Defend against the designated number of Terminid attacks in order to secure TCS+ construction sites, and determine where the arrays will be built.
Mission Progress
0% CompleteCRIMSICA
EAGLE STORM
DSS crews maintain deployment of a 24-hour rotating fleet of Eagle Fighters from the massive three-tiered Convocation Bay, supporting all Helldiver operations on the planet with close air support and halting enemy offensives for a short time.
Eagle Airstrikes during missions. Slows enemy progress in Defense Campaigns.
| Planet | Players | Liberation | Rate | Status | ETA | |
|---|---|---|---|---|---|---|
| 3.3K (9%) | 0.56% | -0.26%/hr | Stalemate | — | ||
| 34.9K (91%) | 89.59% | +0.00%/hr | Stalemate | — | ||
| Liberated Planets | 10.2K | 100% | — | Liberated | — |
News
Latest updates and patch notes
20 totalMachinery of Oppression: 6.3.0
Release Captain Morris coming to you this democratic Tuesday with an update from High Command.
Read full patch notes
Release Captain Morris coming to you this democratic Tuesday with an update from High Command.
Attention Helldivers,
High Command has authorized a significant tactical update with both content and quality of life upgrades. We are deploying Helldivers in new Galactic Campaigns, making upgrades to the new diver training program, and making essential fixes and upgrades across the board.
We have also made changes to weapon, stratagem, and enemy balancing based on feedback from Helldivers on the frontlines, including reductions to enemy durable damage and a decreased exosuit cooldown.
Helldivers, we are committed to making the necessary upgrades to keep you in the fight. Because you have never given up on Managed Democracy, we will never give up on making it easier for you to spread.
Patch Highlights
• New Galactic Campaigns
• New “Control Center” terminal for Campaigns & Major Orders
• New Biome - Forest (Fall)
• Bastion Tank Patterns
• Vehicle Armour and Enemies Armour Penetration (AP) Rebalance
• Sentry Health Rebalance
• Enemy Rebalances
• Including Durable Damage Reductions
• Reloading Improvements
• Decreased Exo Suit Cooldown
• Weapon Rebalances
• Throwable Amount Rebalance
• Stratagem Rebalances
• Orbital Damage Rebalance
• Speargun and Sterilizer Rebalance
• Bug Fixes
• Crash Fixes
• Weapon & Stratagem Fixes
• Enemies
• Miscellaneous
Introducing the CONTROL CENTER terminal
Super Earth High Command has completed fleet-wide upgrades to the previously unused terminal opposite the armory. Now Helldivers will be able to get more context to the ongoing Campaigns and their subsequent Major Orders. Each Campaign will come with its own potential reward, should the Helldivers be victorious in a majority of the Major Orders within it. The terminal will also feature an archive (to be populated as the first campaign concludes) so that new and returning Helldivers can read up on the twists and turns of previous campaigns.
⚖️ Balancing
General balance changes
Vehicle armor and enemies AP rebalance
• Super Earth vehicles now have more accurate Armor values (Bastion gets heavy armor, exosuits a mix of heavy and medium armor, ballistic shield heavy armor).
• Some enemies have received increased armor penetration values so they can deal with the vehicles, but not all. There will be a lot of smaller enemies and explosions that won't be able to hurt something like the Bastion or the Exo Suits (scavengers, Automatons small arms fire, hunters, small to medium obstacle explosions, cyborg small arms etc).
• But there are still a lot in the enemies arsenal that can hurt you (and also important is that a lot of YOUR arsenal now has a harder time hurting your own vehicles).
• Some enemies have had their durable damage reduced
• There are too many changes to properly list, so we ask you to play and tell us how it feels. The intent is the following
• The Bastion tank should feel “tankier” and ignore small attacks, withstand more medium attacks and its survivability against heavy attacks should be unchanged
• The Exo Suits have a similar change as the Bastion tank in terms of ignoring more small attacks and withstanding medium attacks better. The increase in health should overall make it feel a bit more tanky even against heavy attacks.
• The FRV has received an increase in health that will make it handle medium attacks similar to before, but be able to withstand heavy attacks better granting better survivability.
• The Ballistic Shield should feel like it can ignore small attacks and handle medium attacks better.
Sentry health rebalance
• Increased the health of all sentries by 100% to compensate for the general damage increase of enemies vs vehicles.
• We have previously increased durable damage on a lot of enemies and since sentries are durable they have lost some of their utility. We didn't want them to become squishier, this change should improve their versatility on the battlefield.
