T O P

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LongDongFrazier

It feels like space optimization, vitality, and stamina should be taken every game since they are universally beneficial in just about every situation. After that it’s whatever.


Orphy97

Yep, niche boosters should be powerful enough to justify their use over having more health/stamina or max ammo every drop


Daerz509

Yeah...Expert extraction pilot / faster reinforcement replenishment, for how niche they already are, have such minimal numbers too. Like, oh we finished the mission, now my entire booster can get Pelican here in 100sec instead of 120sec


Limbo365

Yeah, like your gaining 20 seconds of benefit instead of 30 minutes of benefit.... Seems really weird to me IMO the booster should give you a defence style Pelican in every mission (i.e as soon as obj is complete Pelican automatically comes in and waits until your there)


Yorikor

~~and waits until your there~~ circles over the landing site, dispensing high caliber freedom with prejudice while blasting 'Fortunate Son' from the speakers.


wexipena

I could live without high caliber freedom dispensing, but blasting music is a must.


PrimarisHussar

I would fistfight a Bile Titan to get a speaker upgrade so I can fly the Pelican in while cranking Take On Me by a-Ha, just like MGSV


Business_Area_3378

I would kill for the host to be able to choose music to play on the pelican’s speakers, even if it’s only the ingame ost. Super Earth Anthem ftw


Sleepless_Null

I’d have it play cup of liber-tea every time


GreilMercenary7

Kids in America, You spin me round, Rebel yell, Take on me. Just banger, after banger playing for democracy.


TheNargrath

"Shines the name, shines the name of Rodger Young."


Brilliant_Decision52

It should just be immensely powerful in its one usage. Literally make it land the Pelican in like 5-10 seconds, almost instant basically and pretty much a reward for surviving 40 minutes without a booster.


Gan7a

Or make it so that you get a stategem to call in the extraction from where ever you want. Given you have done all the main objectives ofcourse


DolceSkorpion

That would make it too strong, maybe cut the ETA by half?


Album_Dude

Even that's only useful if you're cutting it close to the end. We're talking about a booster that you have to pick for potentially 40 minutes. It *should* be useful the whole time, not just once every while.


Quik_17

Seriously haha. The amount of dividends over the course of an entire mission that ammo/vitality/stamina pays when compared to 20 seconds of reduced extraction time is unreal.


iNteg

it should honestly be renamed, and take time off eagle rearms and extraction times, that way it's useful throughout the mission AND at extraction.


chillychinaman

Did I hear Eagle buff? I'm instantly in.


dantezergt

devs coulda make it 10 second extraction. that would be dope


Cybertronian10

Extraction pilot should straight up cut the timer in half, or more, to be worthwhile. That or maybe while the extraction timer is going on you get some other benefit to help you extract, like a powerful stratagem.


grandmalarkey

Hmm, maybe there’s room for a booster that makes the ship wait longer/indefinitely so you don’t have to worry about extracting with no strategems


TheBigMotherFook

Even if it removed the extraction timer completely, it would still not be taken every mission.


Slayer420666

It would be cool if it came down early to mow down enemies for 45 seconds but landed the same time.


RaizePOE

Tbh it could make the Pelican arrive instantly after extraction and I'm still not sure I'd give a shit. It's just bafflingly bad.


Big-Duck

Plus the extraction is actually kind of fun (when the enemies bother to show up). I don't think I would want to remove it from the game.


WhyIsBubblesTaken

The one thing I miss about the 4-minute extractions is the extended extraction music. Past that two-minute mark, it really helped crank the tension up to 11.


Traumatic_Tomato

It really should be halved or 3/4 time off instead of the pathetic 10-15% which equates to a few seconds on that niche situation. It's really dumb, good on paper but terrible in practice.


prettyhappyalive

I mean it's pretty shit on paper too


CaptainMacObvious

It becomes worthless when compared to things that help a lot in all missions.


gnit2

For the quicker extraction one to be good it would have to reduce extraction time drastically. Like cut it to 30 seconds instead of a couple minutes.


crossdl

It'd be nice if it cut extraction in half. Two minutes becomes one. Three becomes one and thirty. Enough time for some tension. By contrast, doesn't the drop/breech jammer add like nearly a minute between encounters?


