Illuminate Faction Helldivers 2 is a great example of the versatility of primary weapons

With the recent arrival of a third faction in the galactic war, Helldivers 2 players dealt hard with the latest threat to managed democracy. Dedicated helldivers spent considerable time testing Helldivers 2's abundant weapons and tricks to discover the most optimal way to deal with the enemies of the Illuminate. The overall results were quite surprising.

As for the meta surrounding the Illuminati, Helldivers 2 players were pleasantly surprised to see that a wide variety of weapons worked exceptionally well against the Octopuses. Players have struggled to find a unique overpowering or dominant weapon on the Illuminate front, with nearly every primary weapon currently in the game providing an admirable amount of utility in cutting through hordes of Voteless and their Illuminate Overseers; this is exactly what the future of this game needs.

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While finally getting proper melee weapons in Helldivers 2 ticks off a big item on players' wish lists, the future doesn't look bright for these weapons.

All of Helldivers 2's primary weapons are large versus lighting units

The Illuminate allows players to explore different weapon options without feeling inadequate

There was a lot of talk in that one Helldivers 2 community about the state of play and the importance of finding a balance between challenge and power fantasy. In one polemic about some Helldivers 2 Nerf guns, fans have voiced their displeasure that primary weapons have been nerfed to the point where they feel more like pea shooters than actual weapons of war. Arrowhead was giving players all these new and interesting weapons in warlocks, and it didn't seem to be effective enough to be used often until Illuminate came into play.

It's clear that Arrowhead listened to the fans when designing the Octopuses, as there's hardly a primary weapon in the game that doesn't serve a purpose when dealing with the Illuminate faction. Shotguns and submachine guns do wonders for clearing hordes from Voteless. Marksman rifles excel at shooting the head and “eyes” of Illuminate harvesters. Assault rifles tend to form a strong middle ground between all three. There's a clear utility for every primary weapon available in the game on the Illuminate front, and that's such a lifesaver for build variety.

Why building diversity is so important in Helldivers 2

Helldivers 2 The gameplay loop is at the heart of the game's appeal: stop, wreak havoc, collect samples, extract, repeat. It seems simple at first glance, but the variety of ways to complete the objectives during the missions is crucial when it comes to keeping players interested over time. The ability to change game plans keeps the experience fresh even after so many hours. By ensuring that all primary weapons are effective, Arrowhead allows players this variety without feeling like they're actively limiting their chances of having a fun match.

Obviously there will be some exceptions. Firearms will never be as effective against automatons as they are against Terminids and Illuminate, but keeping every other primary weapon in the game at a relatively even level gives players some choice that they absolutely appreciate. Feeling beholden to the meta can weigh on players, so it's great that the meta on the Illuminate front so far seems to be simply what players enjoy.

How Arrowhead Can Build Illuminate Balance

Arrowhead really knocked it out of the park with the launch of Illuminate, so hopefully there's room to channel the same success into the other two enemy factions currently in play. Granted, it can be difficult to change them too dramatically since they're already so well established, but getting the autos and Terminids to the point where players can load almost any weapon into a match and still feel like they're in the game. control would go a long way for the future of the game and keep it fresh for veteran divers who have been battling these two factions for the past year.

Since Terminids are generally melee attackers, shotguns and submachine guns already work wonders on bugged missions. A possible answer lies in adding more long-ranged units to their ranks to encourage the use of assault and sniper rifles, or simply buffing up the number of ranged ranged bile-spewing enemies. On the other hand, automatons are completely covered when it comes to long-range units, but berserkers, who pose a melee threat, don't appear in large enough numbers to actively factor them into your weapon planning. Improving how often they drop could make players feel like the shotgun could be a valid choice over the rifle to keep the Devastators at bay.

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