This was several weeks in the making but it's finally here! Thanks to everyone who has picked up the channel since the early days of my stealth content for Helldivers 2. This should be the last word we need on the subject until the squids show up :) Consider this my love letter to the community who got me to where I am. You’re the best.
I wanted to add, that I´ve been able to take down detector towers with a hellbomb from the outside, like on the other side of the wall, I have only done it twice so far, but so long as you are in the range the hellbomb can be called in it should be possible given how tall the tower is vs the cover the wall gives. fact checking would be aprecciated :D
Very good guide video, albeit are either sniper rifles good as primary weapons? Or if want to swap the jump pack and quasar for an anti-matter rifle + supply pack back (so ensure ammunition lasts the entire mission). Not the entire squad having anti-matter rifles but one or two specialists could be nice (if the anti-matter rifle range is good they would able to snipe from long distances without alerting enemies).
Hey Eravin, does audio signature correspond to armor piercing category for ballistic weapons? Great vid as always! Would love a vid of just highlighting the enemy cones of vision to give players a good look at just how close they can get. One for each enemy type. Would also be good as shorts per enemy.
But in the gunships case they hear Ships have dedicated spots to listen for the proppelers of other ships and are trained in identifying these @declicitous1763
@@declicitous1763 Plus sonar quite literally only works underwater. The only equivalent of it is radar but it'd have to be some real precise stuff to detect something as small as a human target from top down
I’m guessing from their POV and with their shitty automaton brains they can’t very well tell the difference between a human and a trooper. What they CAN tell very reliably though is whether the little humanoid is firing red lasers or literally anything else.
Definitely! Suppressed SMG, DMR, and pistol. A “scanner” grenade that doesn’t alert enemies when thrown and highlights all of the enemies in a radius. And a silent movement booster
@@pitbullnamedcupcake8485 and blacked out armor with the scout passive. And all three armor trims, but each of them have slightly less health than the typical armor would be of the given type with extra speed.
I'm never gonna Ghostdive but I appreciate you compiling all this. Maybe one day Arrowhead will realize silenced weapons would be a perfect addition and we'll get Democratic Metal Gear/Ghost Recon.
I think it’s also worth noting that when moving, be very careful of uneven ground. The little side/fall your helldiver does on uneven terrain makes a “sound” that has a very large radius and is “interesting” enough to often cause even guards to come running over to you. That little slip honestly needs to be talked about more since it should not make as much sound as it does
,@@EravinVT I have to tell you Little Brother, and playing 1st person shooters since I was a wee hellion, (Course I started with Pong) I have to say, I have never had the honor of being introduced to a more intelligent, cognitive, and down to earth player such as yourself. KEEP DOING WHAT UR DOING, tis the RIGHT way. 🥂👍😎👻💯🔥👏🎊🎖️🥾🇺🇲
As someone who has been *_constantly infuriated_* by smokes being a virtual coin flip in terms of effectiveness prior to the 60 valve day patches, I can very much confirm they're now as reliable as Eravin describes them as here, making them well worth your grenade slot even in the face of something like the newly-buffed thermites; the stealthdiver playstyle has quite literally never been more viable than now. 💪
And thus Eravin, son of Haldir, crafted the One stealth video to rule them all, one stealth video to find them, one stealth video to bring them all, and in the darkness bind them; In the Land of Cyberstan where the shadows lie.
Hey Eravin! Couple tips I want to share. 1. Team Comp. I've found it's best to have 1 Overwatch, 2 Stealth Operators, 1 Support/Heavy Weapons/Wildcard Overwatch gets the biggest long range weapon they have and starts picking off objectives and obstacles (turrets). I recommend getting to high ground with a jet pack and a quasar cannon. Otherwise, your gear doesn't matter because you'll be alerting anything you shoot at. After clearing objectives switch to picking off heavies. You will be the vengeful hand of god for your teammates. Stealth Operators probably want to divide tools between them so both operators have different packages. But each operator having 1 defensive option (smoke of some type) and stealth armor is probably the best. Wildcard is what ever you want. I recommend Heavy Weapons. This player sits outside the objectives and focuses on delivering overwhelming firepower and big explosions. If overwatch is the hand of god, you're the boot he uses to kick asses. In general you want to maintain a low profile until things go loud, and then it's your show, baby. 2. Realworld Tactics. Something that stealth players may enjoy from realworld asymmetric warfare (spec ops) is the compromise between stealth and ability to complete the mission. In general, they take a route that puts them in a position to strike fast and hard, and get out before anyone can stop them. For reference, if a patrol is in your way, you want to be able to wipe them all out in about 1 second. Approach every objective with this strategy in mind.
Even as a heavy armor loud-diver, this type of info has made my life a lot easier, good to see it all in one spot. Even though I am plowing through bot drops most of the time, just knowing the mechanics of how to go undetected has saved my butt so many times & allowed for quicker and more efficient dismantling of the Bot forces.
The diving immediately setting your position to prone reminds me of Payday 2's stealth where jump-crouching was the fastest and safest way to traverse some stealth sections, since crouching in the air gained you the lowered sight and detection parameters of crouch while keeping the standing sprint speed.
I don't even ghost dive (I have a total of 51 explosives and I WILL use them) I just like your content. The single helldiver channel I have any amount of respect for.
