Helldivers 2 Loadout Builder by Liqhthouse

Announcements

MESSAGE TO USERS (02/01/2025): Still working on fine-tuning calculation logic. There's a lot of backend stuff I want to clean up too since the calculations are all messy behind the scenes. See progress video below. Also finally got round to updating the layout of this home page and making a decent-ish looking mobile UI too since it looked hideous before so should be a bit better now!

If you have feedback or score suggestions don't hesitate to message me with your suggested changes + reasons, thanks!

23/12/2024: TO DO

Weights for loadout items to be added. i.e. do all items e.g. primary weapon, stratagem, armour etc. contribute an equal 14% to the build power or not

UI optimisation for mobile display on other pages.

Enemy weights page to be revitalised to include all weights of objective factors and improved for clarity

Calculations to be made more transparent on each of the faction builder pages with tooltips/hover effects etc. This is a very big task so will not get round to it for a while.

Penalty modifiers to be implemented for not bringing enough anti-light/medium/heavy so the build power cannot be manipulated by stacking all items vs. 1 class

Synchronise colour schemes across the builder

Update Log

06/01/2024: Fixed STA-X3 W.A.S.P Launcher in duplicate support weapons/backpacks warnings for all factions

02/01/2024: STA-X3 W.A.S.P Launcher Added:

- Wasp Launcher Added for all factions.

23/12/2024: Score Rebalancing v5 & Various Changes:

- Siege-Ready armour passive effects added in. Siege-ready improves max mags and reload speed by 20% of primaries. This means we can directly calculate uptime of a weapon assuming it is shooting at a fixed rate until it empties its mag and then downtime as the reload time which is spent not shooting. As reload decreases... this means we are effectively shooting (or increasing our uptime) more. This is the siege-ready multiplier that is applied and is typically around 10% depending on weapon. Weapons that empty their mags quickly gain the most from this passive.

- Unflinching armour passive increases overall primary weapon metrics by 5%. This may change by faction e.g. higher for bots, in the future.

- Illuminate Calculator preliminary build added. Use with caution!

- Results loadout comparison page updated with support to compare Illuminate Faction builds.

AR:

- Liberator Concussive: Commanders 3 > 2, Shriekers 4 > 3

- Dominator: Scavengers 2 > 2.5

- Liberator Penetrator: Scavengers 3 > 3.5; Warriors 4 > 4.5; Scout Striders 2 > 3

- Sickle: Hunters 3 > 3.5; performs slightly better than counterparts like punisher plasma, or blitzer due to range and accuracy

- Sta-52: Ammo Economy 1.0 > 0.9; Hunters 4 > 4.5; Warriors 4 > 4.5

Marksman/Sniper:

- Eruptor: Scavengers 4 > 3; Berserkers 3 > 2.5

- Constitution: Scavengers 3 > 2; Hunters 3 > 2.5

SMG:

Due to the closeness of this group of weapons in ability and their sensitivity to scoring, the anti-light capability has been reviewed as a group with greater precision

- Knight: Ammo Economy 0.80, [Scavengers 5, Hunters 4.5, Warriors 5, Shriekers 2], Stalkers 4 > 3

- Sta-11: Ammo Economy 0.80, [Scavengers 5, Hunters 5, Warriors 5, Shriekers 2], Stalkers 3 > 3.5

- Defender: Ammo Economy 0.80, [Scavengers 5, Hunters 5, Warriors 5, Shriekers 2.5], Stalkers 3 > 3.5, Spewers 1 > 2

- Pummeller: Ammo Economy 0.80, [Scavengers 5, Hunters 4.5, Warriors 4, Shriekers 2.5], Hive Guards 3 > 2.5

- Reprimand: Ammo Economy 0.95, Warriors 4 > 5, Stalkers 3 > 3.5, Gunships 1 > 0.5

Shotguns:

- Punisher: Heavy Devastators 3 > 2; Rocket Devastators 4 > 3

- Spray & Pray: Shriekers 4 > 3.5; Rocket Devastators 1 > 2

- Halt: Scavengers 3 > 2.5

- Cookout: Scavengers 4 > 5, Hunters 4 > 4.5

- Slugger: Scavengers 3 > 2.5

- Blitzer: Hunters 3 > 3.5

Elemental:

- Scythe: Shriekers 4 > 5

- Scorcher: Hunters 3 > 4

- Torcher: Scavengers 4 > 4.5; Hunters 3 > 3.5; Warriors 4 > 5; Shriekers 3 > 2

Armour:

- Electrical Conduit: (Squids) Survival 0 > 3

20/12/2024: Killzone 2 Collab Items added:

- Sta-52, Sta-11, Accelerator added

- Fast recon vehicle added

- Acclimated armour added

- Anti-Tank Emplacement: Watchers 3 > 2

- Anti-Material Rifle: Voteless 3 > 2

- Liberator Concussive: Heavy Devastators 2 > 1

- Diligence CS: Handling 0.95 > 1.0; Didn't feel handling was significantly affecting performance anymore so removed the penalty

- Diligence CS: Soldiers 3.0 > 3.5

15/12/2024: Illuminate faction and Urban Legends warbond added:

- Spray & Pray: (Bugs/Bots/Squids) Handling 0.9 > 1.0

- Stun Baton and Urban Legends Warbond items added: Stun Lance, Directional Shield, Flame Sentry, Anti-Tank Emplacement, Siege-Ready Armour Passive, Armed Resupply Pods Booster

- Illuminate faction scores added for all items. These are initial preliminary scores and will be adjusted in the future after more testing/feedback

- Illuminate faction item scores added to base scores

- Illuminate faction added to featured loadouts

24/11/2024: Score adjustments v2:

- Commando: (Bugs/Bots) Limited Use 1.0 > 0.9 to represent waiting for cooldown more at higher difficulties with many heavies

