Silver
21 Apr 2026 | 17:29
Hello, I'd like to know if the builder will include the bot modifier of a covert operation?
These are ones where all ya get is one call in for your ship, the starting call ins, and that's it.
Not to mention one of them will remove a support weapon for a diver.
I understand if this is is something I have to wait on, as it is a larger change to the database, as now it's considered a mission modifier.
The Fool
21 Apr 2026 | 10:52
New war bond yippee
Democracy Officer Liqhthouse
21 Apr 2026 | 16:23
I knoww!! Barely completed the last one lol, found myself falling behind a lot recently. Gonna have to free up a few days to play with it!
Karn
20 Apr 2026 | 07:31
I would love if the Item Stats page with the comparison tool would allow us to compare multiple weapons with each other.
Additionally, I would also like to see a full stats page of every weapon.
Democracy Officer Liqhthouse
21 Apr 2026 | 16:22
That's probs a large update since I'd need a way to display several items in a table format for you to filter through and sort display to your liking. Doable, but not top priority atm
ChemicalMouse08
19 Apr 2026 | 14:57
I believe that the Automaton bestiary is missing the Hulk Obliterator
Democracy Officer Liqhthouse
21 Apr 2026 | 16:21
I'll get round to this, the bestiary has quite a few missing descriptions I never managed to get round to so will add the hulk ob at some point
HMSBomber1
17 Apr 2026 | 13:28
A lot of grenades don’t have demolition stats inputted in the builder, or at least they don’t show up on the demolition capability chart
Democracy Officer Liqhthouse
21 Apr 2026 | 16:20
Yeah I have to go and finish up the grenade demos at some point, thanks for reminding me :)
Honorary Guard
15 Apr 2026 | 15:41
AR/GL-21 ONE TWO dissplay buletts demolision force insted of grenade demolision force . If only one can be show it shud be grenade demolision force since it can destroy spawnder and woun't trigger (Total Score: 0.0. Only None provide demolition. Recommended: 3.0+.) warrning massege
Democracy Officer Liqhthouse
21 Apr 2026 | 16:20
Ah, there is probably an issue since its got a grenade launcher component on it. Which faction is this for? The GL is quite dodgy and difficult to aim vs fabricators for example and they are numerous so it would be advised to take more anti fab weapons in that case
cammy
13 Apr 2026 | 09:01
A description field for builds or a way to put multiple stratagems in one slot for flex picks would be sick.
Democracy Officer Liqhthouse
15 Apr 2026 | 10:24
Hey, yes I could add these eventually, however adding extra slots has lots of chain effects I'd have to change like adding another UI element and doing tests again to check its not too compressed looking in the view, debating whether i need to include it in stats, figuring out if i have to add it to the saved loadout object. Most importantly how will peoples saved loadouts already deal with these new description and bonus slot fields... will loadouts saved already be able to ignore these extra fields? will they break on load? etc
Weeb Dealer
04 Apr 2026 | 23:09
servo assisted should probably impact the effective range display graph. as is, the effective range on grenades and red stratagems remains the same both with and without throwing range boost armor.
also, somewhat related. i feel like the effective range on thermites should be a bit closer? they're easily one of the safest grenades to throw at a nearby target.
Democracy Officer Liqhthouse
06 Apr 2026 | 02:12
Yep, grenades I applied a blanket formula to so won't be fully accurate. I think I only separated them by 0 fuse grenades and grenades with fuses.
Range effectiveness chart is a new chart so will need continuous fine tuning over coming updates.
I will try to work servo assisted into this at some point. And desert stormer I believe gives a small throw range boost as well.
If you find any other items that don't seem to follow a realistic path on the graph please let me know as I will have to create specific formulas and rules for them individually.
I've only made basic assumptions like turrets need some 10m clearance, low ergo weapons will have low effectiveness at close ranges, all red strats get peak effectiveness at 45-50m then decay slowly, etc.
soupmaster
04 Apr 2026 | 10:35
Great work on the new update, site is better than ever and has helped loads with the appropriators, thank you
Democracy Officer Liqhthouse
06 Apr 2026 | 02:06
Thank you!
Mitsugoya
04 Apr 2026 | 03:55
Hello,
Thanks for the site and the update.
I noticed that all items of the entranched division warbond don't have their stats added in the builder. Any idea of when it will be added ?
Thanks for your effort by the way, this website is dope !
Democracy Officer Liqhthouse
06 Apr 2026 | 02:06
Hey, no problem!
Yes, I'm currently on holiday for Easter so haven't been able to finish testing the entrenched division items and provide appropriators scores yet.
I will need another week for this, bear with me :)
2DTesseract
30 Mar 2026 | 21:34
still struggling to change the loadout sharer from bugs to anything else. might be a skill issue but idk
Democracy Officer Liqhthouse
31 Mar 2026 | 15:36
Did you try the (ctrl + shift + R) hard refresh tactic? I've uploaded a fix for safari/iOS browser if you use that. Otherwise I confirm it works on desktop for chrome, firefox, opera and mobile for chrome.
Are you on a different setup? Try opening it in a private/incognito browser tab. If it works there then its a cache issue. If its still not working drop a message in the discord and image screenshot for me to take a closer look :)
J_D_Givaphuk
30 Mar 2026 | 17:59
Great changes to this site. Wel worth the wait.
Democracy Officer Liqhthouse
31 Mar 2026 | 15:34
Thanks, appreciate it!
C4 error
29 Mar 2026 | 11:51
Currently listed as having 0 demo force, actually has 40.
Democracy Officer Liqhthouse
29 Mar 2026 | 12:19
Its saying 40 demo for me on the stats page and in the backend database. Have you refreshed? Might be a cache issue.
joker3batman33
26 Mar 2026 | 22:54
Y'all/you should add a setting to turn off the polls, more specifically for newer players.
(also sorry for coming off a bit agresive with my announcement ui complaint, but good work, still love the website.)
Democracy Officer Liqhthouse
29 Mar 2026 | 12:16
i'll get a skip/I only have 1/none of these options button at some point
Np thanks for the feedback!
2DTesseract
26 Mar 2026 | 17:12
Democracy Officer Liqhthouse: i thought it would be funny to find people who have come up with builds to make the best use of an armour passive or attempt to get the highest speed or smth. you could filter by stratagem too, like if i wanted a emancipator build for squids, i would put that stratagem in there and it would use Elif to find only builds with the emancipator or say a score of 50+ in chaff hope this helps! also i cant change what faction my submissions are for and have accidentally submitted automaton builds on the bug section. sorry lol
Democracy Officer Liqhthouse
29 Mar 2026 | 12:15
Hmm, sounds like we might need some filters on here. These changes you suggest require linking to the calculator though so we can sort by top anti-light, top anti-medium, top CC etc. Might be something I do in the future (?) but for now I want to focus on polishing and fixing all the minor bugs and stuff. There's still people complaining about layout issues and I wanna address compatability issues with chart displays as well.
FishmanZZ9
26 Mar 2026 | 07:59
I believe that the weapon descriptions for the Deadeye and the Amendment have been switched.
Democracy Officer Liqhthouse
26 Mar 2026 | 08:34
You're most likely right. There's probs a few more inaccurate descriptions since I mass generated these with a script and didn't have time to go back over the 260+ items and check each one against the wiki.
I'll fix this later. Thanks for letting me know :)
Emperor of Democracy
26 Mar 2026 | 00:19
Text for cards on the featured loadouts page is in dire need of hyphenation, words getting chopped up willy-nilly
Democracy Officer Liqhthouse
26 Mar 2026 | 07:03
This is probs a simple fix. Sanitisation of text, formatting, max word lengths, text wrapping etc I need to implement on the featured page.
Only reason I've not touched this page for a while is I was trialling a concept where you can submit a loadout and it places it on a 3d globe and there'd be a bunch more features.
2DTesseract
25 Mar 2026 | 22:03
Love this website! is there a place you can search for other people's loadouts based on specific stats? id love that. otherwise 10/10 website
Democracy Officer Liqhthouse
26 Mar 2026 | 07:01
Thanks! Currently I just have the featured loadouts page. It isn't linked to the builder stats since I wanted to avoid promoting a culture of upvoting or submitting the highest power builds as it's not going to be 100% accurate always.
What did you have in mind for stat searching or filters? I can think about how I present it if you have ideas.
VOX ENGINE
25 Mar 2026 | 17:42
This is not feedback but it's a compliment
Your galactic war map is very well done!
Democracy Officer Liqhthouse
26 Mar 2026 | 06:54
Thanks! Good feedbacks are still welcome :)
Great to hear you're enjoying it!
This is just the first iteration of the galactic map, there are several things to optimise on this in the future!
not providing
25 Mar 2026 | 11:14
Fix your website, I cant remove this announcement ui.
Democracy Officer Liqhthouse
25 Mar 2026 | 15:34
Hey, I'm working on it!
You can try a hard refresh in meantime (ctrl + shift + R) if you're on desktop.
Dessyboyy268
25 Mar 2026 | 06:36
forgot to say I meant the builder
Democracy Officer Liqhthouse
25 Mar 2026 | 07:29
Hey! I'm currently using the next few days to bug fix. Can you describe the problem more in detail?
Currently I'm aware of an iOS problem where there is a big faction and case icon covering the screen, and one where the announcement box is in its expanded state and can't be closed. And one where switching back and forth between builder is messing up the layout so no charts load and the dropdown column is on the left.
If possible join the discord and post some screenshots or records so I can see what the issue is.
Or paste an image link in a post on here (upload an image to a random image hosting site)
Also your phone model and browser you're using or pc browser I need.
Thanks
Dessyboyy268
25 Mar 2026 | 06:30
app is broken for me now after appropriators added to it, idk why
Gr8guy6045
24 Mar 2026 | 18:16
Any tab other than the builder has a lower quality top bar.
Democracy Officer Liqhthouse
24 Mar 2026 | 18:19
Hmm, what do you mean by this? If you've got screenshots to share you can put them in the discord if you want so I can see easier
Gr8guy6045
24 Mar 2026 | 18:07
The range effectiveness thingy kinda streched. I have wide screen.
Democracy Officer Liqhthouse
24 Mar 2026 | 18:17
hey yeah, its an ios thing, working on a fix now. The style rules for things like how to position the dropdowns dont transfer over as well from chrome/android to safari/ios. Since I've only got an android phone myself its quite difficult to test how it looks on ios although I recently found a site that can simulate an actual iphone for me so this should help me check
Inzane
24 Mar 2026 | 17:19
It’s impossible to scroll on my phone who can is IOS😂 mb I wish I could delete my past entries on here I didn’t mean to spam it
Democracy Officer Liqhthouse
24 Mar 2026 | 17:54
thats alright, let me work on a fix now
Inzane
24 Mar 2026 | 17:18
It’s impossible to scroll up or down on my IOS is what I was trying to say.
Inzane
24 Mar 2026 | 17:15
I think you updated the site with the near gear which is awesome thank you bro🫡 but it’s now impossible to navigate the builder. It’s not allowing me to scroll up or down.
Democracy Officer Liqhthouse
24 Mar 2026 | 17:54
ah hold on, i was in the middle of uploading. Whats your phone make/model? or if you're on desktop what browser?
TheFool
23 Mar 2026 | 20:42
I think the de escalator arc count it wrong for the simulator
Democracy Officer Liqhthouse
24 Mar 2026 | 02:47
If you mean pellet/unit count = 1, then for the purposes of calculation I think its correct. Yes the de-escalator shoots like 5 arcs out or something... I'm not too sure how it works so if you can link a source for me that would help but I've just assumed only 1 will hit the enemy for now.
I'm working on integrating a pellet/unit slider so you can select a custom number of pellets that will hit for weapons like shotguns and arcs which should help make this more accurate.
Emperor of Democracy
23 Mar 2026 | 05:13
Quick follow-up on my last Q, can't seem to find the crowd clear stat explicitly stated anywhere in the three builder tabs, only crowd control. Is clear just quietly folded into another stat like (fire)power and not elaborated upon, or is it meant to display as a unique category on the table like the rest, and isn't for whatever reason?
Democracy Officer Liqhthouse
23 Mar 2026 | 05:39
Yeah, crowd clear is basically part of firepower.
Since the builder start point is that every item is scored 0-5 against every enemy in terms of effectiveness, 5 would represent maximum effectiveness, typically instakills, multikills per shot, several kills per mag. 4 is like high effectiveness, solid main option, 1-2 shots.
There's some full definitions on the theory page I've put.
Once the calculations run, enemy weight is included and averages are attained, it provides an overall value for the item vs each class of enemy ( light, med, heavy).
You can assume if an item is close to the maximum score you can achieve in its class that its also likely strong AoE. The exception is vs heavy since thats typically single target.
Eg the maximum scores vs bugs predator strain might be light/med/heavy : 4.1/5.7/3.9.
If an item is 5.4 out of 5.7 anti medium it's very near being a perfect anti medium item and likely has significant aoe potential too.
J_D_Givaphuk
22 Mar 2026 | 06:27
Great site but the rankings tab has been broken for a few days now
Democracy Officer Liqhthouse
22 Mar 2026 | 06:42
Hey, see below reply :)
soupmaster
21 Mar 2026 | 01:10
rankings tab seems to only display large terminid icon and nothing else, happens on 3 browsers over 2 devices so im not sure if its a error on my part or a bug
Democracy Officer Liqhthouse
22 Mar 2026 | 06:42
Hey, yeah it's not just you. I was updating and testing something last night but overwrote the live file too soon and haven't been able to fix it yet.
Rankings page also only showed the normal case, not the sub factions so that was what I was testing. I will need another few days to fix this as it's part of a whole site update. Bear with me :)
Emperor of Democracy
20 Mar 2026 | 05:10
grenade launchers should absolutely count towards crowd control stat imo, that's literally all i use em for
Democracy Officer Liqhthouse
20 Mar 2026 | 13:05
Hey! This is a common question thats brought up. Crowd control and crowd clear are different. Crowd control I've defined as non-damaging options that are typically stuns, staggers, mobility disruption and any battlefield control effects. Crowd clear is just generic firepower but usually AoE potential.
The exception for crowd control is turrets I count as crowd control cos they count as an automated defence method which is effectively just acting without input. Grenade launcher requires active input from a player so only gets its AoE crowd clear potential represented in the firepower stats of anti light medium and heavy.
This is the distinction I've made anyway in the builder otherwise we start doubling up too many scores leading to some very inflated results
Feedback
18 Mar 2026 | 15:19
Not everyone has all gear unlocked so forcing them to answer polls about gear they have never used is a good way to get garbage data.
