Bombing Run Air Strike and Orbital Precision Strike. You can quickly access the former and begin with the latter. latter, and simply put they're just ''really'' good at killing anything and everything they hit. Sure there are ''flashier'' stratagems (such as the memetic 500-kilo bomb), Stratagems, but they alone can solve most problems a Helldiver will ever encounter, and the Bombing Run Air Strike in particular requires less precise placement and timing to do so. When fully upgraded you get three bombing runs with a five second delay between each on a two-minute rearm (assuming no mission conditions modify them) and the precision strike takes just under two minutes to recharge.

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* CycleOfHurting: How Patrols work. Getting caught by a PatrollingMook will sound the alarm and summon a whole buttload of enemies onto your position, but it will ''also'' continue to summon {{Patrolling Mook}}s who will continue to sound the alarm, prolonging the alarm timer and preventing you from stopping the spawning of more difficult enemies. For this reason, it's very important to ''keep moving'' and not stay in one place for too long unless absolutely necessary so that the alarm timer can wear off.



* LaughingMad: Helldivers will start laughing maniacally if you fire off a sustained burst from your support weapon, or from mounted guns (such as those found around Automaton outposts).

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* LaughingMad: Helldivers will start laughing maniacally if LandMineGoesClick: Not only can you fire off a sustained burst from deploy various land mines of your support weapon, or from mounted guns (such as those found around Automaton outposts).own, but there are intermittent mined areas you can find out during missions. If you step on a mine and hear an activation click, you have about half a second to dive out of the way before [[NotEnoughToBury your body evaporates into red mist]].
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* PoorCommunicationKills: A degree of awareness and communication between a squad of Helldivers is vital to avoid getting wiped out, as a lack of it can result in things ranging from a Helldiver lagging behind trying to pick up a sample to calling down critical Stratagems on top of one another and destroying vital equipment.

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* MiniMecha: The EXO-44 Walker mech in the first game, along with its variants the EXO-48 Obsidian and EXO-51 Lumberer. Slower than Helldivers on foot, but more heavily armored and equipped with ''much'' heavier firepower.

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* MarathonLevel: Retaliation missions can take upwards of 30 minutes despite their only objective being "Kill X number of enemies" due to just how ''many'' enemies you need to kill, and part of the mission type's challenge is the endurance and persistence required to carry your squad through an unrelenting half hour of non-stop combat.
* MiniMecha: The EXO-44 Walker mech in the first game, mech, along with its variants the EXO-48 Obsidian and EXO-51 Lumberer. Slower than Helldivers on foot, but more heavily armored and equipped with ''much'' heavier firepower.



* UnexpectedlyRealisticGameplay: In most co-op horde shooters, you don't have to take things into account like teamkilling (at least not to the IJustShotMarvinInTheFace extreme this game presents), shooting armor-piercing rounds at the right angle so an enemy's armor doesn't deflect them, aiming for enemies' center of mass to deal the most damage, etc.

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* UnexpectedlyRealisticGameplay: In most co-op horde shooters, you don't have to take things into account like teamkilling (at least not to the IJustShotMarvinInTheFace extreme this game presents), shooting armor-piercing rounds at the right angle so an enemy's armor doesn't deflect them, aiming for enemies' center of mass to deal the most damage, having to ''wait for a vehicle to come to a complete stop to avoid getting hurt when exiting it'', etc.
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* UnexpectedlyRealisticGameplay: In most co-op horde shooters, you don't have to take things into account like teamkilling (at least not to the IJustShotMarvinInTheFace extreme this game presents), shooting armor-piercing rounds at the right angle so an enemy's armor doesn't deflect them, aiming for enemies' center of mass to deal the most damage, etc.
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* VideoGameRaids: Essentially how Assaults work. After a Helldiver builds up enough Influence in a sector to unlock the local Master fight, they have around two-and-a-half hours to defeat the Master inside the Assault mission before it closes again. These missions are basically impossible without a well-coordinated full squad of competent Helldivers to back you up, but they pay massive dividends of Influence if you succeed.