Reloading improvements
• Improvements to make reloading more responsive, part of this is allowing reloading while dodge diving, also remembering the reload state better so if you're ragdolled while reloading you will continue it when regaining control.
• Introduced the concept of delayed reloads. If you try to trigger a reload while the player is not allowed to do so, the reload will be delayed until the player is able to reload with a maximum of 1.2s delay from when the reload input was pressed.
Bastion Pattern Customization
• If you own the vehicle patterns from a Premium Warbond, they can now also be applied to the Bastion Tank! It does not apply to Legendary Warbonds retroactively at this time.
Decreased Exo Suit cooldown
• Reduce the cooldown of mechs from 10 minutes down to 8. The intent is to find a better balance with mechs and allow more time with fun stratagems
Throwables amounts rebalance
• Intent is to make some of the less used throwables more available and viable options
Orbitals damage rebalance
• Intent is to make the larger orbitals feel more like the large projectiles from orbit as they are so the projectile and explosion damage should better match that.
• Larger projectiles explosions like the 380mm and 120mm are increased to make close hits more effective vs larger enemies like Chargers.
• Compared to explosions like the Ultimatum these will have less damage at the center, but also less damage fall off so it will have a more consistent damage over its total area.
• The Railcannon also got more damage to be more effective vs some of the largest enemies like the Vox engines. It will still not one shot the largest enemies like Factory strider, Hive lord and similar.
Primary weapons
M7S SMG
• Moved scope offset closer to the scope so it will be easier to use in ADS mode.
Throwables
G-48 Giga Grenade
• Increased refill from 1 to 2
TED-63 Dynamite
• Increased max amount from 3 to 4
G-50 Seeker
• Increased Start amount from 3 to 4
• Increased refill from 2 to 3
• Increased max amount from 4 to 5
G-12 High Explosive
• Increased Start amount from 3 to 4
• Increased refill from 2 to 3
• Increased max amount from 4 to 5
G-16 Impact
• Increased Start amount from 3 to 4
• Increased refill from 2 to 3
• Increased max amount from 4 to 5
G-7 Pineapple
• Increased start amount from 3 to 4
• Increased refill from 2 to 3
• Increased max amount from 4 to 5
G-23 Stun
• Increased start amount from 3 to 4
• Increased refill from 2 to 3
• Increased max amount from 4 to 5
G-109 Urchin
• Increased start amount from 2 to 4
• Increased refill from 2 to 3
• Increased max amount from 4 to 5
G-10 Incendiary
• Increased start amount from 3 to 4
• Increased refill from 2 to 3
• Increased max amount from 4 to 5
G-13 Incendiary Impact
• Increased start amount from 3 to 4
• Increased refill from 2 to 3
• Increased max amount from 4 to 5
Stratagems
Eagle 110mm Rocket Pods
Intent: Make it better at one shotting smaller heavies like Chargers, Hulks, Harvesters (without shields). It can also kill some larger enemies like Tanks well. It is still not a 100% guaranteed kill, but it will be more reliable.
• Increased explosion damage 200 to 300
• Increased explosion durable damage 200 to 300
• Increased explosion armor penetration Medium to Heavy
• Rockets are fired in a closer pattern to each other to make it easier to hit smaller targets.
• Lower force impulse on explosion from 40 to 10 (This is to make enemies not fly away to much when they die, because we increased the armor penetration of the explosion)
Orbital Precision Strike
• Increased projectile damage 3500 to 4000
• Increased projectile durable damage 3500 to 4000
• Increased explosion damage 1000 to 1500
• Increased explosion durable damage 1000 to 1500
Orbital 380mm HE Barrage
• Increased projectile damage 3500 to 4000
• Increased projectile durable damage 3500 to 4000
• Increased explosion damage 1000 to 1500
• Increased explosion durable damage 1000 to 1500
Orbital Walking Barrage
• Increased projectile damage 3500 to 4000
• Increased projectile durable damage 3500 to 4000
• Increased explosion damage 1000 to 1500
• Increased explosion durable damage 1000 to 1500
SEAF Artillery Explosive/High Yield Explosive
• Increased projectile damage 3500 to 4000
• Increased projectile durable damage 3500 to 4000
• Increased explosion damage 1000 to 1500
• Increased explosion durable damage 1000 to 1500
Orbital 120mm HE Barrage
• Increased projectile damage 2500 to 3500
• Increased projectile damage 2500 to 3500
• Increased explosion damage 750 to 1200
• Increased explosion damage 750 to 1200
Orbital Railcannon Strike
• Increased projectile damage 7500 to 10 000
• Increased projectile durable damage 7500 to 10 000
S-11 Speargun
The projectile was negated by the Gas resistance armor which did not make much sense. The explosion of the projectile is still gas elemental.
