Summary

Besides the new larva and egg objectives inHelldivers 2, Escalation of Freedom seemed to largely be a balancing update. It’s unclear now whenHelldivers 2might receive more substantial mission-related content and, in the meantime, players are tackling its Super Helldive difficulty for the newly increased pool of possible XP and resources to procure from it. That’s been easier said than done, though, as the Level 10 difficulty is chewing players up and spitting them out, particularly by ragdolling them across and through the map’s playable boundaries.

Ever since launch,Helldivers 2has always been conscientious about how overpowered players are and how overpowered enemies are, with the agreed-upon balance chiefly feeling as if players only barely have an adequate amount of firepower to extract in one piece, let alone liberate a whole planet before a major order’s timer expires. That balance is now pushed to its limits with Super Helldive, and anyone seeking the truest demonstration ofnightmarish Automaton and Terminid onslaughts at Level 10can look no further thanHelldivers 2’s Eradicate missions.

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Helldivers 2’s Level 10 Eradicate Missions Bear the Brunt of Bot and Bug Chaos

Eradicate Automaton Forces and Eradicate Terminid Swarm, for bots and bugs respectively, are not for the faint of heart. Especially if players are hopping into someone else’s lobby mid-mission, there isn’t any way to truly plan out a defense against enemies on Level 10.

Eradicate missions are tough enough on Level 9, but now it seems as if heavier armor is mandatory and even then players get flung great distances with high-impact damage by the most ginger hitbox touches. In particular, players can expect to see multiple factory striders and tanks on the bots’ side, as well as multiple titans and chargers on the bugs’ side. Of course, Super Helldive should rightfully be an alarmingly challenging difficulty option and it excels in that regard, leaving players with hardly any strategies to implement before they’re overwhelmed.

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That’s why, backed into a corner with nothing to lose, players should treat Eradicate missions with little concern for their own well-being in order tocombat bots and bugs with the full weight of Super Earth’s offensive assault.

Level 10 Eradicate Missions’ Success Doesn’t Mean Everyone Makes It Out Alive

Eradicate missions are most efficiently played as a big war of attrition with nukes let loose liberally and without care for how many players need to be reinforced when the dust settles, which it never does. Mines of all kinds strewn about,120MM and 380MMs raining down, andOrbital Laserbeams sweeping across the enclosed arena are some of the only options players have to hastily kill 100% of bots or bugs required and secure mankind’s future.

Speed is the key here since the longer players hang about the more likely they are to be wiped out, and as a result players and democracy’s enemies are basically in a competition to see who can kill more of who fastest.

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For players this is crucial because they run out of available reinforcements eventually and, while it may seem counterintuitive to be laying waste to one another in an effort to annihilate enemies, it is worthwhile when enemies’ percentage scores quickly rise as Helldivers are gradually reinforced back into play. One teammate killed in the same splash that kills a huge horde of bugs is demonstrably advantageous for players, for example, which recontextualizes what loadouts players may want to have with them in Level 10 Eradicate missions and also makes thenew Firebomb Hellpods booster a glorious risk/reward treat inHelldivers 2.

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