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* MonsterOrganTrafficking: After defeating the Bugs in the first ''VideoGame/Helldivers'', the Federation realized that they produced a useful material, E-710, often used as fuel. Thus, the Bugs were not exterminated, but were kept in huge farms where their E-710 was harvested. Part of the conflict of this game is caused by the decedents of the original Bugs, now called Terminids, escaping containment and running wild across the galaxy.
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* AirstrikeImpossible: All of your strategems (as long as they're placed in a valid zone) will land exactly on top of or within the designated area they claim they will. Even if you called in an airstrike on a [[{{Kaiju}} Bile Titan capable of swatting it out of the air]]


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** The armors from the Polar Patriots Premium Warbond are all based on Star Wars designs. The Winter Warrior is a [[Film/RogueOne Shore Trooper]], the Kodiak is a [[Series/TheMandalorian Dark Trooper]], and the Arctic Ranger is a [[VideoGame/StarWarsKnightsOfTheOldRepublic Neo Crusader]]
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* The P-113 Verdict has the biggest designation number and [[CompensatingForSomething the biggest caliber]] of any pistol


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* HeroInsurance: Destroying buildings will never negatively affect you or your rewards. Even if you [[VideoGameCrueltyPotential drop your Hellpod directly one someone's house while they've been ordered to shelter in place]]


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* VideoGameCrueltyPunishment: Killing civilians during missions where you need to protect them as they move to evacuate or reach a more secure location will subtract from your rewards and prolong the mission, potentially resulting in getting overrun and failing entirely.

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* ArchaicWeaponForAnAdvancedAge: the CB-9 Explosive Crossbow fires ExactlyWhatItSaysOnTheTin. Notably the actual bolts do almost nothing, being incapable even of killing a single low-level Terminid on a direct hit. Instead their damage is almost entirely due to their [[StuffBlowingUp massive explosive radius]].



* {{BFG}}: Automaton bases and fortresses may have tank turrets mounted on towers guarding them, and they have considerable range. If they are alerted to Helldiver presence, they can easily deliver a suppressive barrage of OneHitKill blasts. You are generally encouraged to either stealthily infiltrate and disable them from within, call down a stratagem on their head, or take them out at long range where their accuracy becomes questionable.

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* {{BFG}}: {{BFG}}:
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Automaton bases and fortresses may have tank turrets mounted on towers guarding them, and they have considerable range. If they are alerted to Helldiver presence, they can easily deliver a suppressive barrage of OneHitKill blasts. You are generally encouraged to either stealthily infiltrate and disable them from within, call down a stratagem on their head, or take them out at long range where their accuracy becomes questionable.questionable.
** SEAF Artillery can be found around the maps at random. They must be loaded with five shots from the available ammo that is lying around the site, then uplinked to your Destroyer to use. Also, due to the random spawn nature of the ammo, they are something of a RandomizedDamageAttack. You may get [[TheTokyoFireball all mini nukes]]. You may get [[UselessUsefulSpell all smokes]].
** Players also have access to an entire class of weapons that must be air-dropped as stratagems. In addition to Sentry stratagems, there are also man-portable heavy weapons like the Autocannon, Recoilless Rifle, and the [[VideoGame/Doom Qasar Cannon]]


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** Hellbombs that naturally spawn on maps can be detonated remotely...[[SchmuckBait with a grenade]]


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* HandCannon: Several sidearms count:
* The starting pistol, the P-2 Peacemaker, lives up to its namesake as a high damage, low rate of fire option
* The P-4 Senator available in the Steeled Veterans Premium Warbond leans even more heavily into this, being a [[RevolversAreJustBetter hugely damaging low capacity revolver]]
* The GP-31 Grenade Pistol is among the largest sidearms in the game, trading everything else for a single, high damage, grenade projectile.


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* KillItWithFire: Intended. There are numerous weapons that shoot flaming or ignition rounds, such as the G-10 Incendiary grenade, the SG-225IE Breaker Incendiary, and the Flamethrower Stratagem.


