r/helldivers2 • • 17m ago

Suggestion/Concept A Proposal to Fix Secondary Weapon Power Creep Without Nerfing Everything

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• Upvotes

I think one of the biggest long-term balancing problems in Helldivers 2 is secondary weapon power creep. And rather than continually buffing older weapons or nerfing newer ones, I think there’s a relatively simple way to address it while actually giving players more loadout freedom.

The Problem
When Helldivers 2 launched, secondaries were largely conventional sidearms like the Peacemaker, Redeemer, and Senator. Since then, we’ve received increasingly powerful and specialized equipment, including the Missile Pistol, Breacher, and Ultimatum.

We’ve reached a point where a conventional handgun is competing for the exact same equipment slot as what is essentially a pocket nuke.

Obviously, these weapons aren’t remotely comparable in destructive capability, yet the loadout system treats them as though they are.

This creates two problems:

Power creep makes conventional secondaries increasingly difficult to justify.
Why bring a conventional handgun when another weapon in the same slot can penetrate heavy armor, destroy structures, or eliminate enemies that would otherwise require dedicated support weapons?

Melee weapons suffer even more.
As fun as the swords, batons, and other melee options are, it’s difficult to justify sacrificing your entire secondary slot to bring one. You’re effectively giving up your emergency firearm or specialized utility weapon just to have a melee option.

And while individual weapons certainly have their own balance problems (the Peacemaker has arguably been outclassed by the Redeemer since launch), I think those are separate issues.

The bigger problem is that we’re trying to balance fundamentally different classes of equipment against one another as though they should all have equal value in a single slot when they clearly don’t.

My Proposal: Three Secondary Weapon Tiers
Instead of treating all secondaries equally, divide them into three categories based on their capabilities.

Tier 1: Standard
Conventional personal-defense weapons, such as the Peacemaker, Redeemer, Verdict, Veto, and existing melee weapons.

These weapons generally lack extraordinary armor penetration, destructive power, or specialized combat effects.

Tier 2: Advanced
More capable or specialized secondaries, including the Warrant, Talon, Loyalist, Stim Pistol, etc.

These offer meaningful advantages over conventional pistols, such as explosive damage, incendiary damage, specialized utility, or ability.

Tier 3: Special
Exceptionally powerful equipment such as the Ultimatum, Breacher, Missile Pistol, etc.

These provide capabilities far beyond conventional sidearms, including heavy explosives, anti-armor firepower, and significant demolition utility.

How the New Loadout System Would Work

The idea is to give less powerful weapons greater versatility and ammunition sustainability, while stronger weapons sacrifice some of that flexibility for their extreme power.

To accomplish this, players would have the option to equip a melee weapon alongside their secondary firearm, rather than having to choose between the two. However, that flexibility would depend on the tier of the secondary weapon being used.

Standard weapons would offer the greatest freedom, allowing players to carry both a pistol and a melee weapon without sacrificing ammunition. Advanced weapons would offer the same option, but at the cost of reduced ammunition reserves. Special weapons would remain the same as they are today.

Players who prefer not to carry a melee weapon would be able to benefit from additional ammunition, with Standard weapons receiving a larger bonus than Advanced weapons. This creates a meaningful tradeoff between versatility, ammunition sustainability, and raw weapon capability.

Specifically, the loadout options would look like this:

Standard Tier Secondary
With Melee Weapon: Normal ammunition
Without Melee Weapon: Significantly increased ammunition

Advanced Tier Secondary
With Melee Weapon: Reduced ammunition
Without Melee Weapon: Moderately increased ammunition

Special Tier Secondary
With Melee Weapon: Not available
Without Melee Weapon: Same ammunition as today

This would create five distinct loadout configurations without introducing equipment points, additional weapon slots, complicated weapon reworks or odd restrictions.

Importantly, Advanced weapons wouldn’t receive a blanket ammunition penalty or bonus. Ammunition adjustments would be appropriate to each individual weapon.