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* VideoGameRaids: Essentially how Assaults work. After a Helldiver builds up enough Influence in a sector to unlock the local Master fight, they have around two-and-a-half hours to defeat the Master inside the Assault mission before it closes again. These missions are basically impossible without a well-coordinated full squad of competent Helldivers to back you up, but they pay massive dividends of Influence and ExperiencePoints if you succeed.
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* NotTheIntendedUse:
** While Defensive Stratagems and Reinforces are normally just meant to supply you with gear and revive your dead teammates respectively, the Hellpods they arrive in will OneHitKill anything they land on, meaning they can be used to take out {{Heavily Armored Mook}}s and other high-priority targets in a tight spot with a bit of finagling.
** [[AwesomePersonnelCarrier APCs]] are meant to be traversal vehicles, but since they're decked out with weaponry and can withstand a fair bit of punishment they can work just fine as wholly stationary armored turrets in certain situations. this goes double for the M5-32 HAV, since its main gun is an anti-tank turret with a fair bit of ammunition.
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* EverythingTryingToKillYou: In addition to the hordes upon hordes of baddies you'll be fending off, almost every single other game mechanic has the potential to kill you. Fat-fingered disarming an explosive? Dead. Accidentally jump into a 50-foot pit? Dead. Exit an APC a little too quickly so that it does a little collision damage? Dead. mistkenly call down a Stratagem ''on top of yourself''? Dead. And the less said about all the ways your [[SurroundedByIdiots idiot teammates can get you killed]], the better.

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* EverythingTryingToKillYou: In addition to the hordes upon hordes of baddies you'll be fending off, almost every single other game mechanic has the potential to kill you. Fat-fingered Fat-finger disarming an explosive? Dead. Accidentally jump into a 50-foot pit? Dead. Exit an APC a little too quickly so that it does a little collision damage? Dead. mistkenly Mistakenly call down a Stratagem ''on top of yourself''? Dead. And the less said about all the ways your [[SurroundedByIdiots idiot teammates can get you killed]], the better.

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** The Arc Thrower is a potentially powerful weapon that can chain its shots on tightly packed enemies. However, its main drawback is very poor performance at short ranges, as well as the chance for the Arc Thrower's shots to chain onto friendly Helldivers. Whilst the ''Cutting Edge'' Premium Warbond includes 3 new armors with the Electrical Conduit perk which supposedly reduces Arc damage by 95% (in reality moving it down from "immediate oneshot" to "survivable twice, or three times if you're lucky", this necessitates sacrificing other ''highly'' useful armour perks as a bandaid fix for poor coordination/situational awareness - no enemies inflict electrical/Arc damage (at present, certain Illuminate units might), so it offers no protection against anything but friendly fire.
** The [=SPEAR=] is supposed to be an upgrade over the Recoilless Rifle, being the handheld weapon with the most power per shot. However, the [=SPEAR=] can only lock on to large targets and cannot be used to combat swarms, has an extremely long reload time, only comes with a measly four missiles, and can only be restocked by a resupply stratagem. Oh, and it's incredibly fussy about when and what it ''does'' want to lock onto, making it a potential liability over the simple point-and-shoot recoilless rifle or expendable anti-tank weapons.
** Both the Orbital 120mm and 380mm HE Barrages are potentially powerful, but their low accuracy over a wide area makes them inconsistent to use, especially if you're trying to aim for a specific facility or mobile units. The 380 might as well be addressed 'Dear Grid Square'; for all of its power, it's not something you want to rely on. Both have received accuracy buffs since launch and are now more usable, but remain rather unpredictable and inaccurate, and therefore unreliable, compared to most other fire support options.
** The Rocket Sentry is the most powerful sentry on a per shot basis, but it often refuses to attack enemies that get too close to it, and the relatively slow speed of the rockets it fires means that it is prone to outright completely missing particularly fast moving targets. Plus it has splash damage, so if it tries to 'help' you it may just end up blasting you to bits; at least the machinegun or gatling sentries won't.
** InUniverse, just about everything about the Helldivers qualifies, being a military force given almost zero training before deployment and expected to suffer 80% combat losses[[note]]After already suffering an 80% casualty rate in training[[/note]], yet being given ridiculous amounts of gear and weapons including a midsized starship that seems to have a standard crew of around a ''dozen'' personnel not counting the flash-frozen Helldivers aboard the ship. While they still are [[ElitesAreMoreGlamorous the elite of Super Earth]] and qualify quite well as [[OneManArmy One Man Armies]], the amount of resources being spent on them could definitely be assigned far more efficiently by a more competent faction. And that's not even getting into things like turret drops using ''springs'' to reduce fall damage and Super Destroyer cannons being externally loaded '''''muzzle loaders''''' until upgraded.
*** One NPC notes that a single Helldiver mission typically costs more than a ''Liberty''-class Cruiser, and considering how many Helldiver missions are run daily, it's likely Super Earth would have won long ago if even a fraction of that had gone into ship construction.
* AwesomePersonnelCarrier: The M5 APC and its more heavily armed sibling, the M5-32 HAV.