Democracy Officer Liqhthouse
19 Mar 2026 | 10:17
That's true. It was ok when I initially had the builder released and there were few warbonds but now we have like 16 or something so I might have to review how the polls are setup. The polling feature I haven't updated for quite a few months now so I might make this the next thing i revisit!
Thanks for the feedback.
The Fool
12 Mar 2026 | 10:51
Do you know when you can add the new war bond items?
Democracy Officer Liqhthouse
12 Mar 2026 | 17:10
Yes, this weekend I'll have time :)
Although I am hesitant sometimes adding them ahead of release because last time I added Trident early and arrowhead went and changed the name of it so I had to update it again.
Dessyboyy368
11 Mar 2026 | 12:43
great website, find it better than Helldivers hub
Democracy Officer Liqhthouse
12 Mar 2026 | 06:18
Thanks, glad you like it!
barne2468
08 Mar 2026 | 16:03
ive got an idea that ive wanted a while, that you could randomize loadouts around a specific weapon of choice, which to me would be quite usefull
also that the randomiser considers the effects of boosters to
thanks
Democracy Officer Liqhthouse
09 Mar 2026 | 06:18
Hey, you'll be glad to know I have a working concept of the ability to lock slots on the randomiser. Should be in the next update! It'll be a big one!
As for boosters, I'm still undecided on whether to give them stats because to me, they are just an extra add-on and you usually need to know what the team is taking to decide on this and someone else might take the booster you have instead.
I'd like to revisit this someday but it's not a train of thought I'm focusing on atm.
Gr8guy6045
02 Mar 2026 | 17:43
The Grenade Launcher should have some numbers re-looked after getting heavy pen. It can two tap jet brigade hulks and get bile titans in less than a mag. The supply pack also gives it a minimal boost compared to what it is in game.
On a side note, could you make the steps for the submission in the tools tab be better explained? I have no idea how to do it there.
Democracy Officer Liqhthouse
05 Mar 2026 | 03:12
Hey! Yes, I haven't updated those scores yet for the grenade launcher.
Currently for bots we have:
Hulk // War Strider // Tank // Cannon Turret // Factory Strider : 2 0 1 1 1
For hulks, shooting the vent is easy yes but we have to simulate the primary case which is shooting the hulk in the face when its charging you at ~25m. It often takes like 5 grenades at least to do this. Its probs worth more than a 2 here though, perhaps 2.5-3.0.
Since it can damage war striders now, I'd think we need at least a 2 here, its still not great against tanks because you have to get access to the vent but is likely worth at least 1.5 since most of the medium pen primaries are rated 0.5-1.0 here and its definitely better than those.
Cannon turret I don't think we will change as you have to get close and hit the vent still.
Factory striders... the score is unlikely to change here against them as well since the heavy armour parts still take a lot of shots and its also unviable against the belly unless you get some crazy angle on them... not as easy to slide under the belly and unload like with an autocannon without fear of grenade bounceback.
For bugs, the bile titan case should be reviewed as it currently suggests GL is a 1/5 vs. bile titans. I'd suggest 2/5 at least for this.
Yeah the review tool in the tools page was just something I started making for anyone that wants to give feedback since often people just comment... "give X more anti heavy" or something vague, but thats not how this works... if you want to change something then you have to justify it against each enemy. Currently you can select an item from the dropdown you want to review, put your name in the proposal 1 box and me or anyone else in the proposal 2 box, or just leave them blank, doesn't matter.
The BUG BOT SQD columns show the current scores of the item. You can put your scores in the proposal 1 columns and some notes to explain each choice. Its helpful to use the stats/field stats page to see what current items have for reference/comparison though ofc its not always 100% correct. Then me or anyone else can put theirs in proposal 2 column.
So just put your score suggestions in (only have to fill out what you think should change) and then download json or pdf file. Unfortunately I never got round to making it fully automated (i'd have liked to make it so you just press submit then it goes to my server directly and I can see it) but thats a lot of effort... too many things to do lol. Might update this feature someday.
For now you have to download the pdf and upload it somewhere for me or drop it into the discord. I suppose you could paste the json text directly into the feedback page here as a post and I can just copy it into a new text file and open it but its more messy.
The Fool
02 Mar 2026 | 14:44
The epoch can pretty decently deal with all of the bots heavy’s I think it should have a higher anti heavy
Democracy Officer Liqhthouse
05 Mar 2026 | 02:47
You are right. I think it still has its pre-buff scores when the arc and sway were significant. Mainly the Tank (2) and Factory Strider (1.5) scores are holding it back. Factory strider is high threat so any changes to that will impact the anti heavy score massively after calculation I would think.
I'll go for Tank (3.5) and Factory Strider (3). 4-5/5 implies you can take them down within the same mag or one-shot consistently. Its also losing points for the arc, chargeup and narrow window of release, all of which present opportunities to get flinched and lose your shot. This is less bad for the epoch but much more critical for the quasar however there's no risk of exploding with the quasar.
I'd opt for the fairly conservative assumption you'll be able to max-charge on average 60-70% of the times. Ofc if the epoch is your main you'll probs be doing this like 90-95% of the times but the scores just assume an average player.
If we make these changes, it takes the epoch from 18th place in the heavy rankings vs. bots with a rating of 3.38 to 14th place with 4.01. For comparison, the recoilless is at 1st place with 5.77.
Just looking now and some of the other scores might need reassessing as well based on this.
The Fool
02 Mar 2026 | 13:33
it would be funny if you brought 3 shield items it would have a warning asking how many shields you need
Democracy Officer Liqhthouse
05 Mar 2026 | 02:33
Lol, thats the sort of meme i'd make when I have spare time
bush
26 Feb 2026 | 08:43
wasp launcher is broken in simulator tab
wont display any data
Democracy Officer Liqhthouse
26 Feb 2026 | 15:56
I can quickly fix that. Its because there are multiple databases and its spelt WASP in one and W.A.S.P. in another with dots. I had to make them all the same.
FOXzilla8189
25 Feb 2026 | 14:14
You need to add the new Cyborg sub faction and enemies
Democracy Officer Liqhthouse
26 Feb 2026 | 15:42
Yep. I'm working on it. It will be a while though, there's 700+ new numbers to implement and also I cannot test items against cyborgs currently as they're not present in the game. Most of it is complete however and I've also been thinking if I should release it along with the next version of the loadout calculator.
Cheezcake
24 Feb 2026 | 20:18
i think the dynamite hsould be reevaluated
Ever since the buff of penetration and demo force it is great specifically on the bot front against war striders and tanks and hulks ofc not as good as thermite but i dont think taking dynamite should have such a heavy anti heavy penaltgy compared to thermite. They are pretty comparable now
Democracy Officer Liqhthouse
26 Feb 2026 | 15:40
It should indeed!
Currently the raw heavy stats are as follows:
:: Charger 1, Impaler 2.5, Bile Titan 1, Dragonroach 1.
:: Hulk 1, War strider 0.5, Tank 1, Cannon Turret 0, Factory strider 0
:: Harvester shield 1, Harvester body 1
Charger and bile titan will both close on your position quickly which doesnt give you enough time to cook the dynamite and throw it properly. And it often takes multiple throws and good accuracy. An argument can be made to give charger a higher score since you can throw it along the ground and slide it instead of mid-air detonation with bile titan or dragonroach. Impaler is currently fine at 2.5 imo since 3.0+ gets into the territory of proper mid-tier or stratagem anti-heavy counters like strafing run, MG-43 etc.
Hulk again is fast approaching, its difficult to time it for a kill, war striders at 0.5 is quite low though Considering I've rated war striders to have higher weight, a 0.5 point change to this will improve anti-heavy score much more than a 0.5 point change vs. cannon turrets or tanks say. For reference, items that are effective against hulks get a 1.16x multiplier to their metrics for the normal case, whereas items vs. war striders get a 1.55x increase. These multipliers are all just guesswork/judgement but the main thing is that its meant to portray which enemies are more threatening. So war striders probs need to be increased a bit to 1.5 at least I say.
Cannon turret could probs get 0.5 as well for the vent on the back. I think factory striders you'll find it difficult to get in close to the weakspots though to utilise this.
For harvesters, this is again timing a mid-air detonation whilst dodging a laser and also getting it to land within the shield. I'd keep this at 1... maybe 1.5. I need to test more against this tbh.
Downsides of the dynamite are ofc having to hold and cook it properly, restricted movement whilst doing so, and risk of being knocked down and dropping it whilst cooking and no stickiness unlike thermite which is instant action and sticky. There are also only 3 uses of the dynamite as well. Yes thermite has 3 uses too but there is a lower risk of messing up thermite with sticky + instant throw.
Gr8guy6045
24 Feb 2026 | 15:21
Boosters could benefit from having stats.
Vitality would likely just add to survivability.
Hellpod based boosters would depend on having items like expendables in your build.
And so on.
Democracy Officer Liqhthouse
26 Feb 2026 | 15:22
I stayed away from giving boosters field stats since they're kind of shared with the whole team and I didn't want to think about this. They're also more mission dependent e.g. muscle enhancement for snow planets, expert extraction for blitz missions so the benefits are more variable.
I may change my mind on this at some point though.
The Fool
23 Feb 2026 | 11:53
I think the stationary reload weapons should get a tactics boost when you bring the shield grenade
Democracy Officer Liqhthouse
24 Feb 2026 | 15:21
Perhaps... I have been meaning to add a combo effect with those + the turrets/emplacements.
As for stationary reload weapons, it might be more of a survival boost really since if you didn't have the shield up when you were stationary reloading and you got hit by a rocket then you'd take damage.
Tactical score is pretty much only associated with side objectives so i'm not sure i'd apply the boost here.
Naturenyte
21 Feb 2026 | 10:02
I think flamethrowers should count more to crowd control.
Democracy Officer Liqhthouse
22 Feb 2026 | 11:06
You'll have to be more specific with this. Which faction should it get more and why etc. Which specific items as well.
Crowd control I've defined as mobility interference and control affecting items so staggers, stuns, area denial and automated defence.
Flamethrowers are more manual crowd control and can be dangerous to use due to the short range.
If we compare it, an eagle napalm will allow you to create a wall that stops light enemies from passing, heavily burning mediums and slightly damaging heavies so that you can use your primary or support weapon to shoot at the volume of enemies that remain to get through.
With a flamethrower or the torcher for example, the range of application is lower, damage is lower and you also have not got any mobility (can only strafe walk/ walk backwards slowly) so you will have to rely on other things like guard dogs or turrets to provide additional CC.
In short, whilst eagle napalm airstrike can get a 4 or 5 vs bugs or squids say, the flamethrower, torcher and crisper aren't at this level and i'd say only can get a max of 1-2.
If you'd like to suggest some CC score changes, I'd recommend having a look down the list of CC scores in the stats page field stats and see if the item you think should be higher is at the same level as that score. e.g. if you want to change a flamethrower from 1 to 2 CC or 2 to 3 CC etc. then see if it performs the same as the other items with 3 CC.
ChemicalMouse08
19 Feb 2026 | 08:33
I just wanted to say I really appreciate the work you put in to this website. I use is almost daily, especially the randomizer button for when I'm feeling up for a challenge. This is a really well-made website. Thank you for creating it!
Democracy Officer Liqhthouse
19 Feb 2026 | 14:42
Thanks! Means a lot! If you're ever interested in helping out or just want to observe some behind the scenes stuff just pop by the discord in the #discussion channel :)
I have a lot of theory tasks, not just technical/code-based to do atm... mainly thinking about how to score items, what are enemies worth, which enemies are the most threat, how can we model range effectiveness, should we have a general offence/defence chart for overall playstyle etc.
Gr8guy6045
18 Feb 2026 | 10:52
Add a favicon to the website. Right now it's just the default old globe.
Democracy Officer Liqhthouse
18 Feb 2026 | 11:05
I think there's already one on... at least on chrome i see a little satellite so maybe it doesn't show on some other browsers. Although I feel like I want a different one as that was just a placeholder. Was thinking a ministry of science icon or i could create my own original science-based one instead.
Gr8guy6045
18 Feb 2026 | 10:44
The best way to do the randomized probably would be to make it only affect slots with the X.
Democracy Officer Liqhthouse
18 Feb 2026 | 11:03
Yeah, i'll bear that in mind. Likely will just give the ability to lock slots or something.
Weeb Dealer
17 Feb 2026 | 22:17
could the random optimized loadout button get improved a bit so it can generate a build that includes a given piece of gear? leveling X primary on Y faction is the primary way i could see myself using it.
Democracy Officer Liqhthouse
18 Feb 2026 | 11:03
An update to the optimiser is on the list yes, however I still need to add the cyborg faction in first and complete those scorings for the 3 new enemies. Might be a while till I can make more updates to the optimiser.
Phage
17 Feb 2026 | 19:05
Simulator doesnt account for explosive damage resist on body parts, or weapons with multiple of the same projectile (shotguns and shrapnel namely)
Its pretty good for the most part so keep up the good work
Democracy Officer Liqhthouse
18 Feb 2026 | 11:02
Yes, I've got the damage calculation updated with explosive resist values on parts already in my local version but have not uploaded it yet.
Pellet/Unit count seems to be broken currently ik but its an easy fix.
I've actually been looking for a better way to load the models in more consistently since they start lagging and then tooltips dont show up so thats been the focus for now.
Thanks for the feedback!
Afool
16 Feb 2026 | 22:38
why does the reeducator have more anti heavy than the crisper?
Democracy Officer Liqhthouse
18 Feb 2026 | 10:57
I've adjusted the crisper heavy values a bit up and toned the re-educator values down a bit. I think its better to raise the CC values of re-educator and lower the raw firepower scores instead and then add a condition in to the builder to multiply anti heavy metrics by 1.1x for primaries and support weapons if a re-educator is equipped.
That simulates shooting a re-educator dart at a heavy like a hulk and watching them get confused and turn around to show you their weak spot.
I just tested the crisper out again and seems like it was scored a bit low for chargers, hulks and war striders. I've even put a 0.5 score vs. factory striders for being able to burn them out from under the belly even though its quite difficult and a very high risk, mostly improbable move to pull off consistently.
The rating difference between both items should be lower now.
Gr8guy6045
15 Feb 2026 | 12:52
Add a staying power meter alongside the surge power meter. This would be great for knowing how good builds are for defensive objectives.
Democracy Officer Liqhthouse
16 Feb 2026 | 11:38
I currently have other plans to change the surge power/danger chart into a volatility quadrant chart.