A note from a fellow commando doing my own studies on the intricacies of HD2 stealth, that 150m alert noise from extract does not appear to be unique to extract; I can confirm from multiple tests that both the missile-raising and the missile-launching stages of the ICBM objective have similar effects on nearby enemies, and have unconfirmed but similar behavior from other objective activations, like activated hellbombs and raising radar towers.
@@declicitous1763 I would agree, but I directly observed them go from guarding to alerted, because I hadn't cleared the entire guard squad for the ICBM yet.
It will be impossible for them to spot us in these Ghillie suits, stay still and let them pass us. - Advice of a Helldivers Great Great Great Great Grandfather.
Congrats on 27K subs Eravin! I might not be a stealthplayer normally but your tips and briefing on game mechanics have been a massive help when dealing with bots on high levels.
One of the best things they did to the game was being able to recall the guard dogs. I am glad it is here when things pop off, but when i gotta sneak the dog needs to shush.
Great information, best source of behind the scenes mechanics in the game. I appreaciate you not doing a mindless click bait content like a lot of HD2 creators do, where they pick a weapon, any weapon, and pretend it's some new revolutionary discovery.
I used to main stealth and stealth armor. I eventually switched to servo assisted but still use what I learned playing stealth to my advantage. Currently the most stealthing I'm doing is for a throwing knife challenge. It's definitely a fun playstyle
I've been waiting for this guide for a while now. The entire game is better, and more fun, and definitely more balanced, but I've been having more trouble with stealth than ever before. I just can't seem to ever shake the patrols, avoid the guards, slip by anywhere unnoticed, even for just one objective. Thanks for making this.
in terms of stratigems, i would like to suggest the walking barrage. it can be used far away from the obj and still reach it without immediately giving you away, and can also reach into jammed areas and hit them anyways as well if the layout is right. it also is a "wipe small and medium outpost off the map" button on a pretty short cooldown for what it can do. i normally take it along with the 500kg or strafing run
Super awesome guide! Only thing I would add is that the Orb Laser can be inconsistent at base clearing depending on your enemy spawns, but its still definitely an S tier stratagem. Also I like how you don't call the fortresses by the names you suggested we vote on (Crane instead of EZ-Climb and Cliff instead of Hard Climb) 😂
Been waiting for an updated stealth guide now, glad to see it's finally out. Also, just wanted to know if you noticed the enemy AI not aggro'ing towards you as long as you are sniping them from beyond 75m with ballistic weapons, even patrols. I've tested this both on bugs and bots as both host and non-host. It's giving chance for stealth sniping to actually work.
Another thing why strafing run is goated is that the stratagem ball doesn't seem to aggro bots and what's more, after the strafe they tend to turn around and proceed to fire at Eagle instead, possibly getting only into alerted state because after a while they'll turn around and, if you are in line of sight, engage you
Hell yeah. It is a shame that the BlitzDivers are overshadowed by the larger faction community that was recently made. Hope they get more of the recognition they deserve! Hail to the Ghost Divers!
Ya know, I always wondered why the DCS and AMR had a 200 meter scope setting, now I see why. Speaking from my own XP I have noticed that when your Sniping enemies from about 100 meters they never notice you and do start "investigating" where the bullets came from. As some additional Notes: 1. Minefields count as RED Stratagems, and the moment ONE enemy steps on the mines, they WILL Detect you and start engaging. 2. When doing Secondary Objectives that require "Activation" such as SEAF Artillery positions, Radar Towers, extera, THEIR WILL ALWAYS BE A PATROL THAT WONDERS THOUGH! Presumably alerted by the Noise. Id imagine the ICBM site also causes this to happen. So, Turn these sites "On" then wait nearby for them to wonder though. 3. As an additional tactic, you can always "distract" enemies using "buildings", including but not limited too TURRETS and the Shield Generator.
I just reached the tips & tricks part of the video and it's already gold! Thanks man, this kind of things should be explained by the developers on specialized videos or even tv comercials on the destroyer. We are lucky to have you. For super earth and democracy! ✊ (I really need a "super earth salute" emoji 😅)
It was. learning about the modifiers of different stances, as well as learning about the different types of alert levels is SUPER NICE. I definitely want to go try this out tomorrow. I am generally a lone wolf player in lobbies anyway, so this is going to help a ton. Thank you so much!
*I an currently doing(attempting) a bayonet-only solo run from Trivial to Super Helldive, so thank you. Hopefully this will finally make it possible. My thanks, truly!*
Wow. Super helpful. Thank you. I hope they do more with stealth in this game. It creates an interesting dynamic and I think keep more people interested longer in the game. I don’t see a downside.
I think you could help a lot of Helldivers learn about these tactics in a less superfluous way (not a criticism, it would be added value to what you already created), and increase your impact in the community by creating an infographic of this information and posting it all over (specifically Reddit subs); you already created the basic assets to provide a distilled and frankly comprehensive guide to this play-style. Fantastic content; dm me if you make that infographic (cause I want one) or want to talk about it more.
I would love a backpack stratagem that is a cloaking device that gives you a similar looking silhouette to the Stalker. Perhaps for balancing purposes, the cloak could be disabled upon firing a weapon or throwing a stratagem and of course noise can still give your location away but I think it could reasonably be brought to the game.
I've had a lot of luck with the Scythe and the Dagger. They're both effectively silenced guns. You can one by one a whole outpost while they look right at you. Crossbow and Dagger are my favorite stealth build. You just have to actually hit them in the head, they one tap everything but striders . The Scythe has the better scope, but then you have to rely on your pistol.
