The introduction of a third faction in the galactic war has kept Helldivers 2 players busy as they tackle this new challenge to managed democracy. Committed helldivers have invested a lot of time experimenting with the game’s diverse arsenal and strategies to find the best methods for confronting the Illuminate foes. The outcomes have been quite unexpected.
Helldivers 2 players have been delighted to discover that many different weapons are effective against the Illuminate. Instead of finding one overwhelmingly powerful weapon, players have noticed that nearly every primary weapon in the game offers great utility for taking down the Voteless and their Illuminate overseers. This variety is just what the game needs moving forward.
Helldivers 2’s Primary Weapons are All Great Versus Illuminate Units
The Illuminate Allow Players To Explore Different Weapon Options Without Feeling Underpowered
The Helldivers 2 community has been actively discussing the game’s balance between challenge and the excitement of power fantasy. A recent debate erupted over some weapon nerfs, with players expressing their disappointment that primary weapons were adjusted to the point of feeling ineffective, almost like toys rather than serious weaponry. Arrowhead had introduced a host of new and interesting guns through warbonds, but players felt they didn’t have the impact needed to be regularly utilized until the Illuminate came into the picture.
It’s clear Arrowhead was listening to fans when designing the squids, because there is scarcely a primary weapon in the game that doesn’t serve some sort of purpose when dealing with the Illuminate faction. Shotguns and SMGs work wonders when clearing hordes of Voteless. Marksman rifles excel at headshotting overseers and the “eyes” of Illuminate harvesters. Assault rifles tend to make a strong middle ground between all three. There’s a clear utility for every available primary weapon in the game on the Illuminate front, and that’s such a lifesaver for build diversity.
Why Build Diversity is So Important in Helldivers 2
The gameplay loop of Helldivers 2 is what truly draws players in: jump in, cause chaos, gather samples, extract, and do it all over again. While it may seem straightforward at first glance, the numerous strategies available for completing mission objectives play a vital role in keeping players engaged over time. The ability to adapt tactics ensures that the experience remains exciting, even after many hours of play. By making sure that all primary weapons feel powerful, Arrowhead allows players to explore different approaches without sacrificing their chances of having an enjoyable game.
It’s clear that there will be some exceptions. Fire weapons won’t be as effective against Automatons as they are against the Terminids and Illuminate. However, maintaining a balanced level for all other primary weapons allows players to enjoy a variety of choices, which they truly value. Being tied to a specific meta can be burdensome, so it’s refreshing that the current meta for the Illuminate front appears to be all about what players find enjoyable.
How Arrowhead Can Build Off The Illuminate’s Balancing
Arrowhead really excelled with the launch of the Illuminate, and it would be great to see that success extend to the other two enemy factions in the game. Although it might be tough to implement major changes given their established nature, improving the Automatons and the Terminids to allow players to enter matches with almost any weapon while still feeling in control would significantly enhance the game’s longevity and keep it engaging for the veteran divers who have been facing these factions for the last year.
The Terminids are primarily close-range fighters, making shotguns and SMGs quite effective for bug missions. One potential improvement could be to add more long-range units to their ranks, which would encourage players to utilize assault and marksman rifles. Another option might be to increase the number of bile spewer-type enemies that engage from a distance. In contrast, the Automatons are well-equipped with long-range units, but their berserkers, who provide a melee threat, don’t spawn in sufficient numbers to be a major factor in loadout decisions. Boosting their spawn rate could help players view shotguns as a more appealing choice compared to rifles for managing the Devastators.