I could add an offence and defence score for each item.. maybe create a "role" chart from that but generally there's a strong correlation between crowd control and an item's usefulness at defence-based objectives like fix the generators. This is because you want things covering your back whilst you're on the terminal, for example a guard dog on your back is good for defence objectives.
I think the only items not covered would be emplacements which i gave 0 for crowd control since they're manual area denial rather than automated.
In short... i might, only since there's a few items where CC scores don't directly correlate to defence-objective viability but its not top priority currently.
Afool
14 Feb 2026 | 21:33
The eagle rocket pods should have more pellets I think
Democracy Officer Liqhthouse
15 Feb 2026 | 08:35
Yes I think you're right. The wiki doesn't say but I found in an old copy of the Helldivers Index sheet there are 6 units of 600 damage per rocket pod attack. I have updated it
Helena
14 Feb 2026 | 20:45
I think that the Engineering Kit passive should provide a small positive modifier to weapons with notable recoil. The MG-43, HMG, and Maxigun all noticeably benefit from it, but they don't seem to receive any kind of score increase from that.
Democracy Officer Liqhthouse
15 Feb 2026 | 08:27
Yeah I ignored that effect at the time saying it was negligible cos I couldn't figure out how to get it to work properly. But now I could revisit that passive's conditional effect. I don't want to hardcode the names of the items manually though, I'd prefer to find a way and create a formula that can automate it based on the actual recoil and rpm values of each item.
Admittedly I'm slacking on updating the game stats database so will have to go back and update that.
My plan for this would be to set 20 average recoil (horizontal and vertical), and 400rpm as the baseline where the engineering kit recoil passive effect won't help an item. We also need to identify the item that is helped the most from this passive... probs the autocannon or AMR. I'd estimate you'd be able to hit at least 10% extra shots on target with those weapons or reduce the time to aim by 10%. Therefore I'd propose a 1.1x modifier for those items. We can scale all the other items up from 1.0-1.1x.
I would have to be careful of edge cases though like quasar cannon has 180 vertical recoil which is almost the same as slugger's 200 but ofc quasar only has 1 shot so it doesn't really matter. Something like Knight has 15 recoil but also has 1380rpm fire rate so that makes the recoil crazy which means a much better utilisation of the engineering kit passive.
If i wanted a quick solution, I'd just pull all vertical recoil values of items from 20 to 300 and rpms of over 400 and scale the metrics by 1.0 to 1.1x. But its gonna capture too many other items and give some misleading values so I need to think about this more and write a proper function.
Hello, Helldiver
14 Feb 2026 | 09:54
“It is a good idea to leave a sinking ship”
- Cyber Stan
Democracy Officer Liqhthouse
15 Feb 2026 | 07:47
Ah damn, another bot got through! I should update the firewall ;)
Will
13 Feb 2026 | 14:05
Id suggest to make a compare tab with the field stats so you can like compare the power tiered rankings together so you can pick weapons and stratagems based ona need against enemy basis.
Democracy Officer Liqhthouse
15 Feb 2026 | 07:47
I can do that. I would likely just put it as an extra chart on the builder page and it will pull the field stats of your selected loadout items and just display them on the chart. So we'd have a bar chart with 11 or 12 or whatever number of bars for the number of enemies you have i.e. from soldiers all the way to factory striders for example.
For the field stats table in the stats page, i can just add sort buttons to the enemy columns so you can sort from highest to lowest and vice versa or something like that.
Afool
12 Feb 2026 | 19:08
Medium Siege ready is real Yipee
Democracy Officer Liqhthouse
15 Feb 2026 | 07:43
Hell yeah!
Korragan
11 Feb 2026 | 10:41
Will the warbond/item filter settings be able to be saved?
There are a lot of stuff just in the "Other" section in the settings and it gets a bit repetitive having to readjust it every time I go onto this site. Not to say it's bad, because I love it, I just think it could be better in my opinion. Keep up the great work, I really like what you have here!
Democracy Officer Liqhthouse
12 Feb 2026 | 13:02
Yeah the "Other" section is kinda just what isn't in the warbonds. I will add a randomiser settings saver similar to how your loadouts are saved in the browser storage at some point so you can just load up the website fresh each time and the settings will be saved.
Just have a lot of other things to sort out first what with the new cyborg faction release and all.
Thanks for the feedback!
LordBeck
11 Feb 2026 | 07:34
Greeting fellow patriot. I love the effort you put into this weebsite. I just wanted to know if you plan to add cyborgs to the subfactions. Either way, congrats on the new bot purge mechanism.
FROM LORDBECK SES FIST OF FAMILY VALUES.
Democracy Officer Liqhthouse
12 Feb 2026 | 12:59
I do, however there are 3 new enemies and about 260 items in the game so thats 780 new numbers I need to go through and add. I also need to test a lot of these items against the enemies so will take some time.
And then I need to set some recommended firepower thresholds to aim for based on the difficulty of the subfaction which needs a bit of experimentation as well.
So yeah, bear with me, will be added within 2 weeks probs.
Gr8guy6045
10 Feb 2026 | 13:17
Melee damage boosting armor passives still have the old numbers.
The new in-game stats were updated to:
100% --> 40%
50% --> 20%
Democracy Officer Liqhthouse
12 Feb 2026 | 12:56
Just updated peak physique and rock solid tooltips to say +40% melee and reinforced epaulettes to say +20% melee.
Calculations should be updated as well.
Gr8guy6045
10 Feb 2026 | 13:15
The description for the supplemental adrenaline armor passive does not mention the +25 armor rating.
Democracy Officer Liqhthouse
12 Feb 2026 | 12:50
Thanks just updated this to: Stamina recovery when you take damage. Provides +25 armour rating.
ChemicalMouse08
09 Feb 2026 | 11:24
The "CQC-2 Sabre" is incorrectly named. In game, it's "Saber."
Democracy Officer Liqhthouse
09 Feb 2026 | 14:08
Ah, now this is a localisation thing. You see my game shows "Sabre", the british version so I've gone with that. Depending on your region it will adapt the display name shown in game. Similarly we have "Armour", "Armoury" and "Tenderiser" etc.
Goo
08 Feb 2026 | 13:18
Thank you for always continuing to update this resource!
Democracy Officer Liqhthouse
09 Feb 2026 | 14:05
No prob, glad you're enjoying it!
Gr8guy6045
08 Feb 2026 | 06:00
The armor description for unflinching is outdated.
Democracy Officer Liqhthouse
08 Feb 2026 | 11:06
Thanks, just updated it to this:
Reduces damage recoil by 95% and tones down camera shakes when staggered, +25 armour rating, map markers generate radar scans every 2.0s.
Mr. Crunch
07 Feb 2026 | 01:42
Would love to have a body of text anywhere in the builder section where you can just type anything you want alongside the actual gear being used. I want to list down the exact cosmetics I'd be using, (and not just the passive), so I can remember which armor/capes I'm using with the multitude of loadouts I have in mind
Democracy Officer Liqhthouse
08 Feb 2026 | 03:59
I could add a description box sure, probs on the loadout side panel somewhere, but I then need to think how this will affect people's current saved loadouts since they're already saved but there's no descriptions there. It changes the structure of the save if we start adding in descriptions so I will have to think about this.
Thanks for the suggestion!
Novacus
06 Feb 2026 | 09:15
I like building loadouts in this engine--it is awesome. However, I cannot find a way to save changes to a loadout after already saving it. The only way is to save it as a new loadout and delete the old one. I'm working with a lot of loadouts, so being able to save changes would be a massive change.
Democracy Officer Liqhthouse
08 Feb 2026 | 03:54
Yeah, thats a bit clunky. Let me make loadout names unique and then if you try to save a loadout but there's one with that name already, it will update it. I'll do that for next update.
Thanks for the feedback and glad you like the builder!
Edit: So i opted for an update items button on every loadout now as I think that is a cleaner way to do it.
Hicks
05 Feb 2026 | 16:46
Vitality tool tip lists 20% damage reduction. Pretty sure they brought it down to 10%. Cannot find official citations. Lots of buzz about it in the usual places for quite some time though
Democracy Officer Liqhthouse
06 Feb 2026 | 15:26
I'll change it to 10%. Thanks for letting me know :)
ChemicalMouse08
31 Jan 2026 | 19:01
I just wanted to point out that the Ultimatum is not named correctly. In-game, it is GP-20 Ultimatum, not GP-31. Also, it might be a good idea to rearrange the order of equipment like in-game. Just a thought!
Democracy Officer Liqhthouse
01 Feb 2026 | 07:39
Ah damn, how'd that go unnoticed for so long. I must've copied the GP-31 grenade pistol and just changed the text and forgot to change the number code.
Thanks for noticing.
Fairly sure this will break people's saved loadouts that have the ultimatum saved in now so they'll have to re-save any of those i think.
I did do a re-sort for the stratagems but will get round to resorting the primaries, secondaries and grenades eventually. I think armours are already alphabeteical and i plan to make boosters alphabetical as well now since we're getting quite a few items now.
This is quite a lot of effort though since it will have to be done 1 by 1. The time it will take me to build a tool that can automate this will probs take longer than just doing it by hand.
The problem is I put items in from new warbonds before they've been released and we can't see the order in game until they've been released so I think I just forget to go back and move them to their rightful places.
Afool
30 Jan 2026 | 14:01
I think the de-escalator pellet count for the arcs is swapped with the pellet count for the grenade impact
Democracy Officer Liqhthouse
31 Jan 2026 | 15:08
Just changed it to 1 units/pellets. I'm still thinking on how to record arc items in the database properly so that might not display correctly for the time being.
A. Heimann
28 Jan 2026 | 11:23
From: "
Democracy Officer Liqhthouse
hahah, yeah this feedback page is very basic and I put it together quite quickly so its not got all that advanced forum chat type functionality.
There's the discord as well if you want to post any other suggestions!
There's not really a way to let you edit your response unless I make a whole new account creation and saving feature and thats a bit much effort just to edit a text so I just leave it as anonymous/no-login style posts"
ok, thank for that, and you don't have to do it, but i'll check out your discord as well
i am almost 14, and have three completion certificates from codewizards, and I would like to help code for people like you, until I can try to apply for a job at Arrowhead for Helldivers 2, bc it is the best game so far, in my opinion.
Democracy Officer Liqhthouse
30 Jan 2026 | 10:52
Hah alright nice! You must be better at coding than me then 🤣
Hope you keep it up since you got good experience already!
Currently I have two types of tasks available: Theory and Technical.
Theory tasks just require some thought into features, mainly scoring and rating the items and how we should model them in the loadout builder calculator. For example I have a task currently to do where I need to create a special condition that will be displayed in the conditions box on the builder for the Servo/Desert Storm armours because they give throwing range bonus. The thought experiment to conduct here is... should we give a modifier of some form to firepower e.g. 1.1x when those armours are equipped? Should it be a flat modifier, should it only apply to some destructible side objectives? etc.
Technical tasks would require data entry into spreadsheets (I can drop you a sql file if you know how to work with that or also give a spreadsheet converter so its in a familiar excel interface for you as well).
Other technical tasks are code based but currently I don't have much in the way of collaboration features set up and it would just be me copying and pasting files into a discord channel. Btw the discord is ultra basic and nothing is really setup there yet. Say... I might want to add like a loadout export feature so may need someone to create a .jsx file for that.
Main technical task currently is the simulator page. Currently I don't have many models or understand how to import them properly and fairly sure some are half broken and its messing with the tooltips hover functionality.
Just lmk what you'd be interested in. There's always data entry to do in the form of reading up enemy stats and putting them in the database for example which is quite easy.
A. Heimann
28 Jan 2026 | 11:19
thank you, (from: "
yeah i did have the timestamps on for replies but they seem to have disappeared. I'll see if i can re-enable them next update")
Democracy Officer Liqhthouse
30 Jan 2026 | 10:53
👌
A. Heimann
28 Jan 2026 | 11:19
Refere from reply: "
Democracy Officer Liqhthouse
Nope, its my name. I use it on all platforms cos it enables me to get the word Lighthouse but just swapping the g and q and most times no one does that so its a unique name :)"
cool choice!
Democracy Officer Liqhthouse
30 Jan 2026 | 10:52
Thanks!
A. Heimann
28 Jan 2026 | 10:41
also, I know I am bombing suggestions and corrections, (sorry), but i would also like an edit response tool that lets me edit my message, so that way i can put all 5 of these messages together, instead of unintentionally bloating your chat
Democracy Officer Liqhthouse
28 Jan 2026 | 11:17
hahah, yeah this feedback page is very basic and I put it together quite quickly so its not got all that advanced forum chat type functionality.
There's the discord as well if you want to post any other suggestions!
There's not really a way to let you edit your response unless I make a whole new account creation and saving feature and thats a bit much effort just to edit a text so I just leave it as anonymous/no-login style posts
A. Heimann
28 Jan 2026 | 10:33
Also, For SUPER EARRRRRRTH!
Democracy Officer Liqhthouse
28 Jan 2026 | 11:15
iO
A. Heimann
28 Jan 2026 | 10:25
also, can you show when you replied? that would be helpful for others to know how long it takes for you to respond
Democracy Officer Liqhthouse
28 Jan 2026 | 11:15
yeah i did have the timestamps on for replies but they seem to have disappeared. I'll see if i can re-enable them next update
A. Heimann
28 Jan 2026 | 09:45
I believe that name 𝘮𝘪𝘨𝘩𝘵 be spelt wrong, bc it says liq-thouse?? Do you mean Lighthouse??? For the dev's name, DOL
Democracy Officer Liqhthouse
28 Jan 2026 | 11:14
Nope, its my name. I use it on all platforms cos it enables me to get the word Lighthouse but just swapping the g and q and most times no one does that so its a unique name :)
A. Heimann
28 Jan 2026 | 09:41
I also noticed that in any page, the SBW, or "Siege Breakers Warbond", the screenshot/video is blank, and when i fullscreen it, it says "No Data from log"
Democracy Officer Liqhthouse
28 Jan 2026 | 11:14
now that one... actually is because there's not meant to be a video there currently and I just left the video box in lmao. Might just remove it.
A. Heimann
28 Jan 2026 | 09:38
I noticed that in the loadout picker, under "warnings", that 𝐚𝐧𝐲 weapon is marked as expendable, so when I put an EAT strat alongside a QUASAR or the like, it says I have "two" expendable startegems, when I only have one.