• Change the projectile damage type from gas to none
TX-41 Sterilizer
• Increased ammo capacity from 100 to 125
• Increased starting amount of magazines from 2 to 3
• Will be affected less by wind by 60%
All Exosuits
• Increased health from 1600 to 1800
• Increased health of arms from 600 to 800
• Increased health of legs from 400 to 550
• Cooldown reduced from 10 minutes down to 8 minutes
M-102 Fast Recon Vehicle
• Increased health from 2000 to 2400
• Increased health of doors by 50%
• Increased health of tires from 300 to 350
Enemies
Terminids
Charger
• Adjusted the chargers turning arc to make them easier to avoid
• Increase their recovery time after the charge to create a window of opportunity (+1 second). The charger basically keeps running and struggle to stop if it misses its target
• To compensate for this, charge speed has been slightly increased (8->9m/s)
Alpha commander
• Removed cowardly behavior, it will now be more aggressive.
Hunters
• Reduced durable damage of normal attack from 50 to 40
• Reduced durable damage of tongue attack from 45 to 30
• Reduced durable damage of pounce attack from 50 to 35
Warriors and spewers
• Reduced durable damage of normal attack from 80 to 65
Stalkers
• Reduced durable damage of tongue attack from 50 to 35
Automatons
Vox Engine
• Reduced health from 11 000 down to 9000
• Reduced max turn angle of its upper body so it cannot turn as far as it could previously (from 180 degrees down to 140)
• Amount of vox engines allowed to be active at the same time limited to 3
• Reduced health of their cannon turrets from 8000 down to 3500
• Reduced the armor of their cannon turrets from 5 to 4
• Reduced durable on cannon turrets from 1 to 0.7
• Increased damage of cannon turrets explosion to significantly hurt the vox engine when it dies
Illuminate
Elevated Overseer
• Added one attack pattern (short attack burst followed by a longer one)
• Reduced the current attack duration
• Reduced accuracy on moving targets
🔧 Fixes
Special Shoutout
• Stimming is no longer interrupted by stagger
Crash Fixes
• Fixed a rare crash that would happen when a player joined a game
• Fixed a rare crash which would occur when causing an excessive amount of explosions in a single frame
Weapons & Stratagem Fixes
• Fixed a bug where several weapon customizations weren't properly saved when the option was ticked in the player settings
• B/FLAM-80 Cremator no longer shows the 'Heavy Armour Penetrating' stratagem trait, following similar incendiary weaponry
• A/FLAM-40 Flame Sentry and EXO-51 Lumberer Exosuits flamethrower can now damage targets within 3 meters of the sentry
• P-33 Missile Pistol weapon now shows the right trait tags in the menu
• The R-2 Amendment reload now continues correctly if interrupted - if reload is interrupted early, it will not lose magazines
• The secondary weapon's chosen customization correctly persists after death if the menu option is selected
• Orbital Gatling Barrage will play the correct audio
• The StA-X3 W.A.S.P. Launcher can target illegal broadcast transmitter towers
• Part of the Bastion Tank's barrel can be damaged with a light penetration weapon
• Phalanx divers rejoice! Laser beams, explosion damage, electrical arcs and melee attacks no longer collide with the directional shields of your team-mates when hit from behind.