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* PocketRocketLauncher: the R-36 Eruptor bolt-action rifle is effectively a [[TabletopGame/Warhammer40000 Bolter]], just in bolt-action. It fires rocket propelled explosive warheads and is capable of killing the user by accident ''very'' easily.
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** The GP-31 Grenade Pistol, it gives you 8 extra high explosive impact grenades, allowing a properly kitted out player to carry ''fourteen'' grenades at a time. The downsides? It has a minimum arming distance, it takes up your secondary weapon slot, it is single shot, and it can't be restocked from anything except a resupply stratagem. And it's unlocked on the final page of a premium Warbond for 60 medals (on top of the 340 medals you have to spend to get there).
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* TwentyFourHourArmor: Helldivers arrive at training suited up, immediately get stuffed into a Cryo Pod upon completion, get defrosted to deploy to a mission, where they are then rendered into LudicrousGibs. They never take off their armor.


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* BlackKnight: Ironically the Knight armor is this, in contrast to [[KnightInShiningArmor the other trope]] listed below.


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* BrokenArmorBossBattle: Combined with BossInMookClothing, Chargers and their variants especially have extremely squishy insides. Unfortunatley they also have extremely durable outsides, to the point that anything without the "Heavy Armor Penetration" ability will outright deflect off of them. If you can manage to remove that armor though anything will deal massive damage to their squishy orange flesh underneath, with even a single grenade to a now-unarmored leg being enough to kill one.


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* KnightInShiningArmor: Several armors have this appearance, to whit:
** The FS-11 Executioner Armor is literally shining white and designed to resemble "futuristic" medieval armor.
** B-24 Enforcer Armor is similarly shining white and has a more Renaissance-era armor aesthetic to it
** The Champion of the People, Hero of the Federation, Savior of the Free, and Cavalier of Democracy armors are all themed around this, including sharing the same effect with slightly different flavors of Knight aesthetics.


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* PoweredArmor: Downplayed, but all of the Armors with "Servo Assisted" are clearly powered and augment the wearer's strength.


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* RegeneratingShieldsStaticHealth: The Shield Generators will recharge for free (and have unlimited battery with which to do so) while your health can only be restored with limited-use stimpacks


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** The SC-30 Trailblazer Scout Armor has the Scout Armor chest piece from VideoGame/Halo3
** The SA-32 Dynamo Armor incorporates several elements of various Titan armors from {{VideoGame/Destiny}}


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* WeWillWearArmorInTheFuture: Notable as despite being capable of superluminal travel speeds, orbital bombardment, flawless cryogenics, instant healing through chemical injection, etc, power armor is extremely rare and limited. The overwhelming majority of armors that provide better protection do so simply by nailing more mass to the user.
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I Fucking love heavy armor

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* ArmorOfInvincibility: The B-27 Fortified Commando Armor has the best armor rating in the game and achieves that by leaving basically none of your helldiver's undersuit exposed. One wonders how Helldivers can even move in it [[note]] Through Managed Democracy All Things Are Possible[[/note]]


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* BeehiveBarrier: Both man portable and deployable versions are available. The Shield Generator Backpack will project a golden bubble around the player that helps avert the Slowed state that comes from the otherwise ScratchDamage attacks of the smaller bugs, while the Shield Generator Sentry will deploy a very large bubble that's ideal for weathering incoming fire from Bots.


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* BlingOfWar: One of the better early-game armors is covered in stylized gold accents and has massive gold-winged shoulder pads. It provides a 50% chance to not die upon taking lethal damage, perfect for new players accidentally standing too close to their shiny new strategems or surprised by the power of their latest grenade unlock.


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* BubbleShield: Combined with BeehiveBarrier above, the Shield Generator backpack and sentry strategems.