Perfect, I can now point my men to a centralized guide for their formation. The All-Around Hellper taskforce will soon greatly expand its toaster decommissioning capabilities, and refill its takoyaki stockpile if we ever find any squids.
As an avid Reaper Diver, purposefully attracting a Bot drop in an area to force them to use that far away from where you and your team intend on assaulting; allow for massive advantages.
If you are stealthy lone wolf alongside a loud team, consider using the Spear. It's not useful to stealth, but it's a weapon you can very reliably use to make any bot drops easier for your loud teammates. Even if you are at extreme range. It's basically a great way of really helping out a fight, but with minimal effort and from halfway across the map.
There's nothing like sneaking into a stratagem disruptor, popping smoke on the bridge and console, then having *peace* as all the bots are "Where did he go? Where did he go?"
I feel like the best combo is to have a "ghost" team and a "hammer" team (2 each) Takes a bit of coordination...but can really work well the "ghost" team focuses on the main objectives, super samples, larva, etc. The "hammer" team distracts the enemy, takes out annoying stuff like strat jammers, gunship factories, etc. or generally provides support with shield domes, HMG turrets, and other defensive measures I really want a tribes style "fusion mortar" support weapon so I can lob big blue balls across the map 😆 The punisher plasma is great...but need something with more oomf that can take out turrets Or perhaps an airburst MIRV style mortar support weapon For now, the quasar is my goto
I used to play stealth around the months of April-May until early June, when the updates started nerfing things players liked a bit too strongly. Coming back since the September's patchnote (and the 60-days plan in general), I tried a lot of other playstyles just for varying the type of fun I was having with the game (I made good use of the stim pistol by wearing the heavy medic armor along with it and go for aa almost unkillable support role for instance), but that video gives me back the envy to go full stealth again (I still dive with my good ol' light scout armor A LOT even though I wasn't stealthing much anymore these days, old habits die hard I guess). It's sabotage time again me boys.
fantastic info even if you don't use stealth gameplay for the most part and prefer the skyrim kill everything that sees you "stealth". Always helps to know how things work
Concept for a stealth-oriented secondary: **Needle** A light AP pistol with low damage and magazine capacity with an adjustable scope (50m, 100m, 200m) and sniper accuracy that deals bonus damage vs weakspots (Oneshots dev heads) and makes no sound when shot/doesn't alert enemies when you take an enemy down. Programmable ammo: Can swap from regular ammo to sonic ammo. Sonic ammo sends out a burst of noise on impact, attracting enemies to its location of impact.
I've never really tried stealth as a primary tactic in HD2, but I appreciate a better understanding. Sometimes I really *would* like to avoid pissing off enemies. Particularly when I've been separated from my squad for a bit (intentionally or not) and want to catch back up in a hurry.
I've noticed that the eagle stafing run stratagem ball is ignored by enemies. The enemies also investigate the effect area rather then where it was thrown from. Excellent hiring and avoiding patrols
Although I don't play full-stealth, I enjoy bringing Smoke-nades against the Automatons and throwing them to my teammates positions whenever I see they're holding the line against patrols and bot drops to ease the pressure of enemy-fire
In the case of patrols, they do indeed have a hivemind and if you pick off one you infuriate the entire swarm. However... enemies do seem to have a distance outside of which they will not react to anything you do to them at all, and I have been able to use a DCS to snipe an entire patrol 1-by-1 without ever drawing aggro because I did so outside of their zone of awareness. I _think_ that it's at least 75m, outside of which enemies will not react at all, even if I shoot them and don't kill them, the enemy just stands there like a lemming and has all the awareness of a Skyrim NPC vs. a player with 100 Stealth. However, I find that taking out enemies from at least 100m to be safest as I absolutely can confirm they will not react to you at this range so long as you're careful about them having LoS to their buddies (and sometimes not even then, since sometimes I snipe a bot standing right in front of another bot from 100m and the other bot just thinks it must be the wind)
Additional tips! 1. A technique I learned from another RUclipsr, Spiked, is objective juggling. Basically, you go to an objective, take out as many on guard enemies, do as much tasks as you can, leave before the bot drops go down, go to a 2nd obj without fear of a bot drop, if things go bad, go to a 3rd objective. If you go back to your 1st objective, the enemies guarding it has most likely left, the drops and patrols you encountered have either left or despawned making it super easy to clear out. Take note that guard enemies not brought to the engaged status might still linger and might call another bot drop so prioritize those small bots! The same goes for the other 2 objectives when you go back to them. Take note that while this method is the safest method for guerilla warfare, it can be time consuming if you don't have a jump pack. 2. When trying to bait bot drops, sometimes you'll find a lone bot guarding in front of a mine field. Get that bot to call the drop and when the drop arrives, most of them will die from the mines 3. The bot with the sword arms has incredible homing ability, sometimes even without going to an alert status, it can home in on you. Check your radar if one bot is moving straight to your position, take it out and run! The same goes if you left a fight, it can follow you anywhere and lead all patrols to your location, kill it immediately before continuing on your escape. 4. Be careful of using the smoke airstrike as it may hit an enemy or a fabricator completely ruining your cover. It's best used as an escape stratagem rather than on an infiltration like the orbital smoke. 5. When sniping enemies from afar, even with a loud weapon, like Eravin said, make sure not to miss and only use one bullet per target. Hit the enemies at the back first since if it sees you hit an enemy in front of it, it will be alerted. If you take out an enemy beside another enemy not looking, it will turn to your direction. Use this to make them change where they're looking to get those tasty head shots from otherwise targets that you would have had to circle around to headshot.