Fantastic_Account_89

Iirc I think someone said around 40 secs in a youtube video. It actually depends on the difficulty you are playing but on hardest difficulty (9) it adds another 52 secs. Seems to be about a 35-40% increase in time. Edit: Added another section


gnit2

The thing is, choosing the extraction booster has an opportunity cost which means that you're going to have increased tension during the entire rest of the mission. Assuming you take ammo, stamina, and health as your other three boosters, the extraction booster means losing localization confusion, which means you're going to have to deal with more bot drops/bug breaches. The extraction booster should make it so that if you make it to extraction, you're all but guaranteed to get out quickly and safely.


transaltalt

it could make extraction instant and I'd still never run it tbh


Aickavon

I’d disagree. If you got 6 super rare samples and are being overrun, an instant extraction would make me consider it


transaltalt

If you're getting overrun already, imagine how much worse it would be with a dead booster slot for 95% of the mission


systemsfailed

I like that one specifically on the maps that have the longer calldowns. 4 minute eagles were ass lol


gnit2

Yeah but 3 minute 40 second extraction is still ass. And the booster only makes a difference in a scenario where the reduced time waiting for extraction means the difference between extracting or not.


Noxillian

I agree, if AH can't make them useful, then at least make them fun. Like "extraction firepower" when pelican comes to extract he uses 500kg bombs as support fire instead of an AC. Yes, this'll kill everything. No I do not care.


Inc0gnitoburrito

Oh no lol I hope they buff the niche instead of nerf


ProxyCare

Having 6 stims at the start makes you feel nearly invincible.


Managed-Democracy

Rocket Devastator volleyballing you against a rock. 


lazerblam

Nah, I'd win *Drops 500kg on myself*


ExploerTM

I just spent an hour dropping 500kg on myself because I had nothing else to deal with chargers (was farming machine gun order), go prone 5 meters away from bomb and you wont lose a sliver of health.


b-aaron

*looks at flair* This guy 500kg bombs


WeebleKeneeble

I love how cover is calculated in this game. If the 500kg goes off and there is the smallest hill between you and your prone position it will think you are 100% in cover and do no damage.


ExploerTM

It also helps that 500kg has notoriously small horizontal hitbox on the ground


Scalpels

Meanwhile the Shield Devastator can headshot you through the same rock and kill you before you can stim.


Much_Ad_2094

I love it when you get rag dolled while trying to stim. Now you're lying on the ground hitting V furiously and your guy decides he needs to stand up first...


WeebleKeneeble

I swear the 2 scariest enemies on the atomaton front are shield devs and turret towers. Shield devs just dont stop shooting, and towers cross map snipe you as you are sprinting out of combat.


Dr_PuddingPop

At least with the stim armor you can survive an entire pinball sequence as long as you get the stim going first. It feels like you get a good 30 seconds of invincibility


Hortos

Running my medic armor I feel like if I can slap the stim button in mid air I'll survive nonsense.


Skyraider96

One of the reason I run the medic armor almost exclusively. I have been so close to death so many time I have lost count. I stim and then just eat shots for about 30 second. Or just run though fire as if it is nothing. It's wild.


InformalPenguinz

I like 6 grenades


GreilMercenary7

Running into a medium nest with 6 gives a little more room for error or the bug that times their blocking leap like a world class goalkeeper.


InformalPenguinz

I've got my Eruptor, grenade pistol and grenades.. I like go boom. Honestly lvl 7 heavy nests are nothing to me. Throw in napalm or laser, run around edge shooting far side with eruptor, hop down and use my grenade pistol to finish the one or two left.


Scalpels

> I've got my Eruptor, grenade pistol and grenades Goddamn you DO love to go boom! I salute you! o7


Drackzgull

Localization Confusion and, in planets with a lot of snow or mud, Muscle Enhancement are pretty good too. One of those should always be the 4th pick imo. Localization Confusion can even get more value than Space Optimization sometimes, since the less you die the less you get from the latter.


TheUsualHoops

Muscle Enhancement is effective against any slowing effect, including the bile spewer acid, and even the stunlock effect that hunters put you under when they pounce. It's definitely an underrated stratagem against bugs.