Democracy Officer Liqhthouse
28 Jan 2026 | 11:00
Hey, yeah there's two situations with those warnings and they're working as I've intended so far:
- Multiple support weapons warning: you have 2 weapons equipped and neither of them are expendable e.g. quasar + hmg, arc thrower + recoilless etc. This is a critical red warning so you should aim not to do this ever, unless ofc you're playing in some kind of premade group or w/e.
- Redundant support weapon warning: you have 1 non-expendable and 1 expendable weapon equipped. Its only an orange warning so you can ignore it if you want. The exact wording for that warning I used was "You have a disposable support weapon alongside a non-disposable one. Ensure this is intentional". So yeah, you can just look at it and be like, yep thats intentional and ignore the warning.
Red warnings are more critical though since they're also usually illegal things like running 2 of the same stratagem which isnt possible or 2 exosuits.
TheFool
27 Jan 2026 | 13:38
Damn that was quick
Democracy Officer Liqhthouse
27 Jan 2026 | 15:13
yeah, i have a backend gui i can log into quickly and change stuff live now so its easier
TheFool
27 Jan 2026 | 13:24
I think you forgot the breaching hammer
Democracy Officer Liqhthouse
27 Jan 2026 | 13:27
ah dammit, I put it as a secondary, let me change it to a stratagem
Afool
27 Jan 2026 | 08:36
the new smoke grenade isn't showing up
Democracy Officer Liqhthouse
27 Jan 2026 | 13:11
Hey, I just added it. Also added the new Siege Breakers items!
SDM_0
27 Jan 2026 | 03:00
Saw the builder from a friend and it's really neat.
I got suggestions for the "Optimize" button, right now it feels like a randomizer with perfect stats (with questionable choices like gas resist armor with no gas weapon).
It would be nice if it actually optimized a premade loadout, like fill in the gaps of unselected stuff or slightly modify the current loadout to meet thresholds.
It could also be achieved with a menu where you tell the optimizer what you want in your loadout and, if requirements can't be met, will give you a warning or the closest best loadout.
Democracy Officer Liqhthouse
27 Jan 2026 | 13:24
Thanks, glad you enjoy it!
Yeah the optimiser only makes sure there are
A) No warnings
B) Enough firepower to pass the recommended anti light/medium/heavy thresholds
Currently the recommended values are low because the game is very easy on standard modes so it will basically give you anything.
The highest thresholds I have set are for the rupture strain and incineration corps as I believe these are more difficulty than standard enemy cases.
I'll probs change the randomiser settings cog menu button just to a general settings button and we can switch between randomiser and optimiser settings from within there.
That optimiser was actually a pain in the ass to build but I could add additional rules to it like "if loadout items contain gas items, provide type=gas armour" or something. Its still only the first version of it and I haven't updated it since I released it yet.
My temporary suggestion is to just press the optimiser until you get a loadout you like, then manually select the primary or support weapon or whichever slots you want.
What I don't want to do is let it select the maximum value every time since that is likely to lead to just the highest firepower items all thrown together... which, whilst a strong build, isn't actually always optimal and will probs lead to stale or boring gameplay. (plus i'll get criticised when people take that loadout and rush in and die then complain lol)
William Moats
18 Jan 2026 | 19:54
Your site is wonderful and I think you are doing a fantastic job. I only use this site for my builds. Thank you for all that you do and keep up the great work!
Democracy Officer Liqhthouse
19 Jan 2026 | 01:21
Thanks very much for the feedback, appreciate it!
Adrian
18 Jan 2026 | 08:45
Thank you for fixing the builder this site is legit bro!
Democracy Officer Liqhthouse
18 Jan 2026 | 10:08
Thanks, glad you are enjoying it!
Korragan
18 Jan 2026 | 00:51
I tried a bunch of things for almost an hour, and maybe I'm missing something else but the builder is refusing to actually work for me and I don't know why - it was working a little bit earlier but not anymore :/
Democracy Officer Liqhthouse
18 Jan 2026 | 05:32
Just fixed it, try again :)
Adrian
18 Jan 2026 | 00:02
Can’t access builder 😕
Democracy Officer Liqhthouse
18 Jan 2026 | 05:32
Just fixed it, try again :)
William Moats
17 Jan 2026 | 23:59
Builder not accepting correct answers
Democracy Officer Liqhthouse
18 Jan 2026 | 05:32
Just fixed it, try again :)
Zombieguns37
15 Jan 2026 | 10:43
The builder says sample extricator automatically picks up samples from dead divers but all it does is make Large enemies have a chance to drop common samples
Democracy Officer Liqhthouse
15 Jan 2026 | 16:20
Ah good spot. Must've been a placeholder description that i forgot to go back and change.
I've changed it to large enemies get a chance to drop samples now.
Thanks!
TheFool
13 Jan 2026 | 15:49
The k9 guard dog is supposed to have a ap of 7 but in the sim it has a ap of 2
Democracy Officer Liqhthouse
13 Jan 2026 | 16:25
Hey, thanks I just changed the AP to 7 7 7 0 as per the wiki and changed pellets to 1. Lmk if the calculation checks out.
Heres the link you or you can simulate it yourself: https://democracy-hub.net/simulator/simulator.php?f=Bugs&e=bile_spewer&p=bile_belly&i=AX%2FARC-3+%22GUARD+DOG%22+K-9&a=ap_slight&d=fall_off_25m&c=214
I've assumed that arcs are just projectiles without falloff for now. Not sure how chaining works but thats a problem for another day lol
TheFool
05 Jan 2026 | 13:00
The laser cannon in the sim says it does no damage I think it is due to it saying there is no pellets
Democracy Officer Liqhthouse
06 Jan 2026 | 02:06
Thanks, just changed this to 1. Might rename pellets to units instead or something more generic hmm.
currently I think I have most lasers just set base and durable damage to the damage they do in one second e.g. laser cannon 350 base damage and an rpm of 60... that would make it 350 damage/s to simulate a constant dps. I still need to come up with a better way to simulate this. Same for the fire/status effects.
I also need to find some way to incorporate the hot/cold planet reload modifier because currently I wouldn't trust the TTK values of lasers since you need to know the proper reload of it. maybe i can add some new columns in the database like base (dps) and durable (dps) perhaps. Idk, needs more thinking.
RatGoon
05 Jan 2026 | 00:34
The V4 update seems to have broken the loadout builder for firefox; Clicking on the primary, secondary, grenade, stratagems, armor and booster slots doesn't do anything.
Additionally, the rotating cube with all the statistics on it (don't really know how else to describe it) seems completely broken on firefox as well, as it just flips the initial section with the 6 graphs (triangle, the three circles, etc).
Democracy Officer Liqhthouse
05 Jan 2026 | 10:34
Almost sure a similar thing happened in V3 with Firefox and i added like 3 lines of code fix.
Guessing i forgot to carry it over. Will take a look after work!
Thanks for letting me know!
Edit: ok i just opened a new private firefox browser tab and opened the builder page and it works fine. I've got the latest firefox version btw. So it must be a cache issue. Try clearing your cache like this:
Click the 3 horizontal lines button in the top right corner > choose settings > type "cache" in the new search bar that appeared > click delete browsing data > it will open a new pop up > tick only "temporary cached files and pages". then press delete.
That should keep your saved loadouts but clear the old versions of the site. If you're worried it will delete your saved loadouts you can also screenshot them beforehand just in case.
You can do a similar thing on your mobile browser as well if thats an issue.
Lmk if the issue persists tho! Firefox is quite pesky sometimes and hoards old site versions for ages. I'm just currently not sure how to write code to just auto-clear the cache for people for them instead yet.
Skinniver
04 Jan 2026 | 17:49
As of the v4 update I am no longer able to use the builder, when clicking on the different options (primary, secondary, grenade, etc) nothing happens and so I am unable to pick any items. Randomizer and optimized loudout still work however.
Democracy Officer Liqhthouse
05 Jan 2026 | 00:13
Agh i knew it would break for someone lol. What platform are you on and what's your browser? Also if mobile, what phone do you have so i can recreate it?
Other options you can try to workaround for now are to use a different browser or use it on desktop and do a hard refresh (ctrl + shift + R).
If it still doesn't work, give me a message on Reddit or discord pls. The links are on the home page :)
GoodGuyjoshoh
01 Jan 2026 | 03:50
Great website. Honestly, love it. I don't know if the team section works through. I can't get past selecting the faction, because there isn't a button, just text. Again, best thing on the internet.
Democracy Officer Liqhthouse
02 Jan 2026 | 18:11
Thanks! team section seems to be working fine for me on chrome. Might be issues on mobile since I've not properly optimised it yet. Try it again when I release V4.0 soon, it should fix some errors and make the interface cleaner.
Its meant to work like this: you click the empty loadout slot and it opens your saved loadouts and then you just assign 4 loadouts and can switch factions. You can try a different browser perhaps, I just use Chrome.
Blackwater
01 Jan 2026 | 00:36
it'd be great if for the builder tab, each category had a tooltip next to each stat. anti-light, anti-medium, tacitcal, etc to explain what each catagorey contributes to, particularly in tactical
Democracy Officer Liqhthouse
02 Jan 2026 | 16:41
Hey, yeah there's already a breakdown of what the anti-light, medium and heavy values are formed of e.g. 12 Anti light might be formed of 3.5 anti light from a Jar, 5.2 anti light from a strafing run etc.
I have the full explanations of how the builder works on the theory page but yeah it is a bit of a read. After all, the calculator is 9 stages long at least.
Tactical is a value which tells you the average effectiveness of an item against side objectives. Its calculated by assigned a 0-5 rating against each side objective for that faction.
Example: Tactical calculation for the Eagle 500kg bomb vs. Bots...
- Fabricators | AA Emp.| Mortar Emp. | Det. Tower | Jammer | Res. Station | Broadc. Tower
- Raw Scores: 4 0 5 5 0 5 4
- Objective weights (influence factors for how important/numerous they are in the mission. Find these here: https://democracy-hub.net/enemies/enemies.php)
2.5 0.75 0.625 1 1.5 0.375 0.25... so ofc the fabricators and jammer get the highest influence
- Modified Scores = Raw score x Weights
10 0 3.13 5.0 0 1.88 1.0.
- Tactical score = average score (now we average the modified scores)
3.00. This is a value out of 5.0. The eagle 500kg is an extremely strong tactical choice for bots as we can see.
- Then for the loadout builder we sum up survival, team support, crowd control and tactical to get a total support value. We apply weights to those 4 support metrics as well because some are more important than others.
Survival | Team Support | Crowd Control | Tactical
1.5 0.6 0.9 1.0. Tactical gets a 1.0 modifier. I have assumed survival is the most influential support metric, then tactical and crowd control are next and team support is less important. Again these definitions are in the theory page.
- Final tactical score = Tactical score x Support modifier
= 3.00 x 1.0 = 3.00
I forgot to mention that the sustain factors (Limited use, ammo economy, handling) also multiply this tactical score to create a final tactical score. In this case they are all 1.0 since I find the eagle 500kg does not have limited use/cooldown issues, and isnt a weapon so doesn't have ammo economy or handling issues.
Pie_All_Day
31 Dec 2025 | 16:24
Under Field Data, the G-31 Arc grenade is listed as a 5 for Bot fabricators, but should be 0 as it can't destroy or harm them (no explosive force, damage type is Heavy).
Democracy Officer Liqhthouse
02 Jan 2026 | 16:11
Thanks, I will change this or get this changed in V4.0 of the site.
jasp111222
29 Dec 2025 | 02:24
I believe for a strategic advantage we should prioritize charbal-vii within the andromeda sector. doing so would be not only a efficient and low burden task due to the 0.50 resistance but as well as provide the opportunity to siege the only remaining automaton planet connected to it the cheopessa IV which would inevitably with no doubt finish of reclaiming the entirety of the trigon sector. I send this message humbly for the glory of super earth and Democracy.
Democracy Officer Liqhthouse
02 Jan 2026 | 16:10
I agree! For Democracy!
Tess Kavach
20 Dec 2025 | 15:32
I think there should be an option in the randomizer that guarantees a fully viable build (ie: hits all recommendations), would be very neat and convenient!
Democracy Officer Liqhthouse
22 Dec 2025 | 11:19
Just thinking how to do this... We already have the randomiser removing duplicates and multiple support weapons and backpacks. These checks are easy tho since its like just asking the database "is this item backpack=yes in the database?"
It's a linear comparison.
Next step you are suggesting is to link the thresholds/recommended values we have eg 11.0 anti heavy recommended for the bug front.
This means we need to somehow implement a check of the form "does items 1-9 (your loadout items so primary + secondary + stratagems etc) anti heavy scores sum to >= 11.0?".
This feels complicated since there's so many incorrect combinations so I'm not sure if our randomiser v2 will be able to create a build quick enough... I think a loading bar might be fine to implement here if processing time gets big.
But yeah those are just my 5min thoughts on the train lol. I have free time over this xmas so i can take a look at this in more detail but was hoping to get the simulator fully up and running before i have to go back to work next year. Might be able to work on both but we'll see.
Thanks for the feedback!
TheFool
17 Dec 2025 | 14:31
Why does the desert stormer passive work differently from acclimated for the survival stat I think you could make it have the same effect as acclimated but using a +0.2 instead of a +0.25.
Democracy Officer Liqhthouse
18 Dec 2025 | 17:16
Desert stormer is 40% elemental resistance + 20% throw range, acclimated is 50% elemental resistances.
Survival stats on armours are mostly just judgement based. In this case, acclimated should have a slightly bigger survival stat imo which it does, although 10% really probs isnt worth a +0.5 score difference and they should probs both just be scored the same upon reflection.
To account for the throw range boost in the loadout I'm not sure what I could do... most grenades dont get a bonus cos of the fuse timer so maybe it should only boost impact grenades and orbital barrages which require large clearance - thus further throw range would be a benefit. I'd need to code that condition separately though and that will be a bit complex to implement so its a future thing.
For now I think I will go Bugs/Bots/Squids 2.5/2/2.5 for both armours. Bugs resists acid, bots resists fire however only hulk scorchers output fire (although pyro troopers do too if they're incineration corps), squids resists electrical.
TheFool
17 Dec 2025 | 13:33
I think the Flame sentry should effect the anti Heavy rating
Democracy Officer Liqhthouse
18 Dec 2025 | 17:01
I will give it +0.5 against charger, hulk and war strider. I dont think its worth giving it anything against other heavies like impaler (since it destroys it from afar), bile titan (ranged spew destroys it instantly) etc. since they'll all destroy the turret without allowing it to gain any meaningful damage.
