
Palworld Sekhmet Guide: Stats, Skills, Location & Egg
New Helldivers 2 TCS 2.0 tier list is live now. Every stratagem and weapon ranked, judged, mocked. Read it before Super Earth drafts you back in.

Helldiver. You've survived long enough to need a Helldivers 2 tier list, which means you've also survived long enough to have made some genuinely embarrassing loadout decisions. This guide fixes that. It covers the new Helldivers 2 TCS 2.0 campaign, ranks every stratagem and weapon worth mentioning, and does so without pretending your Liberator Penetrator was ever a good idea.
The TCS 2.0 campaign is Super Earth's second attempt at building a wall the Terminids can't chew through. The first one, Termicide, worked right up until it didn't, mutating the very bugs it was meant to erase into something angrier and more numerous. Naturally, the Ministry of Defense's solution is to build the same wall again, only bigger, and call the problem solved. You are the labor. Five defense missions stand between "under construction" and "somehow still standing," and the entire community has to clear them together, because nothing builds character like shared, involuntary responsibility.
Functionally, this is a construction of the Terminid Control System 2.0, a defensive megastructure that replaces the old chemical-spray approach with something that at least looks less likely to backfire biologically. Whether it actually is less likely to backfire is a question Super Earth has, characteristically, declined to answer.
Reward for showing up: finish the campaign and the whole playerbase unlocks the R-4 Hyena Marksman Rifle. No stats have been published yet, which is either exciting or a warning sign, depending on how much you trust patch notes.
Here is the part you actually came for. Difficulty 8 and above, because below that literally everything works and this list would be pointless. Faction matters enormously, so don't cry when your S-tier pick against bugs turns into a paperweight against bots.
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Stratagem rankings by tier |
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Tier |
Stratagem |
Why it's here |
|
S |
Eagle 500kg Bomb |
The answer to almost every question, including questions you haven't asked yet. |
|
S |
Orbital Railcannon Strike |
Point, click, delete one very large problem. Cooldown is the only thing standing between you and godhood. |
|
S |
Quasar Cannon |
No ammo to manage, no backpack to lose. Just aim and ruin someone's day. |
|
A |
Railgun |
Excellent once you learn unsafe mode. Terrible while you're still learning it, usually fatally. |
|
A |
Autocannon Sentry |
Handles medium threats so you don't have to think about them, which is the whole point of automation. |
|
A |
Orbital Laser |
Expensive, dramatic, and briefly makes you feel like the mission is under control. |
|
B |
Stalwart |
Sustained fire for people who enjoy pulling a trigger more than reloading. |
|
B |
Supply Pack |
Unselfish, thankless, and the reason your squad survives its own poor ammo discipline. |
|
C |
Mortar Sentry |
Kills bugs. Also kills you. Deploys with the emotional maturity of a toddler holding a grenade. |
|
D |
Eagle Smoke |
Obscures the enemy's vision and yours, solving nothing for anyone involved. |
None of this exists in a vacuum. Any serious Helldivers 2 stratagems tier list has to account for faction matchups: fire and gas dominate against Terminid hordes, precision tools win against Automaton armor, and sustained crowd control is mandatory against Illuminate swarms. Ignore this and you'll bring a flamethrower to a bot drop and then, inevitably, complain that the game is unfair.
Primary weapons matter more than your ego wants to admit. A shotgun that shreds bugs will bounce uselessly off Automaton plating, and no amount of positive thinking fixes that. This Helldivers 2 weapons tier list assumes Helldive difficulty, because that's the only difficulty where bad choices get punished visibly and immediately.
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Primary weapon rankings |
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Tier |
Weapon |
Best against |
|
S |
Diligence Counter Sniper |
Automatons, Illuminate weak points |
|
A |
Breaker Incendiary |
Terminid hordes, panic-inducing situations |
|
A |
Autocannon (support) |
Everything with armor, arguably everything |
|
B |
Liberator Penetrator |
Whatever's in front of you, eventually |
|
C |
Plasma Punisher |
Slow-moving problems you can predict |
There is no single answer to "what's the best Helldivers 2 loadout," and anyone who says otherwise is selling something. The closest thing to a rule: one anti-heavy option, one crowd-control option, one utility pick, and a backpack you'll actually use instead of forgetting exists. That's the entire formula behind every functional Helldivers 2 best loadout discussion the community has had since launch, dressed up in different words each time.
TCS 2.0 also debuts as part of the new Helldivers 2 Galactic Campaigns system, which replaces the old Major Orders with structured one-to-three-week story arcs. In theory this means clearer goals and rewards you'll actually use. In practice it means Super Earth has simply rebranded the treadmill and given it a Control Center to watch you run on it.
Whether you're grinding this for the rifle or just showing up because your squad guilt-tripped you into it, the underlying meta hasn't changed: bring the right tool for the enemy in front of you, respect the Helldive difficulty curve, and stop expecting the game to reward optimism over preparation.

New Helldivers 2 TCS 2.0 tier list is live now. Every stratagem and weapon ranked, judged, mocked. Read it before Super Earth drafts you back in.

New Helldivers 2 TCS 2.0 tier list is live now. Every stratagem and weapon ranked, judged, mocked. Read it before Super Earth drafts you back in.

New Helldivers 2 TCS 2.0 tier list is live now. Every stratagem and weapon ranked, judged, mocked. Read it before Super Earth drafts you back in.

TCS 2.0 is a new defensive megastructure campaign, requiring five defense missions to protect its construction from Terminid attacks entirely.
Completing the full community campaign unlocks the R-4 Hyena Marksman Rifle, a new weapon with stats not yet officially revealed.
The Eagle 500kg Bomb, for its generous kill radius and short cooldown, handles nearly every heavy threat across all three factions.
Constantly. Fire and gas excel against Terminids, precision tools win against Automatons, and sustained crowd control matters most against Illuminate.
Yes, Galactic Campaigns now replace Major Orders entirely, offering timed one-to-three-week story arcs with clearer, more usable rewards.


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