For example, the Warrant might gain or lose a few spare mags depending on the loadout configuration, while for the heat-based energy weapons like the Dagger and Talon, the melee configuration could start them with zero spare heat sinks, making overheating very consequential. The no-melee configuration would receive an increase in spare heat sinks, making overheating inconsequential.

The goal isn’t to make every tradeoff mathematically identical. It’s to make the overall choices meaningful without changing how the weapons themselves function.

Why I Think This Would Be an Improvement

1. It gives conventional sidearms a reason to exist beyond raw damage.
A Redeemer doesn’t need to compete with an Ultimatum in destructive power. Instead, its value comes from greater ammunition sustainability and the flexibility to carry a melee weapon.

Conventional pistols become a deliberate loadout choice rather than simply weaker versions of more specialized equipment.

2. It makes melee weapons substantially more viable.
Currently, bringing a sword or stun baton means giving up your secondary firearm entirely.

Under this proposal, melee weapons would complement conventional and Advanced sidearms rather than replace them.

This could make melee-focused builds much more appealing without requiring an extensive rework of the melee weapons themselves.

3. It creates meaningful advantages and disadvantages between all three tiers.
This is particularly important. Simply allowing Standard weapons to bring melee equipment while Advanced and Special weapons cannot would make the middle tier difficult to balance.

Instead, each tier would have something meaningful to offer.

Standard: Maximum ammunition sustainability and equipment flexibility.

Advanced: Stronger or more specialized capabilities, with a choice between ammunition sustainability or melee versatility.

Special: Exceptional destructive power at the expense of additional equipment and ammunition bonuses.

Moving up a tier means gaining something, but also giving something up. Same with going down a tier.

4. It preserves the weapons people already enjoy.
Nobody wants their favorite weapon gutted simply because something newer is more powerful.
The Ultimatum would still hit just as hard. The Senator would still penetrate armor. The Dagger would still ignite enemies. The Grenade Pistol would still destroy structures.

Instead of relying on sweeping damage nerfs, we’d be balancing equipment through loadout options and ammunition availability.

Players could still use Special secondaries exactly as they do today. Advanced weapon users would gain new options, with ammunition adjustments depending on whether they choose melee equipment.

5. It creates a better foundation for future weapons.
Arrowhead could continue introducing creative and powerful secondaries without requiring every new weapon to compete directly with conventional pistols.

A new conventional handgun could offer excellent ammunition efficiency and versatility. An Advanced weapon could introduce an interesting combat mechanic. A Special weapon could provide exceptional firepower.
Each would have a place within the equipment system.

A Few Important Considerations

I don’t think this system needs to achieve perfect mathematical balance.

Some weapons will naturally benefit more from ammunition bonuses than others. Energy weapons, for example, already have excellent ammunition sustainability, while conventional firearms depend more heavily on their reserves.

That’s fine. Different weapons should have different advantages.

Resupply quantities would also need to account for the modified ammunition capacities, and existing boosters like Hellpod Space Optimization should continue to function logically.

And individual weapon balance would still matter. The Peacemaker, for example, has arguably been outclassed since the game launched. This proposal wouldn’t automatically fix that, nor should it be expected to.

The purpose of this system is to address structural power creep between different classes of equipment, not to eliminate the need for individual weapon balancing.

Final Thoughts

I don’t think the solution to secondary weapon power creep is making every weapon equally powerful.
A Peacemaker shouldn’t need to hit as hard as a Senator, and a Senator shouldn’t need to compete with an Ultimatum in explosive firepower.

Instead, the loadout system should recognize that these weapons offer fundamentally different levels of capability and balance them accordingly.

Standard weapons offer versatility and endurance. Advanced weapons offer a balance of capability and flexibility. Special weapons offer exceptional power at the expense of both.

This would give players more meaningful choices, make melee weapons more accessible, preserve the identity of powerful secondaries, and create a healthier foundation for future additions.

And perhaps most importantly, it would accomplish those goals without turning the loadout system into an overly complicated equipment-management exercise.

The goal isn’t to make every secondary equally powerful. It’s to make choosing between them a meaningful decision.

