[Bonus] Helldivers vs ODSTs (Helldivers vs Halo)
“Death from above”
-7th Bomb Wing Motto
The Helldivers, Super Earth’s stalwart line of freedom
Orbital Drop Shock Troopers, the Helljumpers of the UNSC
It takes the most elite soldiers and a special kind of crazy to fly feet first from orbit into an active warzone. When Earth’s alien invaders come knocking, these brave souls descend from the skies to defend humanity from all that may threaten it. But if these two factions of special forces were to meet head to head, who would win? Managed Democracies’ beacons of freedom, or the UNSC’s helljumping shock soldiers?
Before we start…
Please note that many things on ODSTs side are carried over from the main Chief vs Shepard blog in case you notice repeated information.
Otherwise, we’re only going to be covering stuff from Helldivers 2 and any relevant developer statements mainly because holy fuck I wanted to get this and Chief vs Shepard out at some point there’s already way too much material lmfao. Since it’s a live service game, it’ll only be covering stuff up to whenever this blog drops. This blog was additionally finalized before the announcement of the Redacted Regiment Warbond
For ODSTs, we’re going to be throwing one thing out right away: there are Spartans who were ODSTs such as the team Alpha-Nine, as well as Spartans leading who lead ODST operations, and thus are disqualified since it kind of kills the spirit of the match. Anything from before they get augmented is fair game, however. We’re ignoring Covenant and other faction weapons, but we are also going to consider Orbital Support for the ODSTs from things such as Halo Wars and other titles. There won’t be any other support such as the aforementioned Halo Wars’ bases and armies and such since it’s kinda clear how that’ll go down. Basically, even if it’s an airdrop, it’s good, if it’s built from a building, it’s not
Note that there are also a few bits from the game Spartan Strike, but the unnamed player Spartan is simply in a simulation in place of some ODST operations
Background
Helldivers
"Let them come. Let them brawl. Let them face the insurmountable might of the Helldivers"
Super Earth. Our home. Prosperity, liberty, democracy. Our way of life. Managed Democracy is the tenants under which all citizens of Super Earth live under, a revolutionary voting system in which a citizen merely needs to answer a basic questionnaire and have their vote automatically sorted and decided for them, freeing them from burdensome political choices. But this freedom doesn’t come free. The deviant elements of the galaxy in the form of the dictatorial Terminid, Automaton and Illuminate forces seek only one thing; the destruction of the greatest managed democracy the galaxy has ever known. That is, unless defended by a group who have made the most important decisions of their life.
The Helldivers, an elite peace keeping force, dedicated to spreading Managed Democracy throughout the galaxy. Pulled from the greatest recruits that Super Earth has on offer, these sparkling and shining beacons of prosperity fully dedicate themselves to preserving the order of Super Earth. Throughout the galaxy, the Helldivers have fought to defend the greatness of democracy, ever since the first Galactic War a century ago all the way to the present day. The unfair and unjustified Second Galactic War now sees the Helldivers made into heroes and legends, striving to defend all that is important, saving the votes of citizens from falling into the praying hands of socialism and dictatorship, no matter the odds.
ODSTs
“Feet First into Hell.”
Tracing their origins back to the year 2129, a unit known as the Drop Jet Platoon would see action in the later year 2163 in the nascent UNSC’s original Interplanetary War. While seeing little action in the proceeding years, they would eventually re-emerge much later, reformed as the Orbital Drop Shock Troopers in the Unified Earth Government’s civil war against the Outer Colonies Insurrection in 2490. After decades, the war would be put on hold, as a far greater threat would emerge.
Humanity was at war with an alien alliance known as the Covenant, burning human worlds and killing billions in their genocidal campaign. Humanity had been on the losing end of the war for 30 years, yet this never gave pause to the ODST’s and their deployment across the galaxy, seeing action everywhere from human worlds to the enigmatic Forerunner artifacts. Even after the dramatic end of the Human-Covenant War, there would still be no shortage of the brave men and women who dared to drop feet first into hell.
Experience
Helldivers
Chosen from the most Elite of SEAF forces, a Helldiver must go through a grueling and arduous training regime, with only a 21.3% survival rate. Consisting of crawling under barbed wire and turret fire, killing bugs and the use of Stratagems, this minutes long training exercise to earn the Helldivers cape ensures that they will be ready for everything that is to come in the few glorious minutes the Helldivers tend to stay alive in order to complete their duty to freedom.
ODSTs
ODST’s are volunteers of other special operations groups within the various branches of the military. After large amounts of screening, they get subjected to brutal training to further weed out the candidate pool. ODST training involves weeks of exercise, harsh conditions, and simulations of battlefield conditions, alongside small unit tactics and the use of their drop pods. They are quoted as only behind Spartans in terms of combat ability.