I would love a non scout passive for stealth, like becoming completely undetectable in smoke when wearing it (or 90% less visibility) to make smoke strategems more viable. Or something like smoke muffling sound as a booster.
The enemy will die loudly, morning their loss of liberty! But having one stealth diver in the team while the others keep the horde distracted might be useful
They need to half the call-in times for the smoke strategems. Especially the Orbital one considering it has no offensive capability. I love using smoke as a strategy but it's hard to sacrifice the many other more useful offensive stratagems.
I have had several games where, on higher difficulties, there are little to no guards on points of interest and even on their bases. This tends to happen because I am on the opposite side of the map to my team who are currently renacting WW1 with swarms enemies. I assume this is because the game has a limit on how many enemies it can have on the map at once, I find less resistance because it lacks the spare capacity to spawn in the units I would normally enounter. If this is the case, then having the team split up further aids stealth, as more of the map needs to be populated, thus reaching the limit easier, you can lean into this by using smoke/ems to help deal with enemies whilst keeping their population count on the server. Though do be aware that points of interest that were once "abandoned" might be repopulated later since you cannot rely on the game always being near max capacity.
This was several weeks in the making but it's finally here! Thanks to everyone who has picked up the channel since the early days of my stealth content for Helldivers 2. This should be the last word we need on the subject until the squids show up :) Consider this my love letter to the community who got me to where I am. You’re the best.
Always good to get a refresher of stealth tactics straight from the source
For super earth
I wanted to add, that I´ve been able to take down detector towers with a hellbomb from the outside, like on the other side of the wall, I have only done it twice so far, but so long as you are in the range the hellbomb can be called in it should be possible given how tall the tower is vs the cover the wall gives.
fact checking would be aprecciated :D
Very good guide video, albeit are either sniper rifles good as primary weapons? Or if want to swap the jump pack and quasar for an anti-matter rifle + supply pack back (so ensure ammunition lasts the entire mission). Not the entire squad having anti-matter rifles but one or two specialists could be nice (if the anti-matter rifle range is good they would able to snipe from long distances without alerting enemies).
You make, by far, the best combination of practical and informative HD2 content out there. Much appreciated!
Hey Eravin, does audio signature correspond to armor piercing category for ballistic weapons? Great vid as always! Would love a vid of just highlighting the enemy cones of vision to give players a good look at just how close they can get. One for each enemy type. Would also be good as shorts per enemy.
"Ships have poor eyesight but amazing hearing"
Ah yes, makes perfect sense, like the old saying, "a birds ear view"
Well warships do have in our universe sonar
So kinda?
@@R-XI_SullaI doubt the automatons use sonar, they would probably want to use x rays to give the enemy cancer
But in the gunships case they hear
Ships have dedicated spots to listen for the proppelers of other ships and are trained in identifying these @declicitous1763
@@declicitous1763 Plus sonar quite literally only works underwater. The only equivalent of it is radar but it'd have to be some real precise stuff to detect something as small as a human target from top down
I’m guessing from their POV and with their shitty automaton brains they can’t very well tell the difference between a human and a trooper. What they CAN tell very reliably though is whether the little humanoid is firing red lasers or literally anything else.
Now all we need is a stealth warbond! I would love to be a dedicated stealth diver with specialised equipment.
Definitely! Suppressed SMG, DMR, and pistol. A “scanner” grenade that doesn’t alert enemies when thrown and highlights all of the enemies in a radius. And a silent movement booster
Wont happen. They will never get stealth polished.
@@reaper_exd7498 treasonous words! Never doubt Super Earth Command! Face the wall!
I honestly would like a backpack that makes u temporarily invisible untill u fire and then recloaks again after a bit
@@pitbullnamedcupcake8485 and blacked out armor with the scout passive. And all three armor trims, but each of them have slightly less health than the typical armor would be of the given type with extra speed.
As someone who really doesn’t do stealth, I do appreciate learning about it a smart helldiver is an effective helldiver
there is a litte something for everyone when it comes to stealth and sabotage, misdirection and diversion is good for any helldiver
So true, I don't really go full stealth mode on missions but it's extremely useful to have these tricks up your sleeve
I'm never gonna Ghostdive but I appreciate you compiling all this. Maybe one day Arrowhead will realize silenced weapons would be a perfect addition and we'll get Democratic Metal Gear/Ghost Recon.
I wish they would give us a stealth bond
TBH even if you don't ghostdive, a lot of the advice is really solid. Especially how to disengage if things get too busy.
For anyone who doesn’t like using Light armour, the combat technician medium armour has the scout passive
I be using it
What warbond is this
@@MegaDeeEm it’s in the super store
@@MegaDeeEm think its on mobilize
I think it’s also worth noting that when moving, be very careful of uneven ground.
The little side/fall your helldiver does on uneven terrain makes a “sound” that has a very large radius and is “interesting” enough to often cause even guards to come running over to you.
That little slip honestly needs to be talked about more since it should not make as much sound as it does
Not to mention the slightest bobble in the ground can make a crouching Helldiver stand up at a time they might be spotted.