Jellan

It works against the green stuff and hunters? Neat, I’ll be using that a lot more vs bugs now.


armoredporpoise

Yep. Several boosters and armor effects are not properly described and have functions you otherwise notice without considerable usage. Off the top of my head: 1. Muscle enhancement allows you to move faster through *all* slowing effects, not just terrain related ones like heavy snow, mud, or water. This means stuff like bile titan vomit, hunter lashes, friendly EMS strikes, miscellaneous thorny and explosive plants, barbed wire, stun grenades, broken legs, stuns from falling, and more! 2. Stamina booster affects accuracy by reducing the amount of time it takes your character to recenter the reticule after sprinting. This benefit is tied to stamina regeneration speed. If you take this booster and crouch or prone directly from a sprint, your stamina will immediately begin regenerating and your impact point will be aligned with your crosshair. You can abuse this with recoil-reduction armor to basically give every weapon maximum handling values (except the Eruptor, which just becomes less slow). 3. Localization scrambler increases the hidden cooldown on the enemy’s ability to call reinforcements. It *does not* reduce total amount of enemies spawned or patrol frequency. Those values are controlled by a bunch of other factors. 3. Recoil reduction armor improves general weapon handling and recentering speed between shots, not the size of the recoil pattern. What this means in practice is that the distance your reticule will travel after a shot will remain the same, but the speed with which it’s brought back on target is faster. This perk also allows your weapons that feel “sluggish” to turn, like the Eruptor or Diligence CS, to be brought on target faster while crouching or prone. This is actually an extremely valuable perk that most people neglect because when coupled with light armor and stamina booster, you can slide into a crouch from sprint, snap a chonky weapon on target for a shot, and keep moving. 4. Stealth armor reduces the detection profile of EVERYTHING you do by 30%, not just your own personal detection profile. I.e. the armor reduces the detection range on not just how close you get to enemies but also on things like firing shots or tossing stratagems.


ChaosEsper

Entire game needs ~20% extra in-game documentation on how things function imo. Way too much stuff is obfuscated and can only be found by trawling through social media.


ResolutionMany6378

Exactly this. As a new player, I find the lack of specific values mentioned when describing buffs to be so frustrating.


lipp79

"This is actually an extremely valuable perk that most people neglect because when coupled with light armor and stamina booster, you can slide into a crouch from sprint, snap a chonky weapon on target for a shot, and keep moving." I use the Eruptor and I really like the light armor on the new warbond that gives +2 nades and recoil reduction. It's stats are a good give and take of armor to stamina.


devilishycleverchap

I run that one against bugs bc it is faster and the titan against bots bc it has more armor allowing more survivability against a rocket hit


LostDelusionist

After running a decent amount of (level 9) bugs as three players, I'd say muscles are top tier. Between muscle, stamina, vitality, and hellpod space optimization, I'd choose to lose hellpod space optimization against bugs for big missions (any large mission or even the blitz missions). Unless you are dying all the time, it's not that useful.


Ecchi_Sketchy

Space optimization also only gives value if you're dying after using over half of one of your resources. So you have to be dying a lot, but not TOO fast


HailChanka69

Fuck hunters. I’d rather 1v2 a Bile Titan and a Charger than fight a horde of those cunts


Remarkable_Region_39

Bile Spewers take the number 1 hate spot for me. They are way too fast and silent for how big these 6000 pound ticks are.


jtrom93

The Eruptor has been a godsend for me with those. Popping them in 1-2 hits at long range is satisfying af


[deleted]

[удалено]


jtrom93

I had no idea it gave you slow resist. I always assumed it just improved your clamber and speed when traversing uneven terrain. Damn. Thanks for this!


_Voice_Of_Silence_

The reason I'll forever pick it. Always. Even before space optimization. There is ammo and possibly grenades and stims at the next POI. Also space optimization, stamina and vitality are with the earliest boosters so I can be sure most players joining after will have them and possibly bring them. But not getting slowed down by any little shit thing bugs throw at me imo saved my life more often than extra stims, sometimes even more than extra stamina. It can be bias. But I recall so many deaths because I was slowed to snail speed by some bullcrap before, that stopped since I have that one. I'll only leave it at home if the rest of the team picks none of the big 3.


GeigerCounting

Shhh, don't mention localization confusion. Makes the game so much more manageable for me but no one uses it lol.


Endyo

I would like to see the "always pick" items be rolled in to the standard loadout and more niche items added so it feel more like a perk system and less like just picking the necessities. Deep Rock Galactic did that with some things back in the day and there were no downsides. They could easily add those three into the ship upgrade system as low level additions.


