Let’s face it: for all the ways Helldivers 2 lets us deliver explosive democracy to alien scum, its energy weapons feel like bringing a potato gun to a nuclear war. While Arrowhead Game Studios has created one of the most satisfying co-op experiences in recent memory, there’s one department where they’ve missed the mark worse than a Helldiver calling in an orbital strike on their own position.
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The problem isn’t just that energy weapons like the ARC-12 Blitzer or LAS-5 Scythe feel underwhelming—it’s that they lack the imagination and versatility that could make them truly special. When you compare them to what other sci-fi shooters are doing with energy-based destruction, it feels like Helldivers 2 is stuck in the tutorial phase.
What if, instead of just “gun but lightning” or “gun but laser,” we could harness the power of elemental destruction in ways that would make even the most hardened bug think twice about challenging Super Earth?
Why Helldivers 2 energy weapons need a Destiny-style makeover
The current energy weapon lineup in Helldivers 2 is functional but uninspired. Take the ARC-12 Blitzer—a shotgun that fires lightning instead of pellets. Sure, it has infinite ammo, but its slow fire rate (45 shots per minute) and limited range (30m) make it situational at best.
Then there’s the LAS-5 Scythe, which fires a continuous laser beam with no recoil. Sounds cool, right? Until you realize it only does 350 damage per second—barely enough to tickle medium-sized enemies unless you’re precisely targeting weakpoints. It’s less “death ray” and more “annoying flashlight.”
Even the newer additions aren’t solving the fundamental problem. The LAS-17 Double-Edge Sickle from the new Servants of Freedom warbond tries to add some spice with its risk/reward mechanic. Arrowhead even buffed it in the February 11th patch, giving it increased armor penetration and damage at higher heat levels—but it’s still just a variation on the same limited theme.
What if Arrowhead took inspiration from Destiny 2‘s elemental system instead? Imagine if the Scythe could be modified with different elemental affinities—Arc for chain lightning effects, Solar for burning damage over time, or even Stasis for freezing enemies in place. Each element would provide tactical advantages against specific enemy types, adding a layer of strategy beyond “point and shoot.”
The potential for creative destruction is practically unlimited. A Void-infused energy weapon could create gravity wells that pull bugs together for easier extermination. A Strand-inspired variant could suspend enemies helplessly in mid-air. Now that’s democracy worth fighting for.
Learning from Bungie’s elemental mastery
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While Destiny 2 might be past its prime in some respects, its weapon system remains one of the most satisfying in gaming. The way Bungie handles elemental affinities creates meaningful gameplay differences that Helldivers 2 could definitely benefit from.
Take Destiny 2′s Trace Rifles—continuous beam weapons not unlike the Scythe. But instead of just one boring flavor, they come in various elemental types with unique effects. Lodestar, an Arc Trace Rifle, can apply Jolt to enemies, causing chain lightning damage. Imagine that functionality against a swarm of those freedom-hating bugs.
Helldivers 2 already has the foundation for this system. The game’s existing status effects like burning, poison, and stun show Arrowhead understands the value of battlefield control. Expanding these concepts to energy weapons is the logical next step.
The beauty of Destiny 2‘s system isn’t just the visual flair—it’s how elements interact with enemies and environments. Solar creates burning effects, Arc chains between targets, and Void suppresses enemy abilities. Imagine calling in a stratagem that temporarily infuses your squad’s weapons with elemental energy, turning a standard defense mission into an elemental light show of bug destruction.
What do you think? Would elemental affinities make Helldivers 2‘s energy weapons more appealing, or are you satisfied with the current options? Share your thoughts in the comments below!
This post belongs to FandomWire and first appeared on FandomWire