Arrowhead, making Objectives harder, and more Team oriented is the key to a Harder Difficulty (D11)
I've been saying this for a while now. Nerfing guns, making enemies stronger against your tools, and nerfing the Helldiver is not how you make this game more difficult.
Having difficult objectives that requires your full attention while swarms of enemies are attacking you is. Also making them able to be done solo, but 10x more harder to do without a team. I've talked about in the past that there is a severe lack of new missions, and mission variations. Arrowhead has to be willing to put into the work.
I've compile a list of the current objectives and make D11 variations to them. As well as some new missions.
Launch ICBM: We all know this one. Start the Generator, Pump fuel, get the codes, launch the missile. Simple and straightforward.
D11 Launch ICBM (Terminids):
Generator: Same set up as before, but before starting up the Generator it must be repaired with a new Objective only strategem, Repair Kit. Once done the start up triggers a bug breach. You must denfent the generator because it can be destroyed. So recklessly throwing stratagems won't work. If the generator is destroyed, Mission Failed.
Pumps Fuel: Fuel pump and fuel lines are completely destroyed, you must use a GRATER to pump fuel from the area, and transport it to a nearby location near the Missile Silo and distribute the fuel there. If the GATER is destroyed, Mission Fail.
Get the Codes: Same as before.
Launch ICBM: Because of the Silo and heat provided by the Missile creating a perfect incubator for their eggs, the Terminids built a Mega Nest around the Missile. Before prepping the missile to launch, Divers must repair the control panel, carefully destroy the eggs and structures around the Missile and inside the silo so it can be raised up, then launch. Mission Completed, extract.
Destroy the ICBM (Automaton): The Automatons have taken over the Nuke and plans to use it for a lethal strike against SEAF. Helldivers must stop this. Helldivers have 20 minutes initially, completing each main objective adds an additional 5 minutes. You must stop the Automatons from launching the Nuke or it's Mission Failed.
Generator: The Automatons have repurposed the generator and built a base around it. It's being used to power their shield around their Fortress where the ICMB resides. Helldivers cannot get into the Fortress until they destroy the generator. This Base is equipped with a Detector Tower, and two Airship fabricators. You must destroy all three to bring down the shield protecting the generator. After, use a Hell Bomb to destroy it. Cannot use a portable Hell Bomb as it's not powerful enough.
Fuel Pump: The Fuel pump has also been taken over and is being used to fuel the Automatons Spaceships, and fuel the ICMB. This Base has a Shielded Strategem Jammer that must be manually shutdown. There are Heavy Fabricators in this base and turrets walling off the Fuel Pumps.
Destroying the ICMB: After destroying the Generator and Fuel pump, you can now siege the Fortress. The Missile has an auxiliary shield protecting it. Divers must find and destroy 3 mall generators in the fortress powering the shield. After disabling the shield you must hack their terminal and do a new type of mini game to set the ICMB to self destruct.
Once done, you have 4 minutes to extract.
Restore the ICMB (Illuminate):
The Illuminate have stripped out the uranium in the ICMB Warhead and are running experiments to utilize it against Super Earth.
Divers must retrieve the stolen Uranium, download all research data, destroy their base, return the Uranium to the ICMB, repair the Missile, and then launch it. Codes not needed. Divers must extract with research data or it's Mission Failure.
This is just an example of one mission type variants for each enemy faction. There's a lot more they can do. I think after almost 2 years, we deserve some more missions and variety.
Posted Nov 28, 2025, 5:50 PM UTC