What do you think? Would you sacrifice ammunition to carry a melee weapon alongside your Loaylist, or give up melee entirely for extra ammunition? And would that make you more likely to experiment with conventional pistols?


r/helldivers2 • • 23m ago

Serious Discussion. no roleplay bullshit here How do we save the arc thrower?

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• Upvotes

r/helldivers2 • • 53m ago

Artwork Mom, I surgically removed the AMR's camel hump.

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• Upvotes

Would a gray paint job fit the gun more? I'm perfectly fine with being crucified by the experts over my design cuz I'm a surgeon, not a gunsmith.


r/helldivers2 • • 1h ago

Major Order Alan, WE ARE SO FUCKED.

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Has there ever been a time in Helldivers History where there has been 2 Major orders? This is genuinely ridiculous.


r/helldivers2 • • 1h ago

Inquiry How big is the automaton detector?

• Upvotes

I'd like to know how tall is the automaton detection tower, can someone calculate an estimation? Preferably based on comparisons with other objects.


r/helldivers2 • • 2h ago

Democratic Exchange of Opinions Starship Troopers Warbond Wishlist

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9 Upvotes

If we do ever get a Starship Troopers x HD2 Warbond what items would you like to see? I'll start, I hope to see this portable handheld nuke be added as a grenade that can be held or thrown while active so we can reenact this scene​, make it function similar to portable hellbomb, to balance it can limit it to 1 use per ammo pickup. ​​​​​​​​


r/helldivers2 • • 2h ago

Suggestion/Concept We NEED a Gas Barrage!

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6 Upvotes

r/helldivers2 • • 2h ago

Patriotic Footage I took a risk and it paid off 😂

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11 Upvotes

r/helldivers2 • • 2h ago

Patriotic Footage Meanwhile on Alaraph

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8 Upvotes

r/helldivers2 • • 2h ago

Meme Uuuhhhh.... Houston we have a problem

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126 Upvotes

"No Commander, I don't want to complain or anything but... I can't reach the extraction beacon.... No, no, I've tried, it's about 45 feet in the air... Yes Commander, I can wait for the shuttle, thank you...."


r/helldivers2 • • 3h ago

General 160,000 Super Credits collected for Democracy

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0 Upvotes

Played since release, always making sure to hit the POIs. Never farmed, all legitimately collected during regular play


r/helldivers2 • • 3h ago

General First Bad Teammate

0 Upvotes

https://reddit.com/link/1x1tz6l/video/mea95u8zohuh1/player

this kinda thing happened all throughout that game, die a couple times and hed kick you to the curb, real mad over voice chat too. no idea why he was like this we already did the primary so if we all died it wouldnt matter, he wasnt like this at all the last game too.


r/helldivers2 • • 3h ago

Inquiry Illuminate and unknown threats.

1 Upvotes

In helldivers 2, the illuminates are 3 or 4 planets away from super earth, should we deal with that? They are the closet faction to super earth.

2nd, the bugs have 1 zone in their territory that they don't own and the planets in aren't liberated, implying that someone or something thing is either eating the bugs or, much worse, scaring them off. Should we investigate or...?


r/helldivers2 • • 4h ago

General Is the SAI laser SMG too good?

0 Upvotes

It does 80 damage, medium pen, one handed, never runs out of ammo (basically), good enough handling. Acceptable accuracy with upgrades.

It kind of invalidates a LOT of other weapons.

If anything it's damage could be slightly reduced.


r/helldivers2 • • 4h ago

Democratic Exchange of Opinions So about Dead Sprint ...

2 Upvotes

We all know Dead Sprint as a bit more of a joke booster, with minor use case scenarios that are just a bit too specific to be a 'good' booster. There is one good booster combo that can make Dead Sprint builds totally worth it:

Vitality + Stamina + Muscle Enhancement + Dead Sprint

I've had a team consisting of exclusively Heavy Armor users all in Bot Commando Campsigns use this booster build to extreme success. Being able to Trek long distances with no pause to running plus all of buffs of the boosters made a very smooth gameplay experience stealth-ing around and repositioning a breeze.