SmaugTheDaug
10 Dec 2025 | 03:52
Is there any way to add more stratagem slots to the loadout builder? I think it would be nice to see how your loadout is including arsenal augmentations. Such as how we currently have eagle napalm and flamethrower. Thanks!
Democracy Officer Liqhthouse
11 Dec 2025 | 10:21
There is indeed a way!
However it will require quite a lot of work to change the core principles of the builder such as adding new slots. Perhaps in the future I will look at this.
NotJohnHelldiver
06 Dec 2025 | 07:13
When will the stats for the items in the Python Commandos war bond release?
Democracy Officer Liqhthouse
08 Dec 2025 | 05:11
I'll likely get round to it next week. Both for game stats and field stat ratings
AFool
01 Dec 2025 | 12:52
Go into the war page and press the 3rd thing at the bottom then press warbonds then press viper commandos then go down the the warbonds 3rd page and check the throwing knifes damage
Democracy Officer Liqhthouse
01 Dec 2025 | 15:52
Ah I see now. So the war page is actually just a link to the helldivers companion website here: https://helldiverscompanion.com/news
So you should message the devs on that site to update their warbonds page.
AFool
01 Dec 2025 | 12:47
Think the epoch should have a stat of 5 against harvester body in the field data due to being able to one shot them if you hit them anywhere that isn't their legs
Democracy Officer Liqhthouse
01 Dec 2025 | 15:45
i'll increase it to a 4. 3 is quite low actually. It does need quite a bit of skill to both keep the aim on throughout the chargeup and then not blow yourself up and also release the shot accurately over a distance so its not going to get a full 5 compared to something like a recoilless
Goo
30 Nov 2025 | 02:06
Thank you for this amazing resource.
Democracy Officer Liqhthouse
01 Dec 2025 | 15:43
No problem, glad you like it!
AFool
28 Nov 2025 | 11:55
I mean the warbond page says that the throwing knife does 250
Democracy Officer Liqhthouse
28 Nov 2025 | 16:30
If you mean the wiki, it was 250 but it's been updated to 300 with the last patch
https://helldivers.wiki.gg/wiki/K-2_Throwing_Knife
spoqster
26 Nov 2025 | 13:39
Can I save multiple loadouts? I can't seem to find a button for it...
Democracy Officer Liqhthouse
27 Nov 2025 | 04:16
Yes, it's the floppy disk symbol which should open a saved loadouts panel on the side
AFool
25 Nov 2025 | 13:11
I thought the Throwing knife did 300 damage
Democracy Officer Liqhthouse
25 Nov 2025 | 17:37
Yeah its 300 (base damage), check the stats page
AFool
25 Nov 2025 | 12:51
Any opinions on the new war bond coming out on December 2nd
Democracy Officer Liqhthouse
25 Nov 2025 | 17:36
Can't really judge until the items drop ofc, but it looks fun, esp the Maxigun! Can't wait to try
AFool
24 Nov 2025 | 13:15
I think the flamethrower weapons should be ranked higher in anti heavy due to killing heavy enemies very quickly for a primary
Democracy Officer Liqhthouse
25 Nov 2025 | 17:36
You'll have to be more specific on which ones and which faction. For example crisper vs. Hulk is obviously going to be terrible cos of the short range and small canister and the Hulk will literally flatten you before you even get close. Regular flamethrower is a bit better... perhaps 2 to 2.5 out of 5 but wouldn't go much higher since it requires close range which is dangerous.
jamie
24 Nov 2025 | 06:27
I think it'd be really nice if you added Stardusts noise spreadsheet! It was a huge help in designing my own stealth builds.
This is the resource btw:
https://docs.google.com/spreadsheets/d/1beScm4b4nRbCTeu7CRDXXb3aiQkD7ZevCztyaCwI8qU/edit?gid=0#gid=0
It was made by Suns Between Stardust
Democracy Officer Liqhthouse
03 Dec 2025 | 03:59
Ah, thats an awesome spreadsheet! Not seen this one yet. Will def add to the resoruces page.
I think I want to make a more visually impactful version of this too and put it on the stats page too! Noise profiles aren't something many people are aware of.
Edit: I've created a visual version of this and placed it in the stats page.
Weeb Dealer
21 Nov 2025 | 15:56
I was just looking at the objective data tab of the stats page, and the TED-63 Dynamite needs updating. Demo 30 > 40.
Democracy Officer Liqhthouse
22 Nov 2025 | 08:42
Thanks, this has been updated!
Admirable Admiral lhabenicht
20 Nov 2025 | 11:32
I think you should do rpm for laser weapons based on how many times they do damage a sec. I have to do some more testing, but with a guess, I would say it does damage like every 0.5 seconds for like a beam or something, so like 120 RPM. Of course, I don't know, but I would say that, and I could probably get data like that from a data miner or do some approximate testing myself. I since RMP is decided for the guns firerate without reloading, it seems like it would be hard to do electricity weapons, but I believe that you should just do electricity weapons like the arc thrower and Blitzer with their reload, because it is a unchangeable firing mechanic and is static for both arc weapons. So the Blitzer would have 45 RPM and the Thrower having 60 RPM. Sorry this isn't on Discord, I just am switching devices and don't have access to Discord rn.
Democracy Officer Liqhthouse
22 Nov 2025 | 08:46
Currently I think I have laser weapons based just on time to overheat if you were holding the trigger down. But then we need to consider this has the planet weather modifier hot/cold which changes this time. This is probs better than trying to figure out the game's "tick rate" or whatever. But then that means the damage calculation needs an IF clause in to switch between calculation methods e.g. for ballistic weapons use regular calc however IF it is a laser weapon, use the laser weapon calc which uses depletion time instead of rpm.
This is all a bunch of theory and coding that stresses me lol so sometimes I decide to work on other aspects of the site instead haha
AFool
19 Nov 2025 | 13:37
The war strider isn't in the simulator, I think it would be nice if you added it. Best of luck
Democracy Officer Liqhthouse
22 Nov 2025 | 08:43
Simulator is a lot of work and haven't had the time to improve it yet since i have to list all the war strider hp parts and find a model. I suppose I can list all the parts and associated hp with them at least for now
Admirable Admiral lhabenicht
17 Nov 2025 | 12:13
Okay, so here's the problem I'm experiencing: I place a loadout in the top 2 team spots, and they expand downward so that when I add the bottom 2 team slots, I can't see the equipment in the bottom two loadouts. Also, I would love to help you out but I am also limited on time. When I get to you, I'll try to help you out but I'm kinda lacking in website experience. If it is as easy as updating values, I can do that and the research for it no problem.
Democracy Officer Liqhthouse
18 Nov 2025 | 14:39
Seems like a simple fix, i'll just add some padding (empty space) to the bottom of the page, or change the size of the boxes to be fixed size so they dont expand.
Dw, idk shit about website design either, I had help from Gemini AI for almost all of this... crazy what you can do these days. Anyway, yeah for the actual databases I actually have a user friendly app where you can open the database in and it lets you change the number values directly just by clicking on them. You just make the changes and then I can upload the new database file.
Thing I'm struggling with right now though is how to record stuff like fire rate... for example the tenderiser has like 800rpm or something but the scythe is a laser weapon which technically has no rpm so how do we record it?
Similar questions like that need some thinking. Same with like Arc weapons... how to represent charges, forks, range etc.
Admirable Admiral lhabenicht
13 Nov 2025 | 09:42
I can't scroll down on the team page, so it won't let me see certain parts of it. Also, in the stats, it says the shield backpack has 1500 health, while it only has 150 health.
Democracy Officer Liqhthouse
14 Nov 2025 | 15:37
There shouldn't be anything lower down on the team page that you would have to scroll down. Not sure what system you're on but on desktop and mobile for me everything should display on one page without a need to scroll.
The stats page is kinda outdated now, fair few items stats missing since I used to get the stats from Exhillious' and Wagadidou's spreadsheets but they've kind of stopped updating them now.
I would have to trawl through the wiki pages and manually update my spreadsheet then upload it to the database.
I've not got enough time these days to do this but if you're interested in doing this I can give you the sql file. Just drop a message to me or on the discord or something
Admirable Admiral lhabenicht
12 Nov 2025 | 09:48
Hear me out, can you add a sort of thing where all the bot advertisements that are showing as comments have their own red outline and an Automaton symbol, like a bot detector because we can't let those Automatons take over our site! To any bots seeing this, you should know that no one is going to buy a dog harness on a video game build crafting site!
Democracy Officer Liqhthouse
12 Nov 2025 | 16:51
Apparently the bots just trawl the net for open forms like mine and submit their junk.
It's very annoying and i thought i solved it with my basic security maths check but seems i have to upgrade it.
Problem is a lot of them now integrate LLMs like chatgpt so they'll be able to solve any captcha.
I'm probs going to have to come up with a security test so specific to helldivers, the LLMs haven't been trained on it but also easy enough for people to understand.
As much as i love your idea to shame-highlight the bots, I'd rather their comments just weren't on here at all.
The alternative is just to remove the feedback page entirely and direct people straight to the discord but a lot people won't want to be that involved.
MarsAI
07 Nov 2025 | 12:27
There's a bug in the build editor, while it detects duplicate stratagems as an error, it doesn't see an issue with bringing both exosuits at the same time. However overall this is a fantastic tool. For Super Earth and Managed Democracy!
Democracy Officer Liqhthouse
12 Nov 2025 | 16:46
Thanks for noticing! I swear i had the multiple exosuits warning on once but it must've dropped off in an update.
I'll try to fix it this weekend!
rocketgroot123
07 Nov 2025 | 06:34
pls add all warbonds and so you can see what is them and decide which one you democratic helldiver want next
Democracy Officer Liqhthouse
12 Nov 2025 | 16:45
Hey,
You can see all the warbonds and their items if you click the cog item to open the randomiser settings.
It's only the icon and item name though, i haven't yet got a full page showing their medal cost and unlock page etc
AFool
06 Nov 2025 | 16:14
oh yeah this is a hivemind
AFool
06 Nov 2025 | 16:12
I still haven't
Super Sheriff Glacia
06 Nov 2025 | 06:52
Could use a Clear All or Reset button, for I have accidentally pressed Randomizer button a few times now.
Democracy Officer Liqhthouse
06 Nov 2025 | 11:57
Due to mobile mobile getting extremely crowded already, I'm quite hesitant to add more buttons. My current tactic has just been to save a blank loadout that you can load up when you want to reset all the boxes :)
Afool
04 Nov 2025 | 23:58
can you please add a warning that says you are using the directional shield if you use the directional shield (This is a joke)
Democracy Officer Liqhthouse
06 Nov 2025 | 11:56
Loool! I'll let people figure that one out themselves ;)
Admirable Admiral lhabenicht
21 Oct 2025 | 10:17
In the builder, the Crisper has a very low anti-heavy stat, yet it can destroy Hulks, Chargers, War Striders, and even Factory Striders in a mag or less, which is a few seconds of firing time. It's a great anti-heavy weapon that I usually use against Factory Strider convoys to dispatch them quickly. I think it currently has 0.41 anti-heavy, but I personally would buff that up to the same anti-heavy stat as the Ultimatum, but maybe less because of the close range requirement for engagement.
Democracy Officer Liqhthouse
22 Oct 2025 | 12:48
Crisper can indeed kill the above but its nowhere near the power of the ultimatum. Ultimatum you can one shot most all of these heavies froma range of ~30m. Crisper you need to get within range of about 10-15m which is very hard to do already and then hold and sustain that fire for several seconds, often times even reloading the mag to continue the flame... this is not realistically achievable every time, perhaps less than 20% of the times thus it gets such a low score.
It might be able to gain an additional 0.5-1.0 points amongst a few of these enemies but it really can't average more than 1-1.5 against any heavy due to the aforementioned downsides
Admirable Admiral lhabenicht
02 Oct 2025 | 14:56
I have a suggestion, just like the stun grenade gives your character extra survival, Pacifier, Halt, Stun Baton, Stun Lance, Blitzer, Liberator Concussive(knocks enemies back), etc. should also give extra survival, boosted by Siege Ready. I think these weapons can definitely stop enemies enough like the stun grenade to where they all deserve some extra credit.
Democracy Officer Liqhthouse
11 Oct 2025 | 15:13
Tbh I've debated whether I should just keep the stun grenade scores limited to CC rather than CC and survival. In my mind i imagined that it improved survival by just being able to throw them at your feet and let you get away but I think thats stretching the definition of survival and I should probs leave survival related items to things that directly improve health or provide shielding. Its actually part of a bigger theory question I have which is How much support value converts into total power and how much firepower should convert into total power; what is the ratio of these 2 etc.
To determine that we'd have to think about what value stunning an enemy for 1s is versus taking 1s or 2s to kill an enemy instead. There's definitely times where reducing the advance rate of the pack by 50% is going to let you complete a terminal or objective rather than killing some of the enemies instead. Its a very complicated question that I don't have an answer for yet.
For your point on the stun weapons offering extra survival, they already offer extra crowd control points which boosts their overall value to account for these mechanics. I'm not prepared to offer them survival points as well... so I think the takeaway from this is that perhaps the stun grenade shouldn't have survival points on and should only be CC.
Admirable Admiral lhabenicht
29 Sep 2025 | 15:06
Do you want to make a page for art? Maybe like make an "upload a file or webcam picture" feature somehow? Of course, not completely necessary, but it would be cool. I have a bit of Helldivers art, and I bet other people have some too.
Democracy Officer Liqhthouse
30 Sep 2025 | 14:37
I could do, but then I'll have to setup some kind of image storage on the server somehow. Currently the only input users have is they store text entries into the database for featured loadouts which doesn't take up much space however images will take up much more. It's an idea for the future tho.
Admirable Admiral lhabenicht
25 Sep 2025 | 09:20
I did not notice that the thing I said in the previous comment was already added...
Democracy Officer Liqhthouse
28 Sep 2025 | 05:03
hah, thats alright!
Admirable Admiral lhabenicht
25 Sep 2025 | 09:18
This is an optional add, but can you make the Jump Pack, Hover Pack, and Warp Pack all buff explosive/fire/arc weapons like the Eruptor, Scorcher, Blitzer, Torcher, Flamethrower, Grenade Launcher, De-Escalator, Arc Grenade, Ultimatum(Less so for Ultimatum and Arc Grenade), Arc Thrower, Exploding Crossbow, Loyalist, Purifier, Grenade Pistol, Impact Grenade, etc.? It would be a great thing for this site to truly stress the difference those mobility packs make. Also, do you have an email so we could possibly get on Discord together? I would be honored to be at the side of a respected Democracy Officer during a mission.