• SG-97 Sweeper should now reliably eject shells when slamfiring
• The WASP launcher can target the Illegal Broadcast transmitter tower
Enemies
• Fixed physics to allow more representative shooting on the Dragonroach abdomen
• Veracitor will not trigger its charge within a narrow path, reducing instances where they'll clip though destructible obstacles
Miscellaneous Fixes
• A hidden broadcast terminal was relocated to its correct spot so that the Helldivers can once again access it
• Players are no longer removed from terminals when switching between controller and Keyboard and Mouse
• D-pad/arrow keys navigation can come up and down when viewing teammates' equipment loadout
• Traversing through foliage such as bushes will no longer interrupt sprinting, which should result in less momentum loss
• Fixed several issues with some mission assets animation being out of sync for joining players
• Fixed issue where the map marker for "Retrieve Mutant Larva" objective always displayed in a radius
• Hints have better placements for the reinforcement Hellpods in commando missions
• SEAF SAM site missiles now have better software to detect and detonate near enemy air units
• Fixed a bug where certain Automaton mines turned invisible when a nearby mine exploded
• Fixed a case where the Helldiver head twitched when leaving the Hellpod
• M-102 Fast Recon Vehicle no longer plays audio for doors if they have been removed from the vehicle
• Parts of the TD-220 Bastion MK XVI barrel base can no longer be damaged with a light penetration weapon
• Fix issues with certain physics collisions having no audio
• Fixed Automaton mines getting under ground after a nearby mine explodes
• Fixed an issue where an Eradicate Automaton Forces level could generate underwater
• Fixed a traversal issue where enemies could not reach the player in one of the levels in the E-710 Extraction mission
• Fixed a traversal issue where enemies could not reach the player in one of the levels in the Annex Untapped Mineral Site mission
KNOWN ISSUES ("https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe800")Machinery of Oppression: 6.2.6
Attention Helldivers,
Read full patch notes
Attention Helldivers,
This hotfix addresses a number of issues reported after the release of Machinery of Oppression (6.2.5).
We’re continuing to track feedback around upscaling quality and performance, and Nixxes and Arrowhead are actively working on further optimizations and improvements.
Patch Highlights
• Improved image quality when using NVIDIA DLSS, AMD FSR or Intel XeSS upscaling.
🔧 Fixes
• Fixed crashes related to Intel XeSS upscaling
• Dynamic Resolution Scaling is now turned off by default
• We’ve seen your reports on Dynamic Resolution Scaling causing graphical issues on some graphics cards. While working on a proper fix, we’ve disabled DRS by default on PC. You can still manually enable DRS if desired
KNOWN ISSUES ("https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues" style="pill" buttoncolor="#ffe800")Transmission from the Game Director: Progressing Progression
Greetings Helldivers,
Read full patch notes
Greetings Helldivers,
This week we're passing the keyboard to our game director, Mikael Eriksson, to chat about the near future of progression in Helldivers 2. Spoiler alert - changes to both Community and Personal progression are inbound!
Hello,
Today there's a lot to talk about, but let's start by talking about progression, and why it's not progressing faster.
The way we see it, there's two broad categories of progression in our game: Community Progression, which is the community journey and contribution to the Galactic War, and Player Progression, which is your personal journey, and contribution and impact on the war development. Both are very important to us and I want to share some of the development work taking place on these systems.
We have consistently received feedback around our endgame progression plans, with players asking about level cap increases and additional ship modules. Simply put: we feel like previously seen progression elements, like raising the level cap in silo, aren’t enough and wouldn't address your feedback on a foundational level. We are going to raise the level cap, but ideally, when we deepen the progression, we want there to be more valuable upgrades for every kind of player–not just our players who have unlocked 100% of all the offerings.
Let's start with Community Progression.
Some of the most epic moments in this game have been when the community worked together to achieve common goals ("send more dudes!"). Everything from earning cool rewards to shaping the lore of the universe like unlocking the Exosuit, saving the children, or holding the line against the Illuminates on Calypso. However, we want to do more to improve how players interact with the Galactic War, collaborate as a community, and receive rewards.
For example, it's never been clear if the actions of the community actually lead to different outcomes, or if it's all just smoke and mirrors.The reality is that the community impact on the Galactic War differs, but even in the cases where we did a lot of work to prepare for very different outcomes, we've struggled to communicate it in the game
Additionally, unless you joined right at the start of a big event like the Battle for Super Earth or the Cyberstan Invasion, it's been difficult to understand what's going on. Even if that can be funny sometimes, ("... all I know is that I must kill!"), it was never intended to be confusing for players.
For those and other reasons, we are launching Galactic War Campaigns in June. In a nutshell, Campaigns are the next evolution of Major Orders. They will be roughly 1-3 weeks in length with the intention that it will always be clear what the active Campaign is, how it's going, what the outcomes have been, and what's at stake.
In more exciting news: the other thing we heard is that players like to EARN more rewards, so the introduction of Campaigns means there will always be at least one Campaign reward if the conditions are met. We want to make these rewards special, because we also think players should earn more than just medals. We’ll experiment with different rewards, ranging from gameplay altering effects to cool items, and alongside you, we'll keep playing with this over the coming months and see what you think. It also means there is more stuff for players to work towards outside of warbonds. Pray J.O.E.L is feeling generous, the first reward you’ll be working to unlock is a new FRV!
