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Helldivers 2's Illuminate Faction is a Terrific Display of Primary Weapon Versatility

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helldivers 2 illuminate display weapon versatility


With the recent arrival of a third faction in the galactic war, Helldivers 2 players have been hard at work dealing with the newest threat to managed democracy. Dedicated helldivers have spent considerable time testing Helldivers 2‘s plentiful weapons and stratagems to figure out the most optimal way to deal with the Illuminate enemies. The results overall have been pretty surprising.

When it comes to the meta surrounding the Illuminate, Helldivers 2 players have been pleasantly surprised to see that a wide variety of weapons work exceedingly well against the squids. Players have struggled to find a singular overpowered or dominant weapon on the Illuminate front, with just about every primary weapon currently in the game presenting an admirable amount of utility when cutting through the hordes of Voteless and their Illuminate overseers; that’s exactly what the future of this game needs.

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Helldivers 2’s Primary Weapons are All Great Versus Illuminate Units

The Illuminate Allow Players To Explore Different Weapon Options Without Feeling Underpowered

There’s been a lot of talk in the Helldivers 2 community about the state of the game and the importance of finding a balance between challenge and power fantasy. During one controversy over some Helldivers 2 weapon nerfs, fans announced their displeasure that primary weapons were getting nerfed to the point where they felt more like pea shooters than actual weapons of war. Arrowhead was giving players all these new and interesting guns in warbonds, and they didn’t feel effective enough to warrant using often until the Illuminate came into play.

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

Helldivers 2’s gameplay loop is the heart of the game’s appeal: drop in, wreak havoc, collect samples, extract, repeat. It’s deceptively simple on the surface, but the variety of ways to complete objectives while on missions is crucial when it comes to retaining player interest over time. Being able to change game plans keeps the experience fresh after so many hours. By ensuring that the primary weapons all feel effective, Arrowhead lets players go for that variety without feeling like they’re actively hampering their chances at having a fun match.

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Obviously, there will be some exceptions. Fire weapons won’t ever be as effective against Automatons as they are against the Terminids and Illuminate, but keeping every other primary weapon in the game at a relatively even level gives players a certain amount of choice that they absolutely appreciate. Feeling beholden to a meta can weigh a player down, so it’s great that so far the Illuminate front’s meta seems to be simply whatever feels fun for the player.

How Arrowhead Can Build Off The Illuminate’s Balancing

Arrowhead really knocked it out of the park with the launch of the Illuminate, so hopefully there’s room to channel some of that same success into the other two enemy factions currently in the game. Granted, it may be difficult to change them too dramatically since they’re already so well-established, but getting the Automatons and the Terminids to a point where players can load into a match with almost any gun and still feel like they’re in control would go a long way for the future of the game and keeping it fresh for the veteran divers who’ve been fighting the two factions for the last year.

Since the Terminids are generally close-range attackers, shotguns and SMGs already do wonders on bug missions. Maybe the answer lies in adding more long-range units to their ranks to encourage the use of assault and marksman rifles, or simply buffing the amount of bile spewer-type enemies that engage at range. On the other hand, the Automatons are totally covered when it comes to long-range units, but the berserkers who represent the Automatons’ melee threat don’t spawn in large enough numbers to actively consider them when planning loadouts. Buffing the frequency at which they drop in could make players feel like the shotgun might be a valid choice over the rifle that will let them keep the Devastators at bay.


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