Democracy Officer Liqhthouse
28 Sep 2025 | 05:02
Currently I have the mobility packs all buff the tactical scores by 1.2x - this represents the ability to get into positions, scale cliffs to get to objectives etc. easier.
You're suggesting the packs also improve combat ability too (anti-light/med/heavy firepower) for those items...
I think yes but we should think what is a reasonable assumption for improvement in effectiveness hmm...
Perhaps we can get a flat 1.1x multiplier to certain explosive/fire/arc type primary/secondary/non-backpack support weapons when a mobility pack is equipped. There should be some logic to this e.g. 1.1x represents the fact you'll be able to on average, shoot your flamethrower for 10% longer without having to break away and run as the bugs rush you... you can instead use your mobility pack to hover to warp pack to jump back and continue shooting - something like that maybe.
Conditional effects take a bit more to implement so I'll think about this and you can also let me know your thoughts too!
Hah yeah I have a discord server setup here for Democracy Hub if you want to post discussions, fairly new so there's not much on there atm and I'm not an expert with discord: https://discord.gg/dSH5SSqF , I'm u/liqhthouse on discord.
Admirable Admiral lhabenicht
23 Sep 2025 | 08:36
I might change my name to "The Energy Weapons Guy" because I have another request. Can you add more anti-medium to the Talon? I honestly believe it should have close to, or even more anti-medium than the Senator because with all the nerfs to the Senator following the super-buff, it has very similar damage compared to the Talon with medium enemies. The Talon usually only takes one more shot to kill compared to the Senator, and it can easily out-DPS the Senator and still get that glorious infinite ammo. Also, with the Senator having its very limited ammo, the Talon is a great solution to mediums, likely better than the Senator. For certain enemies - Hive guards, Hunters, Overseers, Flying bois(To this day, I still don't know what the flying Overseers are called), Watchers, Stalkers(I prefer the increased accuracy of laser weapons for headshots), Scout/Rocket Striders, Devastators, etc. For me, it's a better solution, and maybe you can change the value so I can convince my friend laser weapons are good. (It's okay if you refuse, I'll just keep ranting about energy weapons superiority as long as this site remains.)
Democracy Officer Liqhthouse
28 Sep 2025 | 04:45
Yeah I believe Talon needs some more anti-medium for sure! I use it all the time as well. Don't think I've updated the scores since release.
Bugs proposed score changes:
Hive Guards / Commanders / Spewers / Stalkers
3 / 3 / 2.5 / 2 -> 3.5 / 3.5 / x / 2.5
It needs a score boost against hive guards and commanders mainly, and a small boost against stalkers since the one-handed backwards run spam tactic is pretty effective against them. I don't think it can get much more against spewers as you need really good accuracy against them to kill them by focusing their tiny head and the sway makes it difficult. Any higher and it encroaches on primary weapon territory with the 3.5-4.0 scores like adjudicator and lib pen; and the 4.0-5.0 scores are for stratagems and support weapons like railgun or HMG that kill these almost immediately.
Bots proposed score changes:
Scout Strider / Berserker / Devastator / Heavy Devastator / Rocket Devastator / Gunship
3.5 / 2.5 / 3.5 / 2 / 3 / 0.5 -> x / x / x / 2.5 / 3.5 / 1.0
Only ones that seem like they need a boost are vs. heavy dev, rocket dev and gunship as the sway and medium/long range accuracy is holding it back from higher score e.g. its quite hard to reliably kill heavy devs with the talon from far away. Senator, scythe and sickle have an easier time so are rated 3/5 due to accuracy and range; stronger or dedicated weapons like Jar, AMR or reprimand get 4-5/5
Squids proposed changes to scores:
Overseers / Elevated Overseers / Gazer / Fleshmob / Stingray / Lightning Spire
2.5 / 2.5 / 0.5 / 1 / 0.5 / 0 -> 3 / x / 1 / x / 2 / x
Elevated overseers are far too annoying mobility-wise to kill quickly and efficiently with the talon but it can be done so don't think it can get more score here. Regular overseers get in close range to you so its much easier to take them out with the talon and focus the head if needed.
Stingray score is definitely undervalued here, I will probs increase the other medium pen secondaries a little against this too.
These changes should increase the anti-medium scores a little:
Bugs: 2.34 -> 2.62
Bots: 2.41 -> 2.72
Squids: 1.40 -> 2.11
You can view the rankings filtered for secondary and sort by medium score descending here if you want to compare further to see if it makes sense. I wouldn't focus too much on the total power rating of items as they include support effects of items which aren't as easy to assess: https://democracy-hub.net/rankings/rankings.php
Skull Admiral Serobu
22 Sep 2025 | 01:42
i wanted to suggest adding this site in the resources https://helldive.live/strategem
Democracy Officer Liqhthouse
28 Sep 2025 | 03:38
Ah yeah I've seen this one before, great site! Will get it added thanks
G.A.P.P.
20 Sep 2025 | 21:44
How could I join your reddit vote?
Democracy Officer Liqhthouse
21 Sep 2025 | 04:29
Which one?
All poll questions currently go through the builder page but the splash screen is only shown on a new session.
The war strider poll is shown first as thats just one question. Then the primaries polls are shown on subsequent sessions.
Slanttopulas
20 Sep 2025 | 00:09
This website is great, but in the build making section, I can’t choose a booster. I tried resetting the website and using a different browser but it wouldn’t budge. Otherwise, keep up the good work.
Democracy Officer Liqhthouse
20 Sep 2025 | 09:36
Hey, Is this on desktop mode? If so I have tested it to work on Edge, Chrome, Opera and Firefox so there shouldn't be any problems in theory. Perhaps an extension is causing issues. You can also try doing a hard refresh on your browser (ctrl + shift + R) to get rid of caching issues.
When you say cant click the booster, is it being hidden by other elements on the page? Is your screen size quite small? If you zoom out on the page (hold ctrl + scroll your mouse wheel up and down), will the elements be visible?
If its mobile mode please tell me your phone make and model and browser used.
Thanks.
Space Cadet Taco
19 Sep 2025 | 20:16
Loadout menu counts EATs as non-disposable support weapons.
Democracy Officer Liqhthouse
20 Sep 2025 | 09:33
Thanks, this has been fixed.
Now a warning will show up for multiple support weapons, one for 1 support weapon and 1 disposable support weapon, and none for multiple disposable support weapons.
Arc Specialist Zenith
19 Sep 2025 | 04:55
> On FIrefox: On the "Builder" page, the "Loadout Analysis" section doesn't work properly. After clicking on it, the bar
> graph stays visible on top on the other one. Tested on Brave after and works fine there, but on Firefox the problem
> persists
Seems to be fixed on Firefox by adding a background colour to tile-front/back css
Democracy Officer Liqhthouse
19 Sep 2025 | 12:11
Thanks. This has been fixed now.
I've added the fix which is just this css line here:
.flip-front, .flip-back {
background-color: #1f2937; /* bg-gray-800 */
}
This was very helpful!
Admirable Admiral lhabenicht
16 Sep 2025 | 07:52
Democracy Officer, I believe that the Torcher and Flamethrower need an increase to their crowd control stat, which is currently 0.00. Obviously, the Crisper isn't the best at crowd control, but the Torcher and Flamethrower are great for carpeting the ground in flame and getting lots of kills from a bug or squid crowd, a feature that definitely should award some crowd control aspects from those weapons. Also, you should give the Eagle Cluster Bomb some crowd control as well, hopefully it's self explanatory.
Democracy Officer Liqhthouse
19 Sep 2025 | 14:33
Hey, thanks for the feedback, I'll test this this weekend then edit the comment with results.
Edit: Thanks, the flame weapons should definitely get a small crowd control point at least for this. I have done a few tests leading packs and exclusively using the burning ground and monitoring damage/kill-rate.
Crisper has the advantage of one-handed running backwards lighting up the ground which is quite powerful, the torcher and flamethrower have greater range so can light up a larger area however the flame burn time remains the same.
Crowd control is more about stuns, staggers, mobility hindrance, area denial and general disruption and also hands-free/automated defences so the cluster bomb does not get points here - that is more crowd clear and is scored amongst anti-light/med/heavy the same way. The airburst strike would however get points here as the effect is ongoing localised area denial - as in you can operate terminals etc. safely while its ongoing for a period.
I will make the following changes to all factions:
-- Crowd Control --
Crisper: 0 -> 0.5
Torcher & Flamethrower: 0 -> 1.0 (0.5 for bots faction as very few enemies chase you here)
If the burning ground effect lasted longer I would increase these CC scores.
Thanks
Dafelix
15 Sep 2025 | 13:50
On FIrefox: On the "Builder" page, the "Loadout Analysis" section doesn't work properly. After clicking on it, the bar graph stays visible on top on the other one. Tested on Brave after and works fine there, but on Firefox the problem persists
Democracy Officer Liqhthouse
19 Sep 2025 | 12:11
Thanks for the feedback. This has been fixed now!
Admirable Admiral lhabenicht
15 Sep 2025 | 11:50
I personally believe the Double Edged Sickle/Sickle should have a higher anti-medium rating, as I constantly use them to solo Super Helldive Bot missions. They have infinite ammo, 55-70 damage at 700 rpm with no recoil, and can be well integrated within builds, which is great at killing devastators and troopers at no cost to the Helldiver, ammo or health. It also is great for team support, as it provides infinite suppressive fire, greatly weakening the bots. I often spray and pray with the Sickle just to debuff the bots when with teammates.
Democracy Officer Liqhthouse
19 Sep 2025 | 14:22
Hey, thanks for the feedback, I'll test this this weekend then edit the comment with results.
Edit: So here's the current anti-medium scores for both sickles:
~ Bugs: Hive Guard // Commander // Spewer // Stalker
Sickle: 2.5 / 3 / 2 / 1.5
D-Sickle: 3.5 / 3.5 / 3 / 3
~ Bots ~ Scout Strider // Berserker // Devastator // Heavy Devastator // Rocket Devastator // Gunship
Sickle: 1.5 / 3 / 4 / 3 / 4 / 0
D-Sickle: 3.5 / 3.5 / 4 / 4 / 4 / 1
~ Squids ~ Overseer // Elevated Overseer // Gazer // Fleshmob // Stingray // Lightning Spire
Sickle: 3 / 3 / 2 / 2.5 / 0 / 0
D-Sickle: 4 / 3.5 / 2 / 3 / 0.5 / 0
--- Bugs Review ---
Both weapons score mid-range, however the base sickle seems undervalued and the double edge is over-valued against stalkers. I would be inclined to rate the sickle 2.0 and d-sickle 2.5 as the chargeup will lengthen the kill time and fast reaction is necessary against them. This will impact the anti-medium fairly significantly since stalkers have a high weight, especially now with hive world stalker lairs. The main thing holding the d-sickle back is you start taking burn damage when you hit the medium pen stage which is a huge detriment; its only realistic to take about 0.5s of self burn damage at most each time really else you blow all your stims. Yes you can pair it with the inflammable armour and I have a condition in the builder that multiplies the metrics up by 50% to account for this but in its raw form, it is severely penalised - great if you never get hit and can use your stims on yourself instead but not if you need them otherwise.
Commander killtime is average and lack of stagger causes them to advance dangerously as well. Neither can achieve a 4/5 or higher as then it would encroach on dedicated, fast-killrate/instakill weapons like Jar or railgun.
Sickle is ofc useless against spewers so scores very low for this, 2.0 and I would genuinely score it even lower if not for the high fire rate and accuracy. The D-sickle can ofc get slightly higher for this however requires precious time to ramp up to gain the medium pen required to damage these from the front head plate.
Hive guard performance is average for both of these with slightly higher for the d-sickle.
--- Bots Review ---
Scout strider; I'll admit sickle's 1.5 score here is fairly outdated and is a holdover from when the rocket strider didnt have visible working rockets to shoot off or the legs weren't light penn-able. I can consider to up this to 2.5 at least. 3.0-4.0 is reserved for faster killing medium pen weapons, with 4.0-5.0 typically the top specialised support weapons and 1-shots like AMR or HMG.
D-sickle's 3.5 however is a fairly strong rating, the chargeup and buildup to medium pen level holds it back.
Berserker; they're fairly middling in their ability to kill them, options like the Jar, Halt, Reprimand etc. are going to deal with them more efficiently and so they will get the higher 3.5-4.5 scores, and the top scores will go to dedicated support weapons like railgun, AMR, HMG etc.
Devastator; both are rated 4.0 for this, the sickle is surprisingly accurate at all ranges and very easy to get the headshots off, whereas the d-sickle has the med pen advantage however I have often found that you can focus your aim onto the head and kill it before it even reaches this med pen charge level therefore they have been given the same value here.
Heavy Devastator; Sickle is decently mid-range here, only held back by the need to focus the small gap over the shield. D-sickle can't receive a higher rating than 4.0 here otherwise it steps into Jar, purifier, AMR etc. territory which all perform stronger against this target.
Rocket Devastator; Same scores as devastator, usually the only time these will be different is if there's a range issue as this target makes closing in from range difficult. Again both weapons are rated strongly already.
Gunship; Sickle, 0 - no damage. D-sickle, 1 - takes a very long time to take out a gunship, a lot of focused fire and a lot of self damage and you cannot even lie prone to negate the burning temporarily due to inability to look upwards at the sky to shoot the gunship at the same time.
--- Squids Review ---
Overseer; Sickle again a mid-range score, these enemies rush you and a chargeup is wasted time you cannot afford, however once focused it is a very fast killtime, I can consider raising this to a 3.5. D-sickle scores very highly here as well at 4/5 and I believe any higher would require explosive damage to bypass its shield or faster killtime.
Elevated Overseer; Same comments as overseer, both score average to above average, except the target is mobile making it slightly harder to keep focused fire.
Gazer; fairly non-influential enemy, can only be damaged through the eye in the front, its possible to kill this with focused fire to the eye and some side-strafing to avoid being beamed to death but is difficult. The available attack angle is narrow so most weapons get a 1-2/5 here but it barely matters since this is a rare enemy. (dangerous and numerous enemies get more weight)
Fleshmob; Honestly, the 2.5 sickle and 3.0 d-sickle scores are pretty high here however this is where the pseudo-infinite ammo economy value comes in and is why they score slightly higher than the other primaries against this enemy. This in turn will impact the overall anti-medium score a lot since the fleshmob has the highest influence amongst squid medium enemies so this is an important score to get right.
Stingray; Another important score due to its threat - D-sickle gets a 0.5 here as it doesn't really have time to buildup to medium pen level to damage these. Sickle gets 0 due to no damage.