- Mortar sentry: (Bots) Crowd Control 4 > 3

- Cookout: Berserkers and Devastators: 3 > 2

- Slugger: Soldiers, Jetpackers, Rocket Devastators: 4 > 3

- Reprimand: Medium Range Effectiveness: 5 > 3

- Reprimand: Heavy Devastators: 4 > 3 due to need to stay at range and shield hindering consistent kills

- Liberator Concussive: Berserkers, Devastators & Rocket Devastators 3 > 2; Scout Striders 1 > 2;

- Crossbow: Devastators and Rocket Devastators: 4 > 5

- Strafing run: Hulks 1 > 3; Tanks 2 > 3; Cannon Turrets 1 > 2; Factory Striders 1 > 2

- Gas Strike: Scout Striders 3 > 2; Berserkers 3 > 2; Heavy Devastators & Rocket Devastators 4 > 3, Hulks 2 > 1

- Spray & Pray: (Bugs/Bots) Handling 1.0 > 0.9

- Breaker Incendiary: Devastators & Rocket Devastators 3 > 2

- Grenade Pistol, Frag Grenade, Incendiary, Incendiary Impact, Airburst Launcher, Grenade Launcher, Machine Gun: AA emplacement, Mortar Emplacement: Set to 0

- Strafing Run: AA Emplacement 1 > 0

- Flamethrower: AA Emplacement, Mortar Emplacement 0 > 2

- Arc Thrower: AA Emplacement, Mortar Emplacement 0 > 2

- Recoilless Rifle: FabricatorsAA EmplacementMortar Emplacement 2 > 3

- Quasar Cannon: Fabricators 3 > 4

22/11/2024: Featured Loadouts:

Featured loadouts added

Duplicate signal protection added - now when you press upload you will get a message saying loadout uploaded and the page will refresh showing your loadout in the recently added section. If you try to upload the loadout again with the same name, author and faction it will give an error.

03/11/2024: Score adjustments v1:

Disclaimer added to total power tooltip

Thermite: Factory strider 2 > 3; Impaler 3 > 4; Ammo Economy 0.5 > 0.65. Changes should boost base anti-heavy score from 1.7 to a more reasonable 2.4 and 3.4 to around 3.7 with supply pack

All other grenades: Ammo economy 0.6 > 0.75. Frag Grenade: Ammo Economy 0.75 > 0.85

Gas Grenade: Shriekers 3 > 0; Warriors 3 > 2; Commanders 3 > 2; Spewers 3 > 2; Berserkers 3 > 1; Scout Striders, Devastators, Heavy Devastators, Rocket Devastators 3 > 2; (Bots) Team Support 2 > 1; (Bugs) Survival 3 > 2

Smoke Grenade: (Bots) Crowd Control 2 > 1

Stun Grenade: (Bugs/Bots) Team Support 2 > 1

Diligence CS: Scout Striders and Heavy Devastators 3 > 4; Gunships 0 > 1. Additional threat changes below should increase the overall anti-medium score of this weapon much higher due to weighting

Diligence: Handling Factor 0.95 > 1.0. Didn't feel that weapon ergonomics was really holding this weapon back at all

Scout Strider Threat: 2.9 > 9.1% (if all 12 enemy groups were equally important then they would receive a 100/12 = 8.3% weight each. This shift accounts for the fact rocket striders are a significantly higher threat)

Heavy Devastator Threat: 10 > 8.4% (with the introduction of these enemies receiving flinching, their threat has been reduced)

Rocket Devastator Threat: 9.3 > 6.7% (with the reduced rocket area damage and limited rockets update these have lost threat)

Berserkers Threat: 4.7 > 5.6%

Stalwart: Jetpackers 5 > 4; Devastators 5 > 4; Heavy Devastators 4 > 3; Rocket Devastators 5 > 3; Resulting anti-medium value has reduced from about 3.44 > 2.68 which is a better representation

Incendiary Grenade: (Bots) Crowd Control 0 > 1

Scorcher: Ammo Economy 0.85 > 0.8; Scout Striders 5 > 4. These changes should reduce the anti-medium value from one of the top values at 3.78 to a slightly more realistic 3.48

Purifier: Devastators 4 > 5; Rocket Devastators 4 > 5

Railgun: Gunships 3 > 5; Hulks 5 > 4

Anti-Materiel Rifle: Gunships 3 > 4; Factory Striders 4 > 3

Autocannon: Scout Striders 5 > 4; Factory Striders 4 > 3

Airburst Launcher: Scout Striders 5 > 4

31/10/2024: Truth Warbond weapons (SMG-32 REPRIMAND, SG-20 HALT, PLAS-15 LOYALIST) scored and added

27/10/2024: R-2124 Constitution added

25/10/2024: Loadout comparison feature added

22/10/2024: v1.001.104 Updated for final part of 60 (3) day balancing commitment

12/10/2024: v1.001.103 Live website version created and host/domain bought - democracy-hub.net

14/09/2024: v1 created and posted for feedback

28/05/2024: Draft version of loadout builder created

Contributors :)

(if you have contributed and want your name here, please message me with the name you want displayed)

  • Frosty Banana
  • Harp Xx
  • B0609
  • Josh150584
  • Sgt Alto1
  • Bloodend3r
  • Thompson_F0r
  • Emmi Ellx
  • II_ARKK
  • Pedro Baelish
  • Pravnashxxn
  • Verrryy Baaad
  • Sheft
  • Purpleblongo
  • Admiral Clap
  • Zestytato
  • xxSniperwiperxx
  • Severus
  • Carter74
  • SES Princess of War
  • JunoJojo
  • Cpt_o7
  • Shaunason
  • Pupus
Version: v1.002.003