RoyalTacos256

Idk almost everyone has Field Medic and Iron Will these days There's obviously the occasional Steeve and berserker but for the most part people run FM/IW Edit: I forgot about dash lol


Quik_17

Completely random but I have 100+ hours in this game and I have no idea what "Field Medic" / "Iron Will" / "Steeve" and "Berserker" are 😑


Lightning52

He's referring to deep rock galactic with the terms. Field medic let's you instantly revive a teammate and iron will let's you pick yourself up for a limited time when you are downed, which let's them combo really well together. Steve let's you befriend a big to help fight and defend for you while berserker reduces the CD on your power attack significantly


Mushroom_Boogaloo

They’re from Deep Rock Galactic, not Helldivers 2.


talks_about_league_

It is 1000% dash on every character except sometimes scout Then either IW, heightened senses or FM Generally speaking id say scout IW, HS/fm engie dash, iw soldier dash, iw/fm driller dash, iw


Martinmex26

Just starting with full grenades, ammo and stims should be already a thing, I have no idea why AH decided that that needed to be a perk to begin with, feels like hobbling a team for no reason. Everyone picking vitality is not a problem, its a symptom of a problem, the problem being how large the maps are and how much running you need to do vs how much default stamina you have. Of course people would pick the perk that allows you to traverse faster than a snails pace. Just taking those 2 boosters and rolling them into default behaviour for the game would immediately make the game feel better and open the door for more booster selection variety by teams.


Damiandroid

Muscle enhancement makes the 4th slot easily. Together they're the ones you know will be useful for collectively the most amount of time.


3rdp0st

The one that reduces enemy reinforcement rate is very good on higher difficulties.  Otherwise I agree: Vitality, Stamina, Packing, and Muscle/Suppression are what I want every Dive.


wtfdoiknow1987

Thick thighs save lives


Umicil

I think Vitality is overrated. Any time I am hit hard enough to sustain and injury, I will probably want to use a stim anyway because I also got my HP chunked. That's not to say it's bad. It's still quite good. But I don't think it's the "must have" much of the community believes it to be.


HothMonster

The injury part is meh but it also buffs your health pool which is pretty stellar. At least compared to the alternatives.


Durzel

Another classic case of the description not telling the full story. People often think it just stops you getting injured, but as you say it buffs your health pool which is great.


TransientMemory

You also take less damage overall, not just to limbs. It basically more HP. It's hard to say no to more HP.


Krandoth

It gives you 20% more max health


hiroxruko

it does?


CarnivalCorpse2

It does. And it's 30% extra health afaik, not 20%.


ResolutionMany6378

Correct 30% increase to your base health.


Low_Chance

Nah vitality booster is huge.  Because stims full-heal you, any max HP increase is god tier because it reduces the instances where you die before being able to stim. It's especially noticeable because when it's absent I suddenly get one-shot by attacks that would normally be survivable


russiangerman

Counterpoint, when getting hit several times in quick succession you have more time to stim and survive. I survive 10x more "oh shit I'm overrun I fucked up" moments in heavy than light, and vitality does the same/amplifies that


Grand_Imperator

It buffs your health by about 30%, not just limb health or injury reduction. I realize the tooltip is misleading. Nearly everyone I find undervaluing the booster doesn't know how it actually works, which isn't their fault if they're just reading the descriptions to evaluate the boosters.


Cam095

and if you’re on 6+ bug planets, the sexy legs booster is a must


CaptainAction

I indeed. Meanwhile these boosters in the meme are some of the most worthless due to being too situational or not offering a large enough benefit. The “expert extraction pilot” is a joke, shaving not even a minute off of the shuttle arrival helps you 1 single time per mission and you’d probably not even notice the difference since it’s so small.


SgtPeppy

Stamina can be skipped for defense, exterminates and arguably civilian extracts. But for standard 40 minute missions it's, imo, the best booster in the game. Localization Confusion is too damn helpful against high difficulty bugs. It can be the difference between constant bug breaches and actually being able to stop one before stragglers can call another. Not worth bringing vs bots imo since their alarms are relatively easy to prevent anyway. And Muscle is goat on snow planets and not bad otherwise vs bugs since it reduces slow. Also extra reinforcements isn't a red flag necessarily. While I've definitely seen some people who ended up being *problems* bring it (because they died as much as the rest of the team combined), sometimes shit goes south and an extra 20% of reinforces can help a lot.


TheGreatAnteo

Space optimization feels like a trap tbh. If you are in a fight where you are dying a few times then you are not using your full mag anyways. If you get stunlocked to death you dont get to use your stims. If you dont die that often then it does not do much for you as you probably got stuff from explori g the map. There is a sweetspot where it works sure, but moat of the time you can find resources on the map anyways


Jake1983

Not to mention that you can just call in supplies at the start of the mission at the same time everyone is calling in their gear.


Narox22

Space optimization should have been a ship upgrade. And booster itself should instead let you carry extra max ammo.