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** The Arc Thrower is a potentially powerful weapon that can chain its shots on tightly packed enemies. However, its main drawback is very poor performance at short ranges, as well as the chance for the Arc Thrower's shots to chain onto friendly Helldivers. Whilst the ''Cutting Edge'' Premium Warbond includes 3 new armors with the Electrical Conduit perk which supposedly reduces Arc damage by 95% (in reality moving it down from "immediate oneshot" to "survivable twice, or three times if you're lucky", this necessitates sacrificing other ''highly'' useful armour perks as a bandaid fix for poor coordination/situational awareness - no enemies inflict electrical/Arc damage (at present, certain Illuminate units might), so it offers no protection against anything but friendly fire.
** The [=SPEAR=] is supposed to be an upgrade over the Recoilless Rifle, being the handheld weapon with the most power per shot. However, the [=SPEAR=] can only lock on to large targets and cannot be used to combat swarms, has an extremely long reload time, only comes with a measly four missiles, and can only be restocked by a resupply stratagem. Oh, and it's incredibly fussy about when and what it ''does'' want to lock onto, making it a potential liability over the simple point-and-shoot recoilless rifle or expendable anti-tank weapons.
** Both the Orbital 120mm and 380mm HE Barrages are potentially powerful, but their low accuracy over a wide area makes them inconsistent to use, especially if you're trying to aim for a specific facility or mobile units. The 380 might as well be addressed 'Dear Grid Square'; for all of its power, it's not something you want to rely on. Both have received accuracy buffs since launch and are now more usable, but remain rather unpredictable and inaccurate, and therefore unreliable, compared to most other fire support options.
** The Rocket Sentry is the most powerful sentry on a per shot basis, but it often refuses to attack enemies that get too close to it, and the relatively slow speed of the rockets it fires means that it is prone to outright completely missing particularly fast moving targets. Plus it has splash damage, so if it tries to 'help' you it may just end up blasting you to bits; at least the machinegun or gatling sentries won't.
** InUniverse, just about everything about the Helldivers qualifies, being a military force given almost zero training before deployment and expected to suffer 80% combat losses[[note]]After already suffering an 80% casualty rate in training[[/note]], yet being given ridiculous amounts of gear and weapons including a midsized starship that seems to have a standard crew of around a ''dozen'' personnel not counting the flash-frozen Helldivers aboard the ship. While they still are [[ElitesAreMoreGlamorous the elite of Super Earth]] and qualify quite well as [[OneManArmy One Man Armies]], the amount of resources being spent on them could definitely be assigned far more efficiently by a more competent faction. And that's not even getting into things like turret drops using ''springs'' to reduce fall damage and Super Destroyer cannons being externally loaded '''''muzzle loaders''''' until upgraded.
*** One NPC notes that a single Helldiver mission typically costs more than a ''Liberty''-class Cruiser, and considering how many Helldiver missions are run daily, it's likely Super Earth would have won long ago if even a fraction of that had gone into ship construction.
* AwesomePersonnelCarrier: The M5 APC and its more heavily armed sibling, the M5-32 HAV. They're decked out with enough weaponry to make short work of enemy hordes as well as speedily get you across the map to the next objective. Of course, the downside is that it concentrates your entire squad into a single destructible vehicle, so if the driver accidentally goes careening off a cliff or a heavy enemy unit destroys it you run the risk of failing the mission instantly with no chance to reinforce.