BRO IS PUSHING THE MEANING OF TODAY
hahaha listen, I don't control how long youtube takes to let it fly
,@@EravinVT
I have to tell you Little Brother, and playing 1st person shooters since I was a wee hellion, (Course I started with Pong) I have to say, I have never had the honor of being introduced to a more intelligent, cognitive, and down to earth player such as yourself. KEEP DOING WHAT UR DOING, tis the RIGHT way. 🥂👍😎👻💯🔥👏🎊🎖️🥾🇺🇲
As someone who has been *_constantly infuriated_* by smokes being a virtual coin flip in terms of effectiveness prior to the 60 valve day patches, I can very much confirm they're now as reliable as Eravin describes them as here, making them well worth your grenade slot even in the face of something like the newly-buffed thermites; the stealthdiver playstyle has quite literally never been more viable than now. 💪
And thus Eravin, son of Haldir, crafted the One stealth video to rule them all, one stealth video to find them, one stealth video to bring them all, and in the darkness bind them; In the Land of Cyberstan where the shadows lie.
@@Planterobeets 😆 freaking love it, best 👌 comment hands down.
Sweet liberty, Eravin called it a quasar cannon. He’s been replaced by a bot.
I literally clicked instantly- can’t wait to fully watch it! (edit: it was great)
hope you enjoy!
Hey Eravin! Couple tips I want to share.
1. Team Comp. I've found it's best to have 1 Overwatch, 2 Stealth Operators, 1 Support/Heavy Weapons/Wildcard
Overwatch gets the biggest long range weapon they have and starts picking off objectives and obstacles (turrets). I recommend getting to high ground with a jet pack and a quasar cannon. Otherwise, your gear doesn't matter because you'll be alerting anything you shoot at. After clearing objectives switch to picking off heavies. You will be the vengeful hand of god for your teammates.
Stealth Operators probably want to divide tools between them so both operators have different packages. But each operator having 1 defensive option (smoke of some type) and stealth armor is probably the best.
Wildcard is what ever you want. I recommend Heavy Weapons. This player sits outside the objectives and focuses on delivering overwhelming firepower and big explosions. If overwatch is the hand of god, you're the boot he uses to kick asses. In general you want to maintain a low profile until things go loud, and then it's your show, baby.
2. Realworld Tactics. Something that stealth players may enjoy from realworld asymmetric warfare (spec ops) is the compromise between stealth and ability to complete the mission. In general, they take a route that puts them in a position to strike fast and hard, and get out before anyone can stop them. For reference, if a patrol is in your way, you want to be able to wipe them all out in about 1 second. Approach every objective with this strategy in mind.
ENEMY STATES:
1:16 Guarding Enemies (POIs, objectives, etc)
2:15 Patrolling Enemies
4:13 Engaged
5:40 Alerted
HOW TO STAY HIDDEN:
7:08 How to stay hidden
7:20 Chaff
7:38 Medium
7:47 Larger
7:55 Outliers
8:18 Outliers - Enemy Dropships
HOW ENEMIES NOTICE YOU
8:33 Modifiers
10:18 Smoke
12:30 Enemy Awareness
13:03 Quiet Weaponry
13:14 Loud Weaponry
14:05 Proximity Threat detection
TIPS AND TRICKS
15:50 Tips and tricks
15:55 Stay prone during gunships
16:16 Extract Beacon Noise
17:00 Hover pelican
17:25 Edge spawn denial
17:38 Stationary Objectives + Smoke
18:45 Bot Fortresses
19:25 Diving - Prone status
20:00 Throwing knives - totally silent (if not host)
20:48 Jumppack
21:50 Reinforcement cooldown
23:40 Stealth Takedowns
24:08 Gear
Even as a heavy armor loud-diver, this type of info has made my life a lot easier, good to see it all in one spot.
Even though I am plowing through bot drops most of the time, just knowing the mechanics of how to go undetected has saved my butt so many times & allowed for quicker and more efficient dismantling of the Bot forces.
A labor of love and it shows. Thank you bro.
tyty
still remember that one game with randoms when we cleared a 40 min 10 hazard map in 10 min with no deaths. Bravo Six, Going Dark.
The diving immediately setting your position to prone reminds me of Payday 2's stealth where jump-crouching was the fastest and safest way to traverse some stealth sections, since crouching in the air gained you the lowered sight and detection parameters of crouch while keeping the standing sprint speed.
I don't even ghost dive (I have a total of 51 explosives and I WILL use them) I just like your content.
The single helldiver channel I have any amount of respect for.
@@comradetonk8280
Yo wild tonk sighting
@@CreeperDude-cm1wv You.
A note from a fellow commando doing my own studies on the intricacies of HD2 stealth, that 150m alert noise from extract does not appear to be unique to extract; I can confirm from multiple tests that both the missile-raising and the missile-launching stages of the ICBM objective have similar effects on nearby enemies, and have unconfirmed but similar behavior from other objective activations, like activated hellbombs and raising radar towers.
Pretty sure that’s when activating a terminal a patrol spawns immediately and walks towards you, not the extraction beacon effect
... and sentry turrets. They're handy (I absolutely love the Tesla tower against bugs), but a real foe magnet.
@@declicitous1763 I would agree, but I directly observed them go from guarding to alerted, because I hadn't cleared the entire guard squad for the ICBM yet.
It will be impossible for them to spot us in these Ghillie suits, stay still and let them pass us.
- Advice of a Helldivers Great Great Great Great Grandfather.