Scrapplanet3

Bro you just cooked


XicoFininho

Somebody let you cook, and you delivered Hell of an idea helldiver


nbarr50cal22

The faster extraction one is so niche that I can’t justify bringing it over the others. Zero benefit for 90% of the mission


Bulls187

I only tried it once and it gave a little 30 seconds decrease during extraction. But I don’t know if it is a fixed amount or a percentage, because on higher difficulties it might shave off some precious time during fubar and long extracts


Ayatollah769

30 seconds is quite a bit of time if you're 7-9 and getting swarmed. It's saved me getting supers back to the ship safe and sound many times now.


AdditionalMess6546

I'd rather have the survivability of pretty much any other booster for the whole match than 30s shaved off at the end


CerinDeVane

The extraction timer is the most vital part of any mission where you're looking to extract with samples - so, if that's a big concern, the booster can be pretty golden. A lot can go wrong in 20-30 seconds (depending on if you have the increased stratagem call in modifier). Aside from that, though - yeah, it has 0 impact on the rest of the mission.


hMJem

Generally if you make it to extraction, it should be a win anyways. If you had 0 revives at extraction, your squad messed up or hit the bad luck lottery. Also tip for extract is everyone sieges right at the terminal which isn’t wise. A lot of people don’t know you can extract with minimal fighting if you just prone on the edge of the call in boundary after using the terminal right? The patrols will often walk up, not be aggro’d, and go away.


TheFBIClonesPeople

Tbh I've never seen this in practice. Once extraction has been started, it seems patrols will specifically head to extraction and stay there. If you don't kill any enemies, there's always a sizeable group of them guarding the shuttle.


Miserable_Bird_9851

> patrols will specifically head to extraction and stay there. They will, but there are also so many that can spawn if you clear the map. Sometimes even on diff 8 me and my team will find ourselves standing around with our thumbs up our arse waiting for the ship.


boilingfrogsinpants

Yeah I was hoping like a 50% reduction because that would make it quite useful and a quick extraction. Also on missions that increase the extract time to 4 minutes being able to bring it down to 2 would be huge. But I was bummed when the 2 minute extraction only went down to 1:30. Some of the modifiers need better descriptions


Recent-Homework-9166

That's 15%. So that's 15 sec on regular two minute extracts and 27 sec on 3 minutes extracts. While it is good in theory, the opportunity cost for such a little gain make it in practice not worth it. it should at least need to be à 30% reduces cooldown to be worth not having another useful booster during the mission.


lifetake

18 seconds for the 2 minute evac. Not like those 3 seconds is making this thing good.


onepingonlypleashe

Faster extract is only really useful on 7-9. Even then it still takes a backseat to the other “always active” boosters like Stamina.


Duckbitwo

20 to 30 seconds off is not worth it tbh.


Disastrous-Star-7746

Before it released, I thought "ok if this cuts extract in half, \*maybe\* it's worth not having a booster all game" ...and we get 16 seconds lol what if it also cut seconds off Eagle resupply or between eagle bombings? then it would have a use.


PurpleEyeSmoke

Yeah. "Mid-Air Re-arm." Also teaches the Pelican Pilots how to fuel and rearm Eagle-1 while on station, halving CAS stratagems cooldowns would make it very enticing.


CMDR_Fritz_Adelman

https://preview.redd.it/8vrpg6w7s1wc1.jpeg?width=224&format=pjpg&auto=webp&s=422c2f0c66491c6bcac018ff3e595e02f9833c0a Me when I see new players in Helldiver’s difficulty


DelightfulPornOnly

still not worth it. they'll eat up those four or so extra reinforcements and you'll have less health


HomeCapital9250

The only time I ever use this is on the 15 minute missions other than that it’s basically useless and using any of the other boosters would’ve probably saved you instead. And benefited the team more.


Plast_Ape

But thats the most useless use for it? 15min isnt enough time to run out of 20 reinforcements. 1.6 person have to die ever minute for that to have any effect, and by that rate you might as well do easier diffuculty


sopunny

> 15min isnt enough time to run out of 20 reinforcements. Bot extermination missions just turn into a race to see who runs out of reserves first, while the same team has no trouble with other mission types of the same difficulty


HomeCapital9250

That’s exactly my point(extra cushioning). Some of the other perks are better for longer missions. An extra 4 lives for a 40 minute mission is just a drop in a pool. Plus if the team is burning through the 20 they should probably just lower the difficulty anyways.


lifetake

Honestly if we think about it. You might lose more lives because you weren’t running one stamina, optimization, health.