Looking a bit further into the future, I want to talk about Planet Warfronts.
Before we launched the game, we experimented with dynamic warfronts on planets, where players needed to make strategic community decisions on a planet level in order to liberate it. While it was promising, we realized we didn't have the content needed to do it justice at the time. We feel we've now added enough content to realize the vision we had for Planet Warfronts, and it's going to be the next big thing we're working towards in the Galactic War. When you've seen Johan talk about experimenting with roguelite systems, he was referring to this.
When we introduce Planet Warfronts, missions will be grouped under different categories:
• "Defend" missions in liberated territory
• "Frontline War" missions on the frontlines
• "Behind Enemy Lines" missions in enemy controlled territory
Players will fight to reach key strategic locations on planets, like cities, which can have different active enemy variants in different areas of the planet. Of course, you’ll still have the Game Masters to contend with, too. In the final version of this feature, there will also be gameplay altering effects and consequences for achieving planet liberation goals, like reaching and liberating a city within X time or disabling enemy artillery in one location to unlock crucial Operations. The intention is to make it more fun to liberate planets with your squad and deepen the Galactic War and Community Progression systems. We want liberating planets to feel unique and epic for everyone. We have some development and design work ahead to make these feel great and provide the best experience, but I wanted to share just one of the ideas we have in active development. More to come on these changes in the next few months!
Alright, but what about Player Progression?
As Game Director, it's important to me to make sure our players' personal motivations to play Helldivers 2 aren't in conflict with the goals of both their immediate squad or the community as a whole. For example, if you had a goal to kill 100 Bile Titans, and your squad didn't, you might be inclined to go, "Sorry guys, I've got medals to earn. Leeeerooooy!" I feel that Personal Orders have run into this issue many times, so we are transforming that system into "Personal Campaign Progression." The intent is for every Galactic War Campaign to come with a personal progression reward track. That way, even if the community fails to reach a larger goal, players can still do their part toward their personal goals and get rewarded with cool things to mark their participation in various Campaigns. This change won't happen with the launch of Galactic War Campaigns, but we are planning to deploy it this year.
Lastly, let's talk about ships! We’re bringing two big changes to your Super Destroyers: we are extending gameplay progression and adding customization to make every ship unique.
Upgrading your ship will be the most exciting for players early on in their Helldivers 2 journey, but we also have some plans for the long term. An area that isn't really living up to its potential is the ship module system: right now, players have the same progression path, with very little agency or ability to adapt to different playstyles. And even if you've unlocked all the ship modules, your ships don't really look that different or feel personalized in any way.
For that reason and more, we're working on an overhaul of the ship module system that will change how this works, by adding more player agency and significantly increasing the offerings for players to progress. Not only that, we're also adding more ships! The biggest shift we've done internally is we now have a dedicated ship team, working on the first new ship. Our intention is that each new ship will have their own unique progression paths, specializations and customizations. And if you like the ships, we want to keep adding them; at least the ones we've planned so far!
I can't share when the new ship can reach your hands... yet, but I'll be sharing more details later this year for certain.
One last thing I can share is a list of some upcoming fixes that we also hope will improve your experience in Helldivers 2.
You can expect to see these changes very soon:
• Helldivers will be able to use assisted reload, as long as either the carrier or the reloader of the weapon have the corresponding backpack.
• More emotes! Helldivers will have 8 emote slots instead of 4.
• Reducing dead input on stimming.
And coming a bit further down the line, we’re tackling
• Stratagem bouncing. We've assembled a task force to prototype fixes for this issue and we're hoping to have it solved by the end of the year.
• Hellpod steering. Similar to stratagem bouncing, we're also tackling this long standing issue.
• Improving enemy and player traversal, which includes environmental collision and reducing movement penalties on grass and vegetation.
• Increasing the level cap to 300
• Economy and resource improvements
• Fixes to the Warbond and Superstore menus that make them easier to navigate.
• Closed beta testing that focuses on stability and balancing, and that includes getting beta test feedback from our Propaganda Commanders.
While this is not an exhaustive list of everything we're planning, I hope it gives you some insight into what's coming up next for Progression, and some of the reasoning behind the path we've chosen. I can't wait to hear and read what you think, and to get this into your hands.
