this post was submitted on 30 Jan 2026
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Helldivers 2

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The warp pacc protecc,
the warp pacc attacc,
but most importantly,
the warp pacc oh fucc *teleports into fellow diver*

– ~~REDACTED~~, ~~REDACTED~~, 2184-03-28

Aside from sending some controversial tweets regarding the standing president of the federation, the LIFT-182 Warp Pack also has the ability to get rid of uncomfortable enemies very quickly, which I've only seen in a handful of r*ddit clips, like, twice - and zero times on the field.

If you use it regularly you know you have to be careful not to warp into bigger enemies, and you should know not to warp into helldivers;
however, have you considered that you don't really have to pull out your primary weapon to dismiss that single heavy devastator right in front of you? You can just take a few steps towards or away from it, then simply erase it with one tap of a button.

Same thing goes for sturdy illuminate overseers, normal devastators and bot troopers.
With the latter, if you fail to kill them, all you need to do is melee them to death, or melee them once and escape if you don't have time to spare.

Theoretically, you can even warp into the legs of small bot striders – though I never do that because you need to avoid the main hitbox, otherwise you die.
Individual voteless and bugs in general aren't worth the hassle: voteless are harmless, almost cute by themselves, and jumping into bugs is a reliable way to get swarmed (ymmv, I hardly ever play bugs, blame hunters).

You may want to warp offensively, rather than just shooting, if:

  • you're using the eruptor;
  • you brought light pen weapons against bots, and you need to kill that heavy dev right now immediately stat;
  • you're low on ammo;
  • you're unequipped for stealth, but want to be stealthy (yes, if you're the host warping makes some noise, but whenever I've used it it wasn't a dead giveaway);
  • you're cool (make sure you LAUGH when you steal a kill from another diver (you may also catch a stray bullet));
  • you're somewhat panicking through enemy fire (it's still a teleportation device, you'll confuse enemies and buy a couple precious seconds);
  • you want to practice for the above reasons (it does take some skill in pinpointing your warp's destination, personally atm I have an approximate 90% success rate).

If / whenever you decide to do this, you should be prepared in case you miss the target. In most cases you'll likely survive, escape without any damage even:
if the target is a berserking overseer, try to favor overshooting rather than undershooting, so to avoid immediately getting falling-pipe.mp3'd;
in my experience heavy devastators can track you around at the speed of sound, unless they're actively shooting - try timing your warp accordingly, and wait until they are. "Ideally" you warp immediately before they start, fail, then kite them to escape or try again.

Also, keep in mind that rocket devs do explode.

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Extremely situational additional tip that I've never even attempted myself:
If something killable is chasing you AND you just used a stim, warp forward then immediately warp backward.