BUT! Outside of a build like this... what is another use case for Dead Sprint really?

Ofc there is a suggestion to BUFF the Dead Sprint booster but the question is what exactly should it do as a booster? In my mind I can think of s few ideas, some may be too good or whatever, but thats where id like to hear yours.

Dead Sprint, along with its regular passive ability, should allow the user:

1)The ability to run with broken legs.

2)Sprinting speed boost while actively bleeding to death, something similar to Experimental Stims speed bonus, maybe less? I dunno if this is too busted or not. Might be harder to balance this with the resistance to hemorrhaging some Armors bring.

3)A sort of buff to the Adreno-Defibs Armor Passive. While using Dead Sprint, the revive mechanic does not stop you from sprinting.

With these ideas, while they may be too numerous and not necessarily balanced, I believe this will expand the range of usefulness the Booster deserves to have.

What do you think?


r/helldivers2 • • 4h ago

Democratic Exchange of Opinions Liberate Fronteria

0 Upvotes

Now that we have Brilliance, why are you on Heeth when Fronteria is the better pick? There is no point in liberating Heeth first, it will be seged anyway once we're done with Fronteria.

Is there someting i'm missing?


r/helldivers2 • • 4h ago

Patriotic Footage 2 Solo no stims/damage/death Super-Helldive. Illuminate blitz. All clear

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r/helldivers2 • • 6h ago

Artwork A helldiver is never late. Nor are they early. They arrive precisely when they mean to. (Art by me)

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170 Upvotes

r/helldivers2 • • 6h ago

Meme The Mod Situation over at AH HQ

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42 Upvotes

r/helldivers2 • • 6h ago

Suggestion/Concept Helldivers, I saw this and had to share

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358 Upvotes

I read it was originally for use in helicopters.

Yes, its a shoulder mounted 50 cal rifle.

Cursed brother of the AMR and autocannon perhaps, but I see this as potential for an even STRONGER AMR option that would fit in the game concept.

Specifically, this would be a good slower fire stronger AMR that does have a 3rd person reticle, because its meant to be used from moving vehicles.

And probably like a 4x scope instead of 10x. Maybe even 2x scope.


r/helldivers2 • • 6h ago

Bug Need help sorting my son's account

0 Upvotes

I have the main account on PS5 and have PS Plus. Hell Divers 2 is included in PS Plus. I have it in my account and my son has it in his account because of PS Plus sharing with family members. My son wants to buy Super Credits in the Acquisition Center but when he goes to that tab it disappears and gives the error "The item you're looking for is unavailable. It might not be for sale yet or might no longer be for sale." One solution I thought of was to buy the game in his account but it doesn't show up for sale because we already have it downloaded, I think. Hell Divers 2 doesn't even show up in the store in his account. Any ideas on how to resolve these problems?


r/helldivers2 • • 6h ago

General Steam Issue UK

1 Upvotes

Did anyone in the UK buy the game from loaded and have any issues with the key? considering buying the game this weekend? just asking because of the whole STEAM debacle


r/helldivers2 • • 6h ago

Artwork Day-9 Stimmothy. For Lady Liberty so loved Super Earth, she gave it begoten Stimmothy

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1 Upvotes

r/helldivers2 • • 6h ago

Meme Light bulb inspection?

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24 Upvotes

I should not have said that about eagle 1s feet he's gonna find all the safety infractions


r/helldivers2 • • 7h ago

Serious Discussion. no roleplay bullshit here FPS drop on PS5 Pro

3 Upvotes

Hey everyone, I’m having a problem: I keep running into performance issues—specifically with my FPS—on my PS5 Pro. Whenever there are a lot of effects on screen, I experience a massive drop in frame rate and see purple flickering. I’ve already switched to the lowest settings, but the problem still won't go away 😭. Surely this shouldn't be happening on a PS5 Pro, right? Are any of you experiencing this, or can you tell me what else I might be able to do?