Indeed
Congrats on 27K subs Eravin! I might not be a stealthplayer normally but your tips and briefing on game mechanics have been a massive help when dealing with bots on high levels.
glad I could help! diversion sabotage and misdirection helps any helldiver after all
@ Yep. And a little sneaking goes a long way for getting into better positions to perform an assault.
Came over from the commissar kai coop video. Thank you for the guide 🙏
Stealth in this game feels like metal gear in a fever dream
One of the best things they did to the game was being able to recall the guard dogs. I am glad it is here when things pop off, but when i gotta sneak the dog needs to shush.
real
Kinda wish their AI was more agro now that I can stealth on demand
I subscribed because my friend said you had good content. He was right. Thank you for the guide!
glad I could deliver haha
My mantra as a ghost diver: "Stay hidden until the last possible moment, then strike with OVERWHELMING FREEDOM!!!"
agreed haha
Then it's not stealth. It's surprise frontline charging with moments of silence.
@@reaper_exd7498 it’s stealth if there are no witnesses.
@@frog4death i call that heavy stealth
Violence of action, my beloved
Oh I've been waiting for this stealth update for so long... thanks Eravin, you're the best!
Great information, best source of behind the scenes mechanics in the game. I appreaciate you not doing a mindless click bait content like a lot of HD2 creators do, where they pick a weapon, any weapon, and pretend it's some new revolutionary discovery.
Neet, I am happy they didn't remove stealthily gameplay from the game.
Thanks, liberty, for the 60-day patch.
As amazing work on the video 🎉🎉🎉
Holy shit. That was incredibly comprehensive and informative, not just for stealth. I gotta rewatch this lol...
I really want a stealth based warbond
they need to make it happen
@@lyndongaming there was some talk of a few slinced guns a while back, its not as far away as you might think.
@@lyndongaming this is when/where they could add a thumper stratagem like in HD1
@@EravinVT What sorts of weapons would you want to see in a stealth themed warbond?
@@GameGod77 cardboard box
YES! I've been waiting for the updated stealth guide. Thanks for all your hard work Eravin, you are the real MVH (Most Valuable Helldiver)!
I used to main stealth and stealth armor. I eventually switched to servo assisted but still use what I learned playing stealth to my advantage. Currently the most stealthing I'm doing is for a throwing knife challenge. It's definitely a fun playstyle
well deserved thumpsup!
pulling enemies away with sounds is the best :D
smoke nades goated, ty
I've been waiting for this guide for a while now. The entire game is better, and more fun, and definitely more balanced, but I've been having more trouble with stealth than ever before. I just can't seem to ever shake the patrols, avoid the guards, slip by anywhere unnoticed, even for just one objective. Thanks for making this.
Giving a suppressor to the p-2 peacemaker would be a great buff, not only the gun but the play style as well
in terms of stratigems, i would like to suggest the walking barrage. it can be used far away from the obj and still reach it without immediately giving you away, and can also reach into jammed areas and hit them anyways as well if the layout is right. it also is a "wipe small and medium outpost off the map" button on a pretty short cooldown for what it can do. i normally take it along with the 500kg or strafing run
Super awesome guide! Only thing I would add is that the Orb Laser can be inconsistent at base clearing depending on your enemy spawns, but its still definitely an S tier stratagem.
Also I like how you don't call the fortresses by the names you suggested we vote on (Crane instead of EZ-Climb and Cliff instead of Hard Climb) 😂
This is a video every helldiver should see
Been waiting for an updated stealth guide now, glad to see it's finally out. Also, just wanted to know if you noticed the enemy AI not aggro'ing towards you as long as you are sniping them from beyond 75m with ballistic weapons, even patrols. I've tested this both on bugs and bots as both host and non-host. It's giving chance for stealth sniping to actually work.
Another thing why strafing run is goated is that the stratagem ball doesn't seem to aggro bots and what's more, after the strafe they tend to turn around and proceed to fire at Eagle instead, possibly getting only into alerted state because after a while they'll turn around and, if you are in line of sight, engage you
Finally, your masterpiece!
finally haha, thanks for helping with the filming
0:51 Vergil supremacy 🙏
Hell yeah. It is a shame that the BlitzDivers are overshadowed by the larger faction community that was recently made. Hope they get more of the recognition they deserve! Hail to the Ghost Divers!
Ya know, I always wondered why the DCS and AMR had a 200 meter scope setting, now I see why. Speaking from my own XP I have noticed that when your Sniping enemies from about 100 meters they never notice you and do start "investigating" where the bullets came from. As some additional Notes:
1. Minefields count as RED Stratagems, and the moment ONE enemy steps on the mines, they WILL Detect you and start engaging.
2. When doing Secondary Objectives that require "Activation" such as SEAF Artillery positions, Radar Towers, extera, THEIR WILL ALWAYS BE A PATROL THAT WONDERS THOUGH! Presumably alerted by the Noise. Id imagine the ICBM site also causes this to happen. So, Turn these sites "On" then wait nearby for them to wonder though.
3. As an additional tactic, you can always "distract" enemies using "buildings", including but not limited too TURRETS and the Shield Generator.
Hell yea boss man
All you're hard work and research paid off!
OMG it's finally here! Thank you Eravin the waiting was killing us
finally got it finished! thanks for watching
@@EravinVTreally well done. I'm sure you're relieved it's finally out. Very high quality
Even if you don’t do stealth, this video will teach you so much about the game you probably never knew. Banger video !