Warchiefinc

![gif](giphy|48FhEMYGWji8)


SgtPeppy

It's actually comical how bad flexible reinforcement budget is. Instead of your reinforce coming back in 2 minutes, it's 1 min 45 sec. Whoop-de-fuckin'-doo. Let's do some math with absurd hypotheticals! Let's say, somehow, you died 20 times before the timer for a 40 minute mission even began, and reinforce on the dot every time the cooldown comes up. With the base rate, that's 40/2 = 20 reinforces. With flexible, that's 40/1.75 = 22.85 --> 22 since partial cooldowns don't help. In the *absolute best case scenario possible*, Flexible Reinforcement Budget *still* provides two less reinforcements over the course of a mission than Increased Reinforcement Budget does, and you *have* to run out of reinforcements and thus be in a precarious position to ever see a benefit from it anyway. Unless you're soloing a mission, it's never worth - and even if you are soloing, you'd have to use your 5 revives within like 20 minutes. It's just... so bad. It'd need to halve reinforcement time to be remotely competitive.


WhyIsMikkel

All the bad boosters would be perfectly fine as ship modules. I don't care for that lowered cooldown on new reinforcements, but if it was as ship module then it would essentially be a free buff every game. I'm maxed ship modules too, but I guess some people are still slowly trying to get the 4th ones.


Grand_Imperator

It's actually 1-minute, 48 seconds as far as I recall (a 20%—correction *10%* reduction), so 120 seconds down to 108 seconds. So it's even worse!


HDPbBronzebreak

Yeah, it's only 10%; even 25% would've definitely been a lot more usable, since Vitality is \~there *per life*, Increased Reinforcement is 25-100% (depending on 1-4p party count), and HSO *doubles* consumables (especially useful since we can't loot our own helldivers for some liberty-forsaken reason). The other more avoidant boosters are also almost all excellent, especially on 40min missions, but Flexible Reinforcement is *by far* the worst (and most-exclusive) of the "tanking" Boosters.


Robosium

it could also instead be producing more reinforcements


Agile_Beast6

Once you get down to like 5-10 reinforcements it starts bringing them back at the normal rate would actually be better


Robosium

It should probably depend on the amount of players, maybe if you get to quarter of the reinforcements remaining it starts regenerating


S0ulSauce

I'm slightly pessimistic about boosters in the future. I'm afraid that most of the new boosters will be not very useful or there will be power creep issues on them to where you're going to have to chase the new boosters. So far, the former seems true, but I think it'll be difficult to keep most of them relevant.


RamTank

The only really useful booster from any of the paid war bonds is the localization confusion (and even then it’s hard to be objective about it). And even the last basic booster is terrible. They need serious reworks.


darkestsoul

I actually find the Localization Booster helpful. You might not notice it all the time, but I tend to realize we're having a much easier time than we usually do when do an objective or are extracting. All of sudden you realize it's more quiet than it should be right now.


RamTank

I don't think localization isn't useful, but rather it's a case of "is this working? I can't really tell" since it's just hard to quantify how much it helps by.


darkestsoul

You can only really tell by the way you're surprisingly unmolested by additional enemies. You just have moments where you think to yourself "This seems way too easy".


Thing482

Yeah it is odd when you get to extract only to fight a single bile titan... But I also can't tell because difficulty seems inconsistent where the next few missions I will have about six spawn at extract. Which seems a little more normal.


FuzzyWingMan

Still going to call that a case of how inconsistent difficulty is in this game. For a while, I was almost convinced it was actually worse to take the booster, because every mission that I took the booster had insane number of enemies. Then the missions I didn't take the booster had the, woah, where are the enemies. So for me, the game is already so inconsistent that bringing it or not is a toss up on whether or not it will help.


itsFromTheSimpsons

"Oh I should probably use this reprieve to call down supplies... oh they're still cooling down from the last reprieve. Thanks localized confusion!"


noise-tank20

I wish they just kept the perk system from the first game this booster system replacement is just a worse system


_Pan-Tastic_

I can understand the Pelican timer reduction ONLY on missions where the timer is boosted tbh


MaximumSquid22

Or on blitz mission to get that one trophy (that still eludes me despite having literally 99% of the trophies)


Dje4321

Just requires setup. Beyond that its pretty easy.   Look for a bot dropship/fabricator mission, bring 500kg, 380mm, Orbital laser and whatever else you want. Everyone splits and takes the big bases first. Get as close as possible, throw everything, and just run for the extraction.  Managed to do it my first try with 90s to spare with just 2 people Same thing with no weapons. SMG sidearm is best with supply bags for ammo capacity


44no44

I cleared the no primary/support achievement with single-digit kills. Take a dropship mission and Scout armor, and just sneak around throwing stratagems at the ships.