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* HeavyEquipmentClass: Effectively all of the heavy armors are this as a base, as they offer improved defenses in exchange for hindered movement and stamina regen. Worse still several Medium Armors have abilities which offer the same armor rating as Heavy Armors with none of the stamina penalties. Some specific examples stand out, however:
** The FS-55 Devastator Armor offers a 50% reduction in blast damage and covers 90% of your character's figure, including a HighCollarOfDoom that goes up to your character's ''eyes!''
** The FS-61 Dreadnought Armor has ShouldersOfDoom and notably gives 50% additional limb health on a Helldiver who clearly has all their original appendages
** The B-27 Fortified Commando Armor has [[BoringButPractical the best armor rating in the game]] as its bonus effect, and conspicuously covers [[ExaggeratedTrope ''even more'']] than the Devastator Armor.
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** In the in-game metanarrative, the Terminid Control System was implemented as a series of planetary-scale pesticide dispensers to eradicate Terminid populations on selected barrier planets to keep their populations in check. In a classic case of "that which does not kill me only makes me stronger," this ended up creating a strain of Terminids who are not only resistant to Termicide but who positively thrive in the stuff, proliferating out of control to the point that one of the planets developed into an irrecoverable supercolony. Helldivers had to be redirected to a massive damage control effort to shut down the very Termicide dispensers they had helped activate earlier in order to save the remaining planets from suffering the same fate.

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* EnemyDetectingRadar: It's part of the LevelMapDisplay, where enemies appear as periodic red blips on the minimap. Note that the player cannot attack while using the minimap.

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* EnemyDetectingRadar: EnemyDetectingRadar:
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It's part of the LevelMapDisplay, where enemies appear as periodic red blips on the minimap. Note that the player cannot attack while using the minimap.
** One of the uniforms also has the ability to detect enemies from the placed map pin.
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** The Orbital Railgun has a long recharge, 4 minutes, and only one shot on use that targets one enemy. That single shot, however, locks on to the tallest enemy near where the beacon landed and deals considerable damage with low risk of harming allies. Anything less than a bile spewer won't surivive, and even the superheavies will eat a chunk of damage. During normal play its great as a "geat of hulk/charger free" card if you need the breathing room and very rarely misses the best target, although walkers might still be able trick it, and it can hurt larger targets like spore spewers just as readily.

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** The Orbital Railgun has a long recharge, 4 minutes, and only one shot on use that targets one enemy. That single shot, however, locks on to the tallest enemy near where the beacon landed and deals considerable damage with low risk of harming allies. Anything less than a bile spewer won't surivive, and even the superheavies will eat a chunk of damage. During normal play its great as a "geat "get rid of hulk/charger free" card if you need the breathing room and very rarely misses the best target, although walkers might still be able trick it, and it can hurt larger targets like spore spewers just as readily.
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** You can also name your Super Destroyer "[[Videogame/StarcraftIIWingsOfLiberty Wings of Liberty]]".
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** The titular Helldivers themselves, who are ordinary human soldiers sent to battle two powerful and implacable foes: a horde of fearsome alien locusts, and an army of brutal, ruthless robots. Both the enemy factions possess units that are much larger and stronger than human soldiers, and Helldivers can expect to encounter multiple of these - along with hordes of weaker units - on any given mission (at least on higher difficulties). While Helldivers are themselves backed by an array of powerful weapons and stratagems, even a single Helldiver with the most basic equipment in the game - the starting medium armour set, default assault rifle, pistol and grenades, and maybe a machine gun as a support weapon - is capable of clearing objectives by his or her lonesome and doing great damage to enemies.