I just reached the tips & tricks part of the video and it's already gold! Thanks man, this kind of things should be explained by the developers on specialized videos or even tv comercials on the destroyer. We are lucky to have you. For super earth and democracy! ✊ (I really need a "super earth salute" emoji 😅)
I think when the truth whisperer suppressed assault rifle finally gets added, well really get stealth gameplay popping off.
YEEEESSSS I've been waiting for this!
hope it's worth the hype!
It was. learning about the modifiers of different stances, as well as learning about the different types of alert levels is SUPER NICE. I definitely want to go try this out tomorrow. I am generally a lone wolf player in lobbies anyway, so this is going to help a ton. Thank you so much!
Eravin is a pillar of this community 🫡
Thanks for detailing your Ghostdiver Corps tactics and tricks!
You're a benefit to all Helldivers, Vera Libertas!
*I an currently doing(attempting) a bayonet-only solo run from Trivial to Super Helldive, so thank you. Hopefully this will finally make it possible. My thanks, truly!*
good luck soldier
Wonderful video. I love stealth since I'm a massive Metal Gear Solid fan and this game having a similar control scheme to MGSV made me love it more.
This was awesome! Thanks for making it.
thank you for making this video and all your hard work to bring various play styles to divers. even if i might not personal do stealth haha
Wow. Super helpful. Thank you.
I hope they do more with stealth in this game. It creates an interesting dynamic and I think keep more people interested longer in the game. I don’t see a downside.
Biggest takeaway I've had from this. THROW YOUR STRATS AT LEAST 10M AWAY FROM THE TARGET. That way they don't alert.
Been waiting for this, thanks Eravin.
Beautiful video Eravin, for super Earth!-BlitzMae
Thanks for this. I usually like fighting rather than stealth but it’s good to have options
Solo diver here, much appreciated!
I've been considering ghostdiving already, and this might be just the thing i needed to finally try it
ive been using your smoking terminal trick on nursery nuke missions as well. it works well
I think you could help a lot of Helldivers learn about these tactics in a less superfluous way (not a criticism, it would be added value to what you already created), and increase your impact in the community by creating an infographic of this information and posting it all over (specifically Reddit subs); you already created the basic assets to provide a distilled and frankly comprehensive guide to this play-style.
Fantastic content; dm me if you make that infographic (cause I want one) or want to talk about it more.
I would love a backpack stratagem that is a cloaking device that gives you a similar looking silhouette to the Stalker. Perhaps for balancing purposes, the cloak could be disabled upon firing a weapon or throwing a stratagem and of course noise can still give your location away but I think it could reasonably be brought to the game.
Oh my god, it's finally here!
I've had a lot of luck with the Scythe and the Dagger. They're both effectively silenced guns. You can one by one a whole outpost while they look right at you. Crossbow and Dagger are my favorite stealth build. You just have to actually hit them in the head, they one tap everything but striders . The Scythe has the better scope, but then you have to rely on your pistol.
Perfect, I can now point my men to a centralized guide for their formation. The All-Around Hellper taskforce will soon greatly expand its toaster decommissioning capabilities, and refill its takoyaki stockpile if we ever find any squids.
I think a great addition would be giving the default pistol a suppressor. Would make it way more useful.
As an avid Reaper Diver, purposefully attracting a Bot drop in an area to force them to use that far away from where you and your team intend on assaulting; allow for massive advantages.
If you are stealthy lone wolf alongside a loud team, consider using the Spear.
It's not useful to stealth, but it's a weapon you can very reliably use to make any bot drops easier for your loud teammates. Even if you are at extreme range.
It's basically a great way of really helping out a fight, but with minimal effort and from halfway across the map.
There's nothing like sneaking into a stratagem disruptor, popping smoke on the bridge and console, then having *peace* as all the bots are "Where did he go? Where did he go?"
I feel like the best combo is to have a "ghost" team and a "hammer" team (2 each)
Takes a bit of coordination...but can really work well
the "ghost" team focuses on the main objectives, super samples, larva, etc.
The "hammer" team distracts the enemy, takes out annoying stuff like strat jammers, gunship factories, etc.
or generally provides support with shield domes, HMG turrets, and other defensive measures
I really want a tribes style "fusion mortar" support weapon so I can lob big blue balls across the map 😆
The punisher plasma is great...but need something with more oomf that can take out turrets
Or perhaps an airburst MIRV style mortar support weapon
For now, the quasar is my goto
omg omg its here
The one random with a guard dog and eagle cluster bomb:
lol
I used to play stealth around the months of April-May until early June, when the updates started nerfing things players liked a bit too strongly. Coming back since the September's patchnote (and the 60-days plan in general), I tried a lot of other playstyles just for varying the type of fun I was having with the game (I made good use of the stim pistol by wearing the heavy medic armor along with it and go for aa almost unkillable support role for instance), but that video gives me back the envy to go full stealth again (I still dive with my good ol' light scout armor A LOT even though I wasn't stealthing much anymore these days, old habits die hard I guess).
It's sabotage time again me boys.
fantastic info even if you don't use stealth gameplay for the most part and prefer the skyrim kill everything that sees you "stealth". Always helps to know how things work
This is so cool!! I’m usually the Highlander type of diver with the crossbow and recoiless rifle…I wanna try this new play style
Concept for a stealth-oriented secondary:
**Needle**
A light AP pistol with low damage and magazine capacity with an adjustable scope (50m, 100m, 200m) and sniper accuracy that deals bonus damage vs weakspots (Oneshots dev heads) and makes no sound when shot/doesn't alert enemies when you take an enemy down.