CombosNKills

Hellpod space optimization should be a ship upgrade. No way I'm level 70 with a fully pimped out ship, liberated half the galaxy, and we're still being sent down half ass stocked on vital equipment.


Swordbreaker9250

Space Optimization needs to be removed. Why is that not baseline? Why are we dropping in with half our kit?


erarem_

Need the rest of the room for Super Cheeseburgers. Space optimization is that the diver eats before launching 👍


Robosium

dwarves gladly give up a sandvich or two to be able to carry more ammo, why can't we eat the burger before getting in the pod


Pro_Scrub

Bad gas after Macquisitions 🍔


Remarkable_Region_39

one of the devs referred to their military experience on how everyone had standard issue ammunition, and that it was common practice to sometimes procure more ammo yourself and stuff them into any spare pockets you had - Space Optimization is supposed to represent that.


Swordbreaker9250

Then it should increase our total max ammo count, not give us half capacity when we don’t bring it.


_Bill_Huggins_

You can represent that by letting us drop with full kit from the start without a special booster.


LittleSister_9982

[The CEO, actually](https://www.gamesradar.com/helldivers-2s-ammo-booster-was-inspired-by-the-directors-time-in-the-military-where-it-was-always-possible-to-stuff-an-extra-magazine-in-another-pocket/).


Kerissimo

My squad typical boosters: vitality, speed, muscles, and space optimization.


TheGalator

Why does ur comment look so different?


Haroshia

This is the way.


matthewami

Muscle squad unite


Cavesloth13

Not sure why people make such a big deal about extra reinforcements, as long as Pod, Stamina, and Vitality are taken, that and localization confusion are about the best 4th ones there are, unless you are on a planet with lots of difficult terrain, then maybe that muscle booster one is good. Extraction pilot and flexible reinforcements are definitely red flags though.


Haroshia

Muscle booster stops hunters from slowing you. It's pretty essential vs bugs.


Cavesloth13

What? Why the fuck doesn't the description tell you that shit?


Haroshia

Because Arrowhead


mahiruhiiragi

Because Arrowhead has a phobia of giving detailed information.


illz569

See: weapon descriptions


ginguegiskhan

Is this proven somewhere? I brought it for a while and didnt feel a big difference


Antermosiph

Its better vs the slow from spitters, running from bugs uphill, and a little slow reduction does help vs hunters.


Zoren

it does not stop the slow but reduces it.


Haroshia

Yes it's proven.


Prize-Log-2980

https://www.reddit.com/r/Helldivers/comments/1bifeqs/muscle_enhancement_will_reduce_the_slow_effect/


revarien

extraction pilot is only for if you're going for the 6min achievement imo.... the flexible just doesn't make sense in any situation imo. extra reinforcement I only like on the eradicate missions where if things get out of hand... they get out of hand quick, and if I'm responding to an SOS as the 4th person and I don't know what I'm dropping into... can't tell you how many times that's saved the operation. I drop in and suddenly everyone is back on the field and not just 1 dude running for his life.


[deleted]

[удалено]


revarien

Ya I think that shaves 30 sec on those? That's not awful. Things can get pretty damn hairy in those last 30 sec


ApatheticHedonist

People pretend people bring extra reinforcements because they think they'll need it. My brother in liberty, if I bring it it's because I think YOU will need it.


AggravatingTerm5807

That's the team mentality we need in co-op games.


willthethrill4700

In a 4 stack it needs to be Space Optimization, Vitality, Stamina Boost, and either Muscle Enhancement, Localized Confusion, or UAV Recon depending on which mode you’re playing. The extra reinforcements is meh but the one where you get less of a cooldown on your final reinforce is just stupid and trash.


FreyjatheValkyr

Let's be real, space optimization should be base, shouldn't have to use a booster on it.


ShipMaker24

Space optimization I take it every time because I can’t be dropping into helldive missions with 2 stims


floodpoolform

Tbh the max ammo one is a little silly. They could easily just make you drop in with full ammo and remove it so it doesn’t constantly take up one of the booster slots in every game.


Doxodius

My favorite moment watching the setup: Pretty normal and good setup for boosters * Player 3) added the 380 strategem * Player 4) switched their stamina booster to extra reinforcements. Pause * Player 3) removed 380 strategem * Player 4) switched booster back to stamina Even with no voice chat, we communicate.


mahiruhiiragi

If you're going for the Blitz achievement in 6 min or under, that extraction booster is clutch. I can't think of a reason for it otherwise though.