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** The titular Helldivers themselves, who are barely-trained ordinary human soldiers sent to battle two powerful and implacable foes: a horde of fearsome alien locusts, and an army of brutal, ruthless robots. Both the enemy factions possess units that are much larger and stronger than human soldiers, and Helldivers can expect to encounter multiple of these - along with hordes of weaker units - on any given mission (at least on higher difficulties). While Helldivers are themselves backed by an array of powerful weapons and stratagems, even a single Helldiver with the most basic equipment in the game - the starting medium armour set, default assault rifle, pistol and grenades, and maybe a machine gun as a support weapon - is capable of clearing objectives by his or her lonesome and doing great damage to masses of enemies.
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** The titular Helldivers themselves, who are ordinary human soldiers sent to battle two powerful and implacable foes: a horde of fearsome alien locusts, and an army of brutal, ruthless robots. Both the enemy factions possess units that are much larger and stronger than human soldiers, and Helldivers can expect to encounter multiple of these - along with hordes of weaker units - on any given mission (at least on higher difficulties). While Helldivers are themselves backed by an array of powerful weapons and stratagems, even a single Helldiver with the most basic equipment in the game - the starting medium armour set, default assault rifle, pistol and grenades, and maybe a machine gun as a support weapon - is capable of clearing objectives by his or her lonesome and doing great damage to enemies.
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* FictionalHoliday: In addition to the obviously returning Liberty Day and the newly-declared Malevelon Creek Remembrance Day, Super Earth apparently has gained a more direct counterpart to Halloween called All Heroes' Eve in the hundred years since the first game, according to the Service Technician.
--> '''Service Technician:''' When I was a kid, I always loved All Heroes' Eve. The adults would all dress up as Bugs, and ring out doorbells and we'd have to fire 3 shots in the air and say "[[ArtisticLicensePolitics No Fascism here, insects!]]" At the end of the night, they'd re-enact the Battle of Liberty Peak and we'd all get cake.
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** The Orbital Railgun has a long recharge, 4 minutes, and only one shot on use that targets one enemy. That single shot, however, locks on to the tallest enemy near where the beacon landed and deals considerable damage with low risk of harming allies. Anything less than a bile spewer won't surivive, and even the superheavies will eat a chunk of damage. During normal play its great as a "geat of hulk/charger free" card if you need the breathing room and very rarely misses the best target, although walkers might still be able trick it, and it can hurt larger targets like spore spewers just as readily.
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* TacticalShooter: Though not a full example -- the sci-fi setting and fantastic technology do limit the amount of realism present by their very nature -- the game does take definite cues from the genre. Helldivers are fragile, vulnerable to friendly fire, and are restricted to three weapons (primary, secondary sidearm, and optional support weapon) and a small amount of grenades and stims.
* TakeCover: One "Brasch Tactics" video 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. Excessive damage to specific limbs impairs their ability to function (crippled arms can't throw as far and have trouble aiming weapons, crippled legs slow you down, etc.). With limited exceptions, the priority is always on completing the mission over scoring "kills" or "points," and Helldiver teams must work together and pick their battles carefully to succeed -- particularly at higher levels of play.

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* TacticalShooter: Though not a full example -- the sci-fi setting and fantastic technology do limit the amount of realism present by their very nature -- the game does take definite cues from the genre. Helldivers are fragile, vulnerable to friendly fire, and are restricted to three weapons (primary, secondary sidearm, and optional support weapon) and a small amount of grenades and stims.
stims. Excessive damage to specific limbs impairs their ability to function (crippled arms can't throw as far and have trouble aiming weapons, crippled legs slow you down, etc.). With limited exceptions, the priority is always on completing the mission over scoring "kills" or "points," and Helldiver teams must work together and pick their battles carefully to succeed -- particularly at higher levels of play.
* TakeCover: One "Brasch Tactics" video 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. Excessive damage to specific limbs impairs their ability to function (crippled arms can't throw as far and have trouble aiming weapons, crippled legs slow you down, etc.). With limited exceptions, the priority is always on completing the mission over scoring "kills" or "points," and Helldiver teams must work together and pick their battles carefully to succeed -- particularly at higher levels of play.

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* TakeCover: One "Brasch Tactics" video 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.

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* TacticalShooter: Though not a full example -- the sci-fi setting and fantastic technology do limit the amount of realism present by their very nature -- the game does take definite cues from the genre. Helldivers are fragile, vulnerable to friendly fire, and are restricted to three weapons (primary, secondary sidearm, and optional support weapon) and a small amount of grenades and stims.
* TakeCover: One "Brasch Tactics" video 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. Excessive damage to specific limbs impairs their ability to function (crippled arms can't throw as far and have trouble aiming weapons, crippled legs slow you down, etc.). With limited exceptions, the priority is always on completing the mission over scoring "kills" or "points," and Helldiver teams must work together and pick their battles carefully to succeed -- particularly at higher levels of play.

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** 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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** 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. 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.correctly. However, the latest patch gives the Senator a speedloader that fills all 6 chambers at once if you reload from a completely empty cylinder.
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* DropInDropOutMultiplayer: Any player can drop into any active Public mission if there are less than four other players present. The host can decide in their options menu whether they want to set their missions to Public or Friends Only, which limits openings to players who have accepted friend requests unless and until a special SOS Beacon stratagem is deployed.

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