Programmable ammo: Can swap from regular ammo to sonic ammo. Sonic ammo sends out a burst of noise on impact, attracting enemies to its location of impact.
I've never really tried stealth as a primary tactic in HD2, but I appreciate a better understanding. Sometimes I really *would* like to avoid pissing off enemies. Particularly when I've been separated from my squad for a bit (intentionally or not) and want to catch back up in a hurry.
I've noticed that the eagle stafing run stratagem ball is ignored by enemies. The enemies also investigate the effect area rather then where it was thrown from. Excellent hiring and avoiding patrols
Fantastic video very detailed. What about Terminids though? Any effective Ghosting against them?
Something to note: Ghostdiving isn't for everyone and every team; sometimes hosts will kick you if you attempt to ghostdive.
I'd say most people are there just for horde killing, I get "what are you doing?!" messages on a regular basis.
adding a smoke ammo type to the Grenade Launcher and maybe pistol would be a pretty cool addition to a stealthy play style
So nice. Thanks mate
This video give my flashback of using the old vid for the creek.
Although I don't play full-stealth, I enjoy bringing Smoke-nades against the Automatons and throwing them to my teammates positions whenever I see they're holding the line against patrols and bot drops to ease the pressure of enemy-fire
such great content, thanks so much
Great video, thank for making it. But one thing is that you can also sound lure with a plasma pistol, and one shot kill regular troopers with it.
In the case of patrols, they do indeed have a hivemind and if you pick off one you infuriate the entire swarm. However... enemies do seem to have a distance outside of which they will not react to anything you do to them at all, and I have been able to use a DCS to snipe an entire patrol 1-by-1 without ever drawing aggro because I did so outside of their zone of awareness. I _think_ that it's at least 75m, outside of which enemies will not react at all, even if I shoot them and don't kill them, the enemy just stands there like a lemming and has all the awareness of a Skyrim NPC vs. a player with 100 Stealth. However, I find that taking out enemies from at least 100m to be safest as I absolutely can confirm they will not react to you at this range so long as you're careful about them having LoS to their buddies (and sometimes not even then, since sometimes I snipe a bot standing right in front of another bot from 100m and the other bot just thinks it must be the wind)
I want cloaking technology like the terminids, great guide!
Additional tips!
1. A technique I learned from another RUclipsr, Spiked, is objective juggling. Basically, you go to an objective, take out as many on guard enemies, do as much tasks as you can, leave before the bot drops go down, go to a 2nd obj without fear of a bot drop, if things go bad, go to a 3rd objective.
If you go back to your 1st objective, the enemies guarding it has most likely left, the drops and patrols you encountered have either left or despawned making it super easy to clear out. Take note that guard enemies not brought to the engaged status might still linger and might call another bot drop so prioritize those small bots! The same goes for the other 2 objectives when you go back to them. Take note that while this method is the safest method for guerilla warfare, it can be time consuming if you don't have a jump pack.
2. When trying to bait bot drops, sometimes you'll find a lone bot guarding in front of a mine field. Get that bot to call the drop and when the drop arrives, most of them will die from the mines
3. The bot with the sword arms has incredible homing ability, sometimes even without going to an alert status, it can home in on you. Check your radar if one bot is moving straight to your position, take it out and run! The same goes if you left a fight, it can follow you anywhere and lead all patrols to your location, kill it immediately before continuing on your escape.
4. Be careful of using the smoke airstrike as it may hit an enemy or a fabricator completely ruining your cover. It's best used as an escape stratagem rather than on an infiltration like the orbital smoke.
5. When sniping enemies from afar, even with a loud weapon, like Eravin said, make sure not to miss and only use one bullet per target. Hit the enemies at the back first since if it sees you hit an enemy in front of it, it will be alerted. If you take out an enemy beside another enemy not looking, it will turn to your direction. Use this to make them change where they're looking to get those tasty head shots from otherwise targets that you would have had to circle around to headshot.
I would love a non scout passive for stealth, like becoming completely undetectable in smoke when wearing it (or 90% less visibility) to make smoke strategems more viable. Or something like smoke muffling sound as a booster.
The enemy will die loudly, morning their loss of liberty! But having one stealth diver in the team while the others keep the horde distracted might be useful
Amazing info. Thx
They need to half the call-in times for the smoke strategems. Especially the Orbital one considering it has no offensive capability. I love using smoke as a strategy but it's hard to sacrifice the many other more useful offensive stratagems.
What would we do without you!! 🎉🎉👍👍👋👋🥂🥂
I have had several games where, on higher difficulties, there are little to no guards on points of interest and even on their bases.
This tends to happen because I am on the opposite side of the map to my team who are currently renacting WW1 with swarms enemies.
I assume this is because the game has a limit on how many enemies it can have on the map at once, I find less resistance because it lacks the spare capacity to spawn in the units I would normally enounter.
If this is the case, then having the team split up further aids stealth, as more of the map needs to be populated, thus reaching the limit easier, you can lean into this by using smoke/ems to help deal with enemies whilst keeping their population count on the server.
Though do be aware that points of interest that were once "abandoned" might be repopulated later since you cannot rely on the game always being near max capacity.