* EverythingTryingToKillYou: In addition to the hordes upon hordes of baddies you'll be fending off, almost every single other game mechanic has the potential to kill you. Fat-fingered disarming an explosive? Dead. Accidentally jump into a 50-foot pit? Dead. Exit an APC a little too quickly so that it does a little collision damage? Dead. mistkenly call down a Stratagem ''on top of yourself''? Dead. And the less said about all the ways your [[SurroundedByIdiots idiot teammates can get you killed]], the better.



* SingleBiomePlanet: Every planet you can visit is of a specific type and the entire surface resembles that type. For example, [[SlippySlideyIceWorld Snow planets]] are covered in movement-restricting snow and [[LethalLavaLand Volcanic planets]] are covered in lava-spurting fissures.



* SnowballFight: Stand still for a few moments in the snow on a suitably frosty world in ''II'' and you may get a prompt to make or pick up a snowball, which you can then throw. There's not really any situations in which this is particularly ''useful'', but hey, it's there.
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* BossOnlyLevel: Masters are fought in their own unique levels similar to Retaliation missions with the single objective of killing them. You will find this is harder than it sounds.


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* VideoGameRaids: Essentially how Assaults work. After a Helldiver builds up enough Influence in a sector to unlock the local Master fight, they have around two-and-a-half hours to defeat the Master inside the Assault mission before it closes again. These missions are basically impossible without a well-coordinated full squad of competent Helldivers to back you up, but they pay massive dividends of Influence if you succeed.
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* NoticeThis: Samples have a golden sheen around them to help them stand out from the environment and prevent them from blending in with the foliage.

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The Super Wrist Gadget example (like a handful of these) are exclusive to II; in Helldivers they pull out a little radio to call down Stratagems. Super Credits aren't mentioned either.


* SuperDrowningSkills: Any water deeper than a helldiver's height will cause them to tread water for a few seconds, before spontaneously drowning. Even if the water level is a literal centimeter taller than them.
* SuperWristGadget: Helldiver armour has a wrist-mounted computer that serves as the dialling interface for stratagems, conveys situation information whilst on the Destroyer, and for the map whilst in missions. Automaton infantry units also seem to have a similar wrist-mounted interface that they sometimes pause and refer to. As an added bonus, if you mess around with the camera angles and your character position (easiest on the Super Destroyer), you can position the camera in someone else's model in such a way that you can see that the display reads 'Personal Hellpad System'.



* TakeCover: One "Brasch Tactics" video in ''II'' advises this, providing a very clear indication that Helldivers are woefully undertrained despite [[ElitesAreMoreGlamorous their supposed elite status]]. Players should probably still do it, though.



* TakingYouWithMe:
** Assault Raiders have jetpacks that tend to explode on death, taking out any Helldivers near them. This is exacerbated by the Assault Raider's tendency to JumpJetPack into close range with the Helldivers to perform melee attacks.
** Shriekers are AirborneMook Terminids with a decently-damaging swooping attack, but their most dangerous trait comes when they're killed while doing so, as the momentum turns their entire body into a deadly projectile that can one-shot any Helldiver it hits.
* TechTree: A very simplified version, where weapons and stratagems could be upgraded by collecting Samples.

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* TakingYouWithMe:
** Assault Raiders have jetpacks that tend to explode on death, taking out any Helldivers near them. This is exacerbated by the Assault Raider's tendency to JumpJetPack into close range with the Helldivers to perform melee attacks.
** Shriekers are AirborneMook Terminids with a decently-damaging swooping attack, but their most dangerous trait comes when they're killed while doing so, as the momentum turns their entire body into a deadly projectile that can one-shot any Helldiver it hits.
* TechTree: A very simplified version, where weapons and stratagems could ca be upgraded by collecting Samples.