Lightning Spire; Requires explosive damage. 0 scores for both.
--- Final Notes ---
The only change I have found to make is the Scout Strider from 1.5 -> 2.5 for Sickle. They're a fairly threatening enemy and carry a decent amount of influence on the bot front due to their insta-kill, high impact rocket so this will change the anti-medium scores as follows:
Sickle: 2.78 -> 2.99
D-Sickle: 3.80 -> 3.80
As for the "infinite" suppressive fire, its only infinite until you have to reload, sure you can do bursts however that heat is better spent focusing your fire to take the targets out. Weapons that have a team-supportive effective are ones such as the punisher plasma where you can interrupt a heavy devastator's MG attack to save teammates but I've grouped this under regular crowd control as its a stagger effect.
Hope this makes sense.
Space Cadet 51
13 Sep 2025 | 00:38
I feel like the Ultimatum and airstrike is rated too low for heavys. Ultimatum especially with supply pack should definitely not have a lower score than railcannon. Airstrike is rated too similarly to strafing run. Airstrike can kill chargers, bile titans, hulks, tanks, war striders on a good hit, while strafing run cannot
Democracy Officer Liqhthouse
13 Sep 2025 | 07:34
So currently the normal anti-heavy scores are:
~Bugs~
Railcannon: 3.84
Strafing run: 2.42
Airstrike: 2.10
Ultimatum: 1.73 (2.88 with pack)
~Bots~
Railcannon: 4.19
Strafing run: 3.13
Airstrike: 3.84
Ultimatum: 2.76 (4.60 with pack)
I can see how railcannon is still rated 3.84 vs. ultimatum 2.88 with supply pack and either the railcannon needs to reduce in effectiveness or the ultimatum needs to go up. So... diving further in to the details the raw stats for these two are:
~Dragonroach / Charger / Impaler / Bile Titan~
Ultimatum: 0 / 4 / 4.5 / 2.5, (Ammo economy: 0.60)
Railcannon: 5 / 5 / 5 / 5 (Limited use factor: 0.70)
The 0 score for ulti vs. dragonroach is penalising it quite a lot (I could perhaps give it a 0.5 score just for those ultra rare cases you might actually be in range to hit it as it dives on you). I'll change bile titan from 2.5 to 3.0 as well even though its kinda hard to hit it sometimes as the round just lands at the feet of the titan and you might miss. And I'll up the charger score from 4 to 4.5 since it should only not have a full 5.0 score due to its range and splash damage danger but is otherwise a 1-shot.
So I think here we can reduce the railcannon value against dragonroaches by 0.5 since there's risk that they will fly off and the round will miss so its not perfect. The other thing we can do is reduce the limited use factor to say 0.60 or even 0.50 I think I will go with - this is a modifier I apply to all stats here that basically says, yeah this thing is very powerful but you cant use it very often. 0.70 basically implies that you wont have this available for 0.30 or 30% of targets you want to use this on at the time.
Making these changes puts the anti-heavy values at:
Ultimatum: 1.82 (3.32 with pack)
Railcannon: 2.67
What this now says is the ultimatum with supply pack is much better than the railcannon (3.32 vs. 2.67). Do we believe it? I think so, since the railcannon can still 1-shot dragonroaches and titans easily where the ultimatum struggles however with supply pack we get many more chances to kill titans with ultimatum so I think this is more correct now.
So for Bugs, Airstrike Vs. Strafing run, the raw heavy scores are:
~Dragonroach / Charger / Impaler / Bile Titan
Airstrike: 0 / 3 / 4 / 2 (Limited use factor: 0.9)
Strafing run: 2 / 2 / 3 / 2 (Limited use factor: 1.0)
Strafing run still equates to higher anti heavy after we average it out here because it can hit roaches and has higher use frequency despite the airstrike being able to kill chargers and impalers more efficiently. I don't believe the airstrike can get any more points against titans just cos their form means the bombs often just go between their legs and miss so you have to use 2 airstrikes to kill them a lot of times. The strafing run is also much easier and quicker to aim and you get 5 uses.
Lets look at the bots:
~Hulk / War Strider / Tank / Cannon Turret / Factory Strider
Airstrike: 3 / 3 / 4 / 3 / 4.5
Strafing run: 3 / 2.5 / 3 / 2 / 2
Hulk scores are equal - yes the airstrike can kill in one go although its higher risk because you can miss and also need greater safe distance so does it cancel out? hmm, thats what I thought initially thats why they're both rated the same.
War strider has the airstrike performing 0.5 better, which is true cos it has more power and they generally aren't as fast as hulks so you can hit them easier and have larger surface area, but I believe I can raise its value here another 0.5 at least.
Tanks, honestly think these scores are ok here, any higher and we're competing with items that have long ranged killing potential like spear or wasp.
Cannon turrets seem fair as well, its actually quite hard to destroy them with the airstrike since the bombs land either side of the turrets and avoid the blast impacts from below - i might even reduce the score here by 0.5.
Factory striders, yes the airstrike is peak value here since there's a high chance of doing massive damage or even 1-shotting depending on throw angle. Strafing run does decent damage but requires multiple throws, could actually get an extra 0.5 here ngl.
So after making these changes we have the following Bots anti heavy scores:
Airstrike: 3.94
Strafing run: 3.27
This is fine imo, airstrike is still performing above strafing run on average in bots.
But yeah thats my whole analysis, hopefully it makes some sense. If you think otherwise lmk. Thanks for the feedback! I have updated these scores now.
Space Cadet 51
12 Sep 2025 | 12:46
Supply backpack seems to not affect thermite and ultimatum. I'm not sure if this was an intended change or if firepower boost is broken.
Democracy Officer Liqhthouse
12 Sep 2025 | 13:24
Agh, you're right, the supply pack combo condition is broken, I will fix this now. Thanks for letting me know!
---
Edit: Fixed! It should show the affected items now and also what value their ammo economy is being boosted from and to (they all get boosted to 1.0).
So the supply pack might increase the value of an item with a low ammo economy of 0.75 like the thermite by doing 1/0.75 = 1.33x modifier so fairly significant boost, and ofc its less effective on items with already high ammo economy e.g. 1/0.9 = 1.11x modifier
BOBTHEHUMAN
12 Sep 2025 | 03:11
Hey, everything else about the update rules, just cant currently use the builder on a samsung a34 mobile version, incase no-one else has been effected i thought id just let you guys know incase people start complaining like they do
Democracy Officer Liqhthouse
12 Sep 2025 | 07:41
Hmm, strange... I simulated the Samsung A34 mobile and it looks like this for me... I can see all the buttons fine... could you try another browser perhaps? Or maybe it is because you have the address bar covering part of it, i'm not too sure... mobile design isnt my strong point lol.
Image here:
https://ibb.co/VRY4My0
DefinitelyAlex
12 Sep 2025 | 01:51
Light penetration AR’s and SMG’s should have larger total ammo pools (greater than their Medium Penetration counterparts) in order to better justify their lesser penetration values
Democracy Officer Liqhthouse
12 Sep 2025 | 07:38
They should indeed... also just because the ammo usually weighs less too right so you should be able to carry more from a logical point of view... But I'm not Arrowhead lol
EHEF Private
11 Sep 2025 | 21:04
Research Facility need 50 Demoliton Force and Ultimatum cant destroy it with 40 demoliton force direct strike.Eruptor need to raise the score at anti-light to heavy and crowd control, it can two shot kill when impaler showing its weakpoint
Democracy Officer Liqhthouse
12 Sep 2025 | 07:36
Yep you're right, when I changed the ultimatum demo force back to 40 i forgot to update the research station score - i'll set it to 0 score again.
Eruptor is low anti-light generally due to poor close range ability. Yes it can kill several at once but its also higher risk since you can get swarmed easily. I could consider raising the pests/hunter scores from 2.5/2 up 0.5 or 1.0 point. However I think for Soldiers/Jetpackers: 4/1.5, and Voteless/Watchers: 3.5/1 those are reasonable scores -
- Soldiers tend not to rush you, except for those sword guys, so you can take your time aiming, Jetpackers will rush you ofc and its a lot harder to snipe them out of the air.
- Voteless will swarm you often making getting shots off very difficult however if you catch them at range before they manage to get to you then you can destroy the whole pack, so its a high risk high reward situation. This is why I gave it a 3.5 against them which is decent. Watchers are pretty fiddly to aim at quickly and if you miss then they're definitely calling for reinforcements but they do go down in 1 shot so perhaps I can raise that to 1.5 or 2.
For crowd control thats a support stat I reserve for if an item has automated firing potential like turrets, or provides stuns, staggers, slows or any sort of effects like this.
The Eruptor is indeed very effective against the exposed head but ofc you do still need to wait for it to be exposed. I think we can argue for another 0.5 or 1.0 point here at least just due to sheer damage dealt.
Thanks for the feedback!
Fasnavic
11 Sep 2025 | 15:39
Could you add the ability to edit the descriptions of loadouts you post? I made a minor spelling mistake and it's eating away at my sanity.
Democracy Officer Liqhthouse
12 Sep 2025 | 07:14
Hey! you can do this on desktop mode by clicking the pencil symbol in the saved loadouts.
On mobile you will have to sort of press and hold on the pencil symbol. Its kinda dodgy atm, I'll try to make it more robust next update as currently if you just press it, it'll load the whole loadout instead of editing it. Its a bit fiddly to fix.
LordBeck
11 Sep 2025 | 05:01
Democracy Hub been a great way to kill some time for me. However after the recent update at the loadout builder I been having some trouble on my Android Phone. I cannot properly select any of the boxes such as weapons and armor choices. Dont know if this is an issue on my Phone only or something more common. But thought you should know of that.
Keep on the great work.
From: LordBeck SES HARBINGER OF CONQUEST
To: The great keeper of the hub.
Democracy Officer Liqhthouse
11 Sep 2025 | 06:06
Ah, damn did I screw up the mobile mode again... The builder mobile mode is always the most difficult to make and I only test it on a few phone layouts. For example the layout looks fine on my phone which is an android pixel 6a using google chrome.
But it might look weird if you have a smaller phone screen or rarer dimensions. Temporary solution is ofc just to use desktop mode or try another browser.
My current solution is to push the whole item dropdowns column up to the top to give more space at the bottom but unsure if that will work if you're saying the weapon choices are also blocked.
If you can send me a screenshot of what it looks like and your phone model and browser you are using on your phone that would be great. Here's my reddit: https://www.reddit.com/user/Liqhthouse/
Mildly Special Diver
05 Sep 2025 | 18:43
I think the Crisper should have a higher anti-heavy stat all around. It's sneakily good against heavy enemies and can really get you out of a pinch.
Democracy Officer Liqhthouse
09 Sep 2025 | 11:16
Its good especially one-handing it running backwards and lighting up the ground but against heavies you have to get close range which is quite dangerous in the first place. You'll also burn through several canisters before dealing meaningful damage to most of them so i wouldn't think it could get a score any more than 1 or 1.5 really. I will have another look however.
General K1ntakat
03 Sep 2025 | 16:23
Hey, im unable to scroll down in the builder to access booster/ Armour, could you fix this?
Democracy Officer Liqhthouse
05 Sep 2025 | 08:51
Hey! Could you try using desktop mode if you're in mobile? Click the three dots on your browser and press desktop site. Or try using a different browser like chrome.
Also lmk what your phone model and browser you're using is. Either make a new feedback or dm me on Reddit. I've tested the builder layout on the most common browser and mobile setups so you might be using a more rare combination I've not coded for :)
Assault Infantry Humpwell
30 Aug 2025 | 12:00
Could you please add on the gear builder the codes to the stratagems? That would be really neat from a tactical point. Otherwise, this is a great tool for the Galactic War
Democracy Officer Liqhthouse
31 Aug 2025 | 17:26
I could... But the builder page is already very clustered and I'd prefer to add the stratagem input arrow codes to another page such as the stats page field stats.
I could also perhaps add a small toggle button somewhere that fades the text of the items out and replaces it with the arrow combinations so all you see are the arrows and the icons... Hmm.
But then that's another button needed for mobile mode and we're struggling for space.
I suppose to start can put them into the database at least first for the stratagem hero game in the tools page though. That will just be adding one column and then writing up down left right etc codes for all items.
Then i can think what i wanna do next.
Thanks for the suggestion!
Hell Commander Tayeos
29 Aug 2025 | 10:10
Also, i saw your need to re-write the bestiary summaries, i am willing to do so.
Democracy Officer Liqhthouse
29 Aug 2025 | 12:21
Oh, cool! Yeah if you're interested give me a message on reddit
Hell Commander Tayeos
29 Aug 2025 | 10:04
The adjudicator should not have a score of 0 for gunships as it has medium armor pen, and can technically take them out, even better than the pacifier, which does have a score against gunships of 1.
Democracy Officer Liqhthouse
29 Aug 2025 | 12:20
Thanks for noticing that! I've just gone and updated a few of the gunships score and included the Adjudicator.
Changes will come in next update, likely this weekend.
Trion
27 Aug 2025 | 20:09
Some strategems field values against the grounded warp ship body are 0 when they are capable of destroying it. A single Gattling Barrage destroys both shield and body. The Airstrike and Rocket pods also have enough AP and should be able to damage if not destroy the body.
Democracy Officer Liqhthouse
28 Aug 2025 | 17:40
Thanks, I've retested the Eagle Airstrike, Rocket Pods and Gatling Barrage against the ground ships and will give it the following body scores:
The Gatling Barrage indeed destroys it with focused fire after a few seconds by removing the shield and then focused fire on the body. - 4.5/5
The Eagle Airstrike will just destroy the ship entirely through the shield in a single call-in as long as 2 bombs hit which is fairly easy to consistently replicate. - 4/5
The Eagle Rocket Pods took about 3 hits to completely destroy even when shield is removed for all call-ins but can still destroy them. - 2/5
Will get these in the next update!
Decorated Hero HoeenHero
27 Aug 2025 | 17:39
Quick issue I found, possibly a floating point issue. If you make a loadout with just the exploding crossbow set to bugs, it warns you about a low hole destruction value saying you have a value of 5.00 and it recommends at least 5. Adding grenade pistol or similar removes the warning.