See you on the battlefield,
Mikael
Game DirectorHelldivers 2 is a cooperative third-person shooter developed by Arrowhead Game Studios and published by Sony Interactive Entertainment for PlayStation 5 and Windows. Released on 8 February 2024, it is the sequel to Helldivers (2015).
Set in the 22nd century, players take the role of Helldivers, elite soldiers dispatched to spread managed democracy across the galaxy. The game was a critical and commercial hit, winning multiple awards and becoming one of the best-selling titles of 2024.
Gameplay
Up to four players drop onto hostile planets to complete objectives while fighting three enemy factions. Before each mission, players pick their loadout and stratagems, orbital abilities like airstrikes, supply drops, and vehicle deployments called in via directional input sequences.
Missions span 10 difficulty levels. Players fight or sneak through enemy territory, complete objectives, then call in an extraction shuttle and survive 90 seconds of heavy combat to escape. Enemies have unlimited reinforcements, so avoiding unnecessary fights is often the smarter play.
The Galactic War
All players share a single persistent war. Every completed mission deals damage to a planet's health pool, pushing it toward liberation. Enemy factions push back constantly, regenerating planet health when player activity drops. A game master at Arrowhead adjusts the war in real time, creating dynamic campaigns and escalating threats.
This companion site tracks the current state of that war, active campaigns, liberation progress, major orders, and estimated completion times.
Based on information from Wikipedia (CC BY-SA 4.0) and in-game sources.
Statistics
50.4K
Patriots in Game
953.9M
Lawful Victories - Ø 91%
992 centuries
Total Time Invested
207.8B
Pesty Bugs Killed
111.3B
Robots Annihilated
69.3B
Illuminates Killed
1.8T
Ammunition Shot
8.3B
Fallen Soldiers
956M
Collateral Friend Kills
93.1M
Missions Lost :(
Frequently Asked Questions
In Helldivers 2, Super Earth fights a Galactic War against the Automatons (robots), the Terminids (bugs), and the Illuminate. During gameplay you choose which front to fight on. Active campaigns rotate over time, driven by a game master at Arrowhead who shapes the war in real time.
The Galactic War is shared across all players. Every completed mission chips away at a planet's health pool, pushing it toward liberation. This site tracks that progress, active campaigns, liberation percentages, and estimated completion times.
On the dashboard, each planet card shows its current liberation status. The map displays pins for active planets with their liberation rate.
How does liberation math work?
- Each planet has an internal max HP. Attacking planets have a fixed pool of 1,000,000. Defense campaigns vary from roughly 600k to over 2 million.
- Planets regenerate HP constantly, usually 1.5% to 4.5% per hour, though the game master can push this as high as 20%. Defense campaigns are timer-based and do not regenerate.
- Each completed operation deals damage to the planet. More players on a planet means faster liberation.
- Enemy factions can also launch attacks that drain liberation progress. These show up as sudden dips of 1–2%, sometimes occurring multiple times in succession to stall Super Earth's advance.
Does abandoning an operation negatively impact liberation?
No. Abandoning an operation has no negative effect on a planet's liberation progress. Only completed missions deal damage to the planet's health pool.
Why do planets seem to lose progress overnight?
Every planet regenerates health constantly, usually between 1.5% and 4.5% per hour. When the largest player base (North America) is asleep, fewer missions are completed but regeneration continues. The result is a visible dip in liberation by morning. Defense campaigns are the exception, they run on a fixed timer with no regeneration.
What does "Other Planets" mean on the dashboard?
This refers to players running missions on planets that aren't part of an active campaign. Their damage is real but typically too low to overcome the planet's health regeneration, so those planets stay at full health. The game master can account for this activity, so it doesn't hurt the war effort.
What are supply lines on the galactic map?
Supply lines are connections between planets that determine which planets can be attacked next. Liberating a planet opens supply lines to its neighbors. Losing a planet can cut off access to others. The game master can also open or close supply lines manually to shape the war.
Answers compiled from helldivers.io and community sources.
PC System Requirements
Per Steam store listing. Also available on PlayStation 5.
OS: Windows 10
Processor: Intel Core i7-4790K or AMD Ryzen 5 1500X
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 1050 Ti or AMD Radeon RX 470
Storage: 100 GB available space
64-bit processor required
OS: Windows 10
Processor: Intel Core i7-9700K or AMD Ryzen 7 3700X
Memory: 16 GB RAM
Graphics: NVIDIA GeForce RTX 2060 or AMD Radeon RX 6600XT
Storage: 100 GB available space
Additional Notes: SSD Recommended
64-bit processor required