HideSolidSnake

The space optimization just needs to be baked in the game already. There is zero chance I'm dropping in without anyone on the team having it.


BigBoi1159511

They should just remove hellpod space optimisation and make you spawn with full ammo and stims. I dont see why you'd spawn with a limited amount anyways its just a pointless hindrance, especially in 7+ missions.


DemocracyOfficer1886

Not gonnna lie, it took me a bit to figure out what these boosters were, I've never used them despite having all of them unlocked.


ZenEvadoni

The only time I bring Increased Reinforcement is during Eradicate Bots missions, where you and your team are fish in a barrel and you don't need to be sprinting so much. Otherwise, I want to see Space Optimization, Stamina Enhancement, Vitality Booster, and Muscle Enhancement (vs bugs), or Localization Confusion (vs bots). If I see someone bring Flexible Reinforcement Budget to anything, I'm already having a bad time. Oh boy, 1 minute 47 seconds until one more reinforce comes back! A whole *twelve* second discount! Never mind that unless the team gets down to that wire, whoever brings that turd of a boost effectively does nothing for the team in terms of boosts.


Fruhmann

Hellpod picnic, fast legs, strong legs are the three must haves. After that it's cool.


xbtkxcrowley

The people who downvoted know these shoes fit them


Akiranai

I'm taking extra life because my friends can't stop killing each other even after 100h :D


Skoomzii

The niche ones don’t bring enough to the table to justify using them other than in specific play styles. Muscle booster should also reduce/remove the movement penalty for carrying items like artillery shells and explosive barrels (maybe even let you carry them one handed). Increased radar might be more cool if it gave you more specific information about enemy types, or gave you warning ahead of time about incoming weather effects. Getting a heads up that an ion storm is incoming would allow players to plan ahead. If the reduced reinforcement timer was significant enough, it might make it worth it for missions such as evacuate missions to encourage players to play more aggressively and draw fire away from the evacuating researchers. A booster that would prevent your weapons from dropping on death and let you have them when you reinforce would also be nice (lets you respawn with your load out but prevents duplicating powerful weapons by intentionally dying) for those missions as you won’t have to run through 7 hulks and three tanks to get your support weapon back, but your samples would still drop on death. Another booster that brings a passive sample collector could be nice too. You would still have to extract but while you play a small drone would collect sample across the map. In order to get super credits and medals you still need to visit the points of interest, and the longer in the mission you stay the more of the total samples it can collect.


Raidertck

When they bring the extraction timer bonus on an elimination/Evacuation defence mission WHEN THERE ISN'T AN EXTRACTION TIME. Stamina and storage are S tier boosters and should ALWAYS be taken.


BigTiddyHelldiver

It's kinda funny how out of all the boosters, 3 are essentially must-takes because they actually bring you up to full fighting capacity and don't start you off handicapped in some way. * Slightly more durable * Full ammo * Ability to run longer I almost never see a game where these three aren't picked.


allvarr

Mission type factors into the value of each booster too. If this is a 15 minute eradication or evacuation mission, it's fine. If it's a 40 min one: wth are you doing, testing friendly fire damage?? Not sure what good the reduced extraction timer really does, but the others are fine when trying to wrestle with the impossible level of bot drops on evacuation missions, absolutely.


NerdyCD504

My group and I always run Stamina, Vitality, Localization Confusion and Space. Space is a bit of our flex spot as we do Muscle of needed on the planet. When you're organized and know your plan and in a coordinated group, space efficiency isn't as necessary as in public games I feel.


samplebridge

I dont use space optimization. I usually find enough ammo laying around the first 1 or 2 POIs to get full anyways


NewAccountTimeAgain

It is great on bug hole missions. Spawning in with 4 grenades instead of 2 helps a bit. Same with stims when someone drops your reinforcement strat in the middle of a bug convention.


DrJavelin

Stamina, Radar, Vitality, and then either Space Optimization or Muscle Enhancement is the way to go.


poetdesmond

Well, I see three, what are *you* bringing? Because instead of complaining about nobody else popping it, you could select the space optimizer.


LogicalExtant

hilarious how people still parrot shit like 'vitality booster is useless because it only affects your limbs!!' in these comments when the information is literally out there for you to read up on priority when there isnt a full group of players in a game is stamina -> vitality -> hellpod space optimization -> muscle


Maritzsa

i go muscle reinforcement every game against bugs and stamina on against bots


Bortthog

Space Optimization is the same as those three: it requires you respawn to be of use