Democracy Officer Liqhthouse
28 Aug 2025 | 17:06
Ah yeah, its probs checking for X > 5 rather than X >= 5 where X is hole destruction score, so its saying you actually need 6 or more. I will fix this. Thanks for bringing it up. I also might lower some of the holes scores for the grenades since there's significantly more bug holes than other factions' spawners (i.e. fabs and ground ships)
General Yorgh
24 Aug 2025 | 13:10
I think the "Featured Loadouts" should return to how it was before the update. What I mean by this is that I would like to be able to choose a faction like Bug, Bots, Squids, and it would show only that faction plus every build that people mad for it.
Democracy Officer Liqhthouse
24 Aug 2025 | 17:14
Hey, yeah I can put the faction filter back in np
Marshal Manuel
19 Aug 2025 | 17:32
TED-63 DYNAMITE has no stats with bugs
Democracy Officer Liqhthouse
20 Aug 2025 | 10:24
Ah damn, idk how i missed that. Will fix it this week! Thanks for letting me know :)
Edit: Scores added.
Fire Safety Officer 'Hog Squeezer' of the SES Elected Representative of Individual Merit
18 Aug 2025 | 19:38
Are you considering adding the ability to make an account and save builds to the account so it transfers between devices? Would this put unnecessary strain on the website?
Democracy Officer Liqhthouse
19 Aug 2025 | 10:59
Been a consideration for a while now. Wouldn't be too hard to do but have kept this site casual and low commitment for now.
Would love to get a sign in with google feature actually but know nothing of how to implement it so might just have to be custom login with login details and loadouts stored on the database. I've also got no idea of the effects this will have of users regularly sending data to the database and logging in/out etc.
I've actually also been thinking of whether we could have a community rewards system incorporated too. Since I plan for the data on items to be fuelled by the community and polls in the future, I'd like to fuel the poll answer rate by perhaps offering things like "unlock 5 extra saved loadout slots" or something since obviously i can't allow saving unlimited loadouts else you guys will fill the database up instantly lol (might set like 20 saved loadouts per account to start maybe), or display a badge next to your name on featured page, who knows.
But then i think again and am like... well why not just make a discord and keep all discussions there. Hmm, I have lots of ideas lol.
Think someone else mentioned wanting to plan builds together with others... that also means an account system.
Weeb Dealer
18 Aug 2025 | 18:46
A feature i think would be incredibly helpful for the Builder specifically would be to let the user evaluate their build against specific composition settings. specifically adding toggles for: Operation modifiers, Enemy Constellation, and Special Forces (predator, jet brigade, etc...)
let the player choose the Special Forces, Operational Modifiers and Enemy Constellation when viewing the stats on their load-out. the former is easy to determine in advance if you check before dropping in, and the latter is possible to predict based on mission type, even if it's a bit more work. You could even include sorting by mission type since different enemy comps are more likely on different missions types, but unlike the constellations themselves, those are a bit harder to test so more work to implement.
since it's reasonable for a player to be able to account for operation modifiers at the very least, it would be nice to have that as an option to modify the enemy frequency and the effects that has on the over all rating of various weapons and stratagems.
as an example, say you want to know how your loadout fares against the Rushdown constellation without the gunship patrols and with no special modifier like incendiary or jet brigade. in that case berserkers would have far more weight on the results than usual, and gunships less than usual.
Democracy Officer Liqhthouse
19 Aug 2025 | 10:50
I know how to incorporate the operation modifiers, constellations, subfactions etc. however it requires adding a column in the database for each of these items and scoring them all. with about 220 items in the game and 3 factions, thats a minimum of 660 numbers to manually enter per parameter.
If we add say, custom scores for operation modifiers e.g. leviathans are active therefore AT emplacement gets a higher score or gunship patrols are in the region so all medium pen viability increases etc., then thats a lot of additional numbers. This is why I've not yet done that and have just assumed worst case for everything i.e. difficulty 8-10 enemy variants always active, all scout striders are rocket striders and so on.
Constellations and subfactions are perhaps easier to implement. It would require me to only link to the enemy weights database which is a table where the columns are the enemy names and the rows are the weighting factors.
Perhaps I will have to create another database which holds "cases". Where the columns again represent enemies and the rows are the case weights. e.g. row 1 could have Predator Strain, and then i can set the changed weights there.
Then I'd have a toggle box on the builder page which, when checked, pulls enemy weight data from the case weights table instead of the regular enemy weights table... just brainstorming here.
For now, I want to do this yes, but these are large changes. If I were to pick one, I'd choose to incorporate the subfactions as their presence really does have a huge effect on loadout choice e.g. crowd control vs. predator strain is highly recommended.
Thank you for the suggestions though!
Major Private Admiral General Lieutenant Sargent Johnathy Commander Cadet Captain Johnston
14 Aug 2025 | 21:24
Perhaps for the tooltips on the builder, have a toggle that turns on and off tool tips? That way the info stays but isn't omnipresent.
JJ
Democracy Officer Liqhthouse
19 Aug 2025 | 07:58
Yes! This is something i can think about adding in future. Thanks
Major Private Admiral General Lieutenant Johnathy Commander Cadet Captain Johnston
14 Aug 2025 | 07:47
On some browsers, the left side of the builder app won't scroll down in mobile mode. Unsure if it's a user error on my part or something else.
Love the new update to the site! I use it frequently, so at first I was unsure if it was the same one! But it looks amazing.
Democracy Officer Liqhthouse
14 Aug 2025 | 13:47
Nah its just on mobile, I couldn't figure out how to get it so you can touch and then scroll on any part of the graph area vertically.
Its an issue to do with the tooltips showing up and your attempt to scroll vertically conflicting. Its something I'm still thinking on how to solve. I'm fairly sure I can solve it immediately by just disabling tooltips on mobile but then you lose a lot of info.
Its a tricky one cos there's literally so much data to present.
Maybe I need to increase the gaps between the charts so there's room for you to put your thumb in and scroll... hmm.
But glad you're enjoying the site otherwise!
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Democracy Officer Liqhthouse
14 Aug 2025 | 13:33
Spam
Commander Renagade
13 Aug 2025 | 03:37
Follow up to the previous,
I was thinking of user interaction. In an ideal world, a system where users could create their loadouts live with others and be able to alter according to the needs of the team, ie need more anti-light, would be neat. Now that is a rather out-there idea that would probably take months upon months of work to implement, but even something a lot more toned down, such as sending loadouts to friends, rather than uploading and then searching, could also be an idea.
In essence, something along the lines of cooperative working on team building, I believe, would be a nice thing to have.
Democracy Officer Liqhthouse
14 Aug 2025 | 13:38
Yeah this is definitely quite an extensive idea especially with the live-aspect.
To send to friends we'll definitely need an account system and a friends list setup. Again, it'll be the first time I try to do something like this but should be a learning experience.
The major thing here is that the amount of data everyone is storing on the database is going to increase a huge amount. Currently the only data is some text in a database from people submitting their featured loadouts. Now imagine what happens to the storage when we start trying to save 20x that amount and maybe images and other things... idk, I'd have to research more.
I've also still got an unfinished project i.e. the simulator page I have to work on at some point as well. That one will take priority cos its a highly requested feature and I believe it'll help the community massively so wanna get that made first :)
Winston
12 Aug 2025 | 15:31
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Quick background: born and raised in the Midwest, married, three girls. If I can support them by helping you, using everything I’ve built over the years, that’s the kind of win-win that changes things. It still amazes me how few people actually help the way I do — and I’d love the chance to show you why it's kept me in business for over 20+ years.
All I ask is a flat $99/month for my time, month to month — no catch. I just wanted to offer real help if you’re open to it. If you don't want me to help, then I ask that you please find someone who can do these items on your behalf. You and I both know you deserve it. It takes a little elbow grease to implement everything, but it's worth it in the end.
If you need anything at all, just ask — we might be a good fit, we might not, but let's start somewhere. If I missed something or you think of anything obscure that would be an awesome solution to a problem you might need help with, let me know — I’ve only scratched the surface here with a few of my past projects. I also have thousands of references — more than I know what to do with — so if you want some, let me know.
All the best,
Winston Redford
Cell: 1-319-435-1790
Live Chat: https://goo.gl/5sbTx5
Site: https://kutt.it/deserve
Democracy Officer Liqhthouse
14 Aug 2025 | 13:32
Begone Automaton scum!
Thanks to you I have learnt that bots crawl the web for unprotected feedback forms like mine and can auto-post spam. I will be implementing a captcha now so thank you for bringing awareness to this for me :)
Commander Renagade
11 Aug 2025 | 13:32
Firstly, I have fallen in love with the update and new features, great work!.
Secondly, I think it would be good to include the companion app in the resources, despite it being in the war section. Thirdly, at some point, the ability to use the team page with other users rather than replicating their loadouts would be useful.
Democracy Officer Liqhthouse
12 Aug 2025 | 10:05
Thanks for the positive feedback!
Yeah I can add the companion app to resources.
Not sure what you mean by using the team page with other users. If you want to try other people's loadouts for now, you can add their loadouts to yours from the featured page or share loadout links and save them as your own.
For more advanced functionality involving other users and user to user interaction I reckon I'll have to create an account system for people to login with or add one of those "sign in with google or steam" buttons (no idea how to do that yet lol). If you can expand on your idea I'd love to hear it!
Breakfast Taco
08 Aug 2025 | 13:21
Hmm does this work? I didn't see my last comment in the stream below...
Democracy Officer Liqhthouse
10 Aug 2025 | 05:49
Hey, yeah, you gotta refresh afterwards... Something to do with caching. It's a bit buggy atm. Also yeah just messaged you back on Reddit :)
Breakfast Taco
08 Aug 2025 | 13:17
I would love to add an affiliate link from my website to this one, and vice versa! helldivers2challenges.com
BubbaB0Y9
07 Aug 2025 | 15:01
I think you should get rid of the mandatory choice and share button and I lost like 10+ loadouts a saved with the big update.
Democracy Officer Liqhthouse
07 Aug 2025 | 16:08
Hi mate, there's always been a button on the builder page to "Go to Builder" so the number of clicks hasn't increased. I'm working on making the splash screen notes appear only once per session visit for next update so should be a lot better - you'll only see it once to show important info when you visit the site until you close it again.
Also yes I admit I only gave people 8 days notice this time with the new update - I had a big red message on screen telling everyone to screenshot and save loadouts. DM me on reddit, I've got a last ditch solution that might help you recover your loadouts though.
I've actually debated making an account feature or "sign in with google" feature so people can store their loadouts on the database and not worry when there's a big update but didn't wanna make people commit so much to this site. I might add it in the future and then it'll just exist but its a lot of effort to make.
EndlessNiche
05 Aug 2025 | 15:49
Awesome website! Definitely a huge improvement over the last major version and I love it.
For the Builder, if you could make it remember what your built loadout was, even on page change, that would be great as a QoL thing. In the warning section, against the Illuminates, the Eruptor is actually decent at taking out the ship outposts with three shots minimum: two for the shield, one for the opening. It shouldn't struggle to destroy enemy spawners unless you count the slow RoF against it, which makes sense.
A small thing, but it would be interesting to have a randomizer setting that essentially gives you a random optimized loadout based on the selected faction. It would be interesting to see what builds it comes up with but of course, it's just a random fun idea.
For Stratagem Hero in the Tools & Calculators, it would be cool if you could set WASD to work alongside the arrow keys by default, and add a keybinding setting as a QoL. If you could also add the original arrow design and the SFX of inputting the arrows, that would be great as well.
Apologies for the suggestion dump but I couldn't help it and I love to see this resource improve overtime.
Democracy Officer Liqhthouse
05 Aug 2025 | 17:00
Hey, thanks, happy you're enjoying it!
Yeah I can try to keep the selected loadout items persistent across page changes. I think I will make them saved in their dropdowns until you leave the site.
For the warnings on illuminate ground ships, I've said only a total of 3 score is required. Basically anything should be able to pass this check. You can look at the field stats in the stats page to see all the individual scores.
I made a mistake here and gave the eruptor a 0 score for ground ships body destruction so I will change that to a 4 actually. I reserve a 5 score for full destruction without requiring shots through the door so good spot. I just hotfixed it so changes should appear later.
I did toy with the idea of an "AI-powered" loadout suggester and also just a custom one but I think I'd have to make certain types like you could ask for a specifically Crowd Control themed build or specifically tactical themed, or AT themed. Then I feel like it would give you the same loadout every time as it'll just pick the highest anti heavy rated items and assign them all... def a much more complicated feature to incorporate as I don't think it would be random at that point.
Stratagem hero tool is currently just a meme, i made that in about 5 mins and its missing half the items and icons lol. Its not the main thing people come to the site for so I just left it for now but will flush the full item list out and optimise it properly another time. Getting the proper matching arrow icons is a good idea though, didn't think about sound either actually so can probs add that too. Good ideas and quite easily possible!
No worries on suggestion overload, thats what this page is for haha, thanks again
aldyr
05 Aug 2025 | 06:46
Love your builder. I use it on a phone. Could you make the browser remember and not popup these dialogues, when i come back, because sometimes, it's difficult if not impossible to close the dialogue prompt.
Democracy Officer Liqhthouse
05 Aug 2025 | 11:24
Hey! Glad you like it. I can set the splash screens to show only once per site visit sure! I'm not sure what the button location looks like on your phone but appears fine on my currently (android pixel 6a). Is yours showing off screen or something?
What's your phone model and browser you're using? I'll take a look at this for next update!
LetsHuntPotoes
04 Aug 2025 | 06:37
In the builder the siege ready passive says it aplies to the quasar cannon which I think is incorrect.
(PS.: What determines if a loadout gets the "Low Fabricators Destruction" warning? Since it shows even on a loadout in which single item can destroy a fabricator.)
Democracy Officer Liqhthouse
05 Aug 2025 | 17:02
Hey! Yeah siege ready is really tough to code and i had this problem in the last version of the site but will add it to my list of issues to fix.
Also yeah already aware of the low "spawners" warning not working.
Currently it's bugged and just shows all loadouts as insufficient.
I determine sufficient spawner destruction like this:
Total holes score >= 5
Total fabricators score >= 4
Total ground ships body score >= 3
So a frag grenade might get a score of 5 for bugs which i think is good enough to deal with most holes encounters... Mega and heavy nest are exceptions but you'll likely tackle those as a team so isnt as critical.
These thresholds are flexible tho and i can change them if required.
But yeah currently the low spawner warning isn't working.
Edit: warnings are working now
Liqhthouse
02 Aug 2025 | 20:54
This is what a comment looks like when you press submit :)
Democracy Officer Liqhthouse
02 Aug 2025 | 20:56
And this is what a reply looks like when I respond :)
(Feel free to DM me on reddit (u/liqhthouse) if its been a while and I miss it here tho)