** The sequel replays a slightly more bombastic remix of A Cup of Liber-Tea upon victory of a mission.



* WeWillSpendCreditsInTheFuture: The primary currency is Super Credits, given out for completing missions and spent on equipment. Also mentioned in NPC dialogue where it is made clear it is also used as currency by the populace to buy things.
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* StrawmanNewsMedia: Appears repeatedly in the sequel amongst other propaganda shorts viewable aboard the player's Super Destroyer. Appropriately, the news organization in question is [[PunnyName even called "Strohmann News."]]

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* StrawmanNewsMedia: Appears repeatedly StealthParody: Much like [[Film/StarshipTroopers the film it takes heavy inspiration from]], ''Helldivers'' satirizes MilitaryScienceFiction in ways you have to go out of your way to notice, mostly concerning things in the sequel amongst other propaganda shorts viewable aboard the player's extended universe and encyclopedia entries giving hints that Super Destroyer. Appropriately, Earth's government isn't as benign as it seems and it's waging imperialistic war across the news organization in question is [[PunnyName even called "Strohmann News."]]galaxy for its own benefit.
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--> --'''Broadcast Narrator'''

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--> --'''Broadcast Narrator'''
Narrator''', opening cinematic
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Sorry, forgot to leave an edit reason. In case it wasn't clear, all the wholly deleted stuff is already located on the Helldivers II page.

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* ATeamFiring: Shooting your weapon without holding the Aim button will cause the bullets to spray all over the place and likely completely miss the intented target unless it's a large group. Try not to do this, as every bullet counts.



* DoubleMeaningTitle: ''Helldivers'' refers to the titular Helldiver Corps, who are so called not only because they [[ItsRainingMen dive into hot enemy zones]] ("Hell") via DropPod, but because [[TakeCover diving out of the way of danger is a central game mechanic]].



* OneBulletClips: Entirely averted - not only are the remaining bullets in a magazine discarded when you reload, they are discarded at the very start of the reload, so if you interrupt it before finishing (by, say, dodging, meleeing, or bringing up the map), your gun will be empty. [[DamnYouMuscleMemory You may experience some growing pains if you've grown too accostomed to this trope]].



* RecurringRiff: The ''Helldivers'' Main Theme's central eight-note melody frequently jingles throughout the game, whether you're completing an objective or making your last stand at the extraction.



* RewardsPass: The sequel's Warbonds, which are unlocked with Super Credits and progressed with Medals (acquired by completing missions, and through semi-rare in-mission pickups). All players start with the ''Helldivers Mobilize'' Warbond for free, and Warbonds don't go away once unlocked, offering various rewards split across several tiers that are unlocked by spending a sufficient number of medals in the prior tiers in that Warbond, allowing players to progress through them however they like.
* RidiculouslyFastConstruction: Even if they're actively invading a planet, Automatons have generally already made a good amount of buildings and encampments by the time the Helldivers show up, and their already built foundries [[WeHaveReserves are churning out new soldiers]] ready to defend them.
* RobotWar: Subverted. The Automatons definitely have this thematic, being inhuman socialist machines who hate everything the fine organics of Super Earth stand for... ''specifically'' Super Earth. They are actually out to save their creators, the Cyborgs from the first game, they don't hate life as a concept and it's mostly Super Earth refusing to acknowledge their demands that prolongs the ForeverWar.
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* OutsideTheBoxTactic: The fastest way to defeat a Terminid Charger isn't to shoot the less-armored, glowing rear spot, but to break the armor off one of their legs and then shoot that leg. Doing so will kill the Charger faster than shooting it in the rear.
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Moving to Helldivers 2 page


* OneBulletClips: Entirely averted - not only are the remaining bullets in a magazine discarded when you reload, they are discarded at the very start of the reload, so if you interrupt it before finishing (by, say, dodging, meleeing, or bringing up the map), your gun will be empty.
** Rendered moot by the Punisher and Slugger shotguns, which reload one shell at a time. Given how long it would take to reload 16 shells into two empty tubes, it's more practical to top them off as often as you can unlike the detachable magazine-based firearms. Likewise the Senator revolver reloads one bullet at a time, making it ''painfully'' slow -- offsetting its otherwise fairly high accuracy and power when used correctly.

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