Arsenal
Helldivers
Weaponry
The weaponry of the Helldivers are the ballots cast in the vote of the neverending fight against the unjust and autocratic occupation of the cosmos. They can have light, medium and heavy penetration for more effectiveness against certain armour types and can often come with different attachments
Assault Rifles:
AR-23 Liberator - Standard issue assault rifle for all Helldivers. Light penetration, 45 bullet magazines, 640 RPM, 8 magazines
AR-23P Liberator Penetrator - Medium penetration
AR23C Liberator Concussive - Higher magazine capacity and staggers enemies easier in exchange for 400 RPM and 6 magazines
AR-23A Liberator Carbine - 920 RPM with more recoil
StA-52 Assault Rifle - Light Penetration, 56 bullet magazines, 790 RPM, 6 spare magazines
AR-23 Pacifier - Medium penetration, 40 bullet magazines, 700 RPM, 8 spare magazines. Fires stun rounds
AR-2 Coyote - Medium penetration, 45 bullet magazines, 600 RPM, 8 spare magazines. Fires incendiary rounds
MA5C Assault Rifle - Medium penetration, 32 bullet magazines, 640 RPM, 8 spare magazines, hey wait just a second-
AR-61 Tenderizer - Light penetration, 35 round magazines, 600 - 850 RPM, 7 spare magazines
BR-14 Adjudicator - Medium Penetration, 30 round magazines, 550 RPM, 8 spare magazines
AR/GL-21 One-Two - Light penetration, 40 round magazines, 650 RPM, 6 spare magazines. Comes with an underbarrel grenade launcher with 3 spare grenades
Marksman Rifle:
R-2 Amendment - Semi-automatic/three round burst rifle. Light penetration, 20 bullets per magazine with 8 spare
R-2124 Constitution - Bolt action rifle given to all Super Earth citizens to encourage military service. Medium penetration, 5 rounds, 99 spare, comes with a bayonet and bottom one weapon in the game
R-6 Deadeye - Medium penetration lever action rifle. 8 round capacity, 60 spare
R-63 Diligence - Medium penetration, semi-automatic, 25 bullet magazines, 8 spare magazines
R-63CS Diligence Counter Sniper - More damage per bullet, trading for less magazine size and weapon handling
SMGs:
MP-98 Knight - Light penetration, 50 bullet magazines, 1380 RPM, 7 spare magazines
StA-11 SMG - Light penetration, 48 bullet magazines, 1050 RPM, 7 spare magazines
M7 SMG - Light penetration, 48 bullet magazines, 872 RPM, 7 spare magazines. Also comes with a suppressor
SMG-32 Reprimand - Medium penetration, 25 bullet magazines, 490 RPM, 9 spare magazines
SMG-37 Defender - Light penetration, 45 bullet magazines, 520 RPM, 7 spare magazines
SMG-72 Pummeler - Light penetration, 45 bullet magazines, 475 RPM, 7 spare magazines
All except the Reprimand can be used one-handed and in conjunction with later stratagems
Shotguns:
SG-8 Punisher - Light penetration pump shotgun, 16 round capacity and 60 spare shells
SG-8S Slugger - Uses slugs instead of buckshot
SG-451 Cookout - Uses incendiary rounds
SG-8P Punisher Plasma - Fires exploding plasma rounds
SG-20 Halt - Double barreled pump shotgun with 8 rounds per tube and 60 spare shells. Can swap between medium penetrating flechettes and light penetration stun rounds
DBS-2 Double Freedom - Medium penetrating double barrel shotgun with 40 spare shells. Can fire one or both shells simultaneously
M90A Shotgun - Light penetrating pump shotgun, 6 round capacity with 44 spare shells
SG-225 Breaker - Light penetration, fully automatic at 300 RPM. 16 shell magazine with 7 spare
SG-225SP Breaker Spray & Pray - Trades damage output for 26 round magazines and a wider spread
SG-225IE Breaker Incendiary - Uses incendiary rounds
Explosive:
CB-9 Exploding Crossbow - 5 round crossbow with 8 spare clips, equipped with exploding tip arrows. Can be used one handed
R-36 Eruptor - Bolt action explosive rifle, 5 round capacity with 6 spare magazines. Can penetrate heavy armour
Energy Weapons:
PLAS-39 Accelerator Rifle - Chargeable plasma sniper that fires explosive plasma in 3 round bursts. 3 bursts at full capacity, 8 spare
ARC-12 Blitzer - Medium penetration, and fires arcs of electricity that can chain between friend and foe alike
LAS-5 Scythe - Light penetrating laser rifle that fires in a perfectly straight line. Does not have ammo, rather it overheats. Can cool off on its own, but will need a new heat sink if it overheats fully (4 spare)
LAS-16 Sickle - Laser based assault rifle. 7 seconds of continuous fire are allowed, 750 RPM, 3 spare heat sinks
LAS-17 Double-Edge Sickle - Eschews overheating protections for longer bursts of firing, but will harm the user after enough time
PLAS-1 Scorcher - Either semi or full auto plasma rifle. 20 rounds, 350 RPM on full auto, 5 spare mags
PLAS-101 Purifier - Similar, but fires a chargeable blast with better armour penetration
Special
VG-70 Variable - Has a variety of firing modes between volley fire, automatic, and all ammo at once
FLAM-66 Torcher - Lightweight flamethrower, 6 spare fuel canisters
Jar-5 Dominator - Fires jet propelled rounds in semi or burst fire, medium penetration, 15 round capacity and 6 spare magazines
Sidearms:
P-2 Peacemaker - Standard issue semi-auto Helldiver pistol. Light penetration, 15 round magazines with 8 spare
P-92 Warrant - Medium penetrating pistol with 13 round magazines and 8 spare. Fires in bursts. Locks on to enemies before firing
P-19 Redeemer - Full auto pistol. 1100 RPM, 31 round magazine with 4 spare
P-113 Verdict - High damage pistol with 10 round magazines, medium penetration, and 8 spare magazines
M6C/SOCOM Pistol - Silenced pistol with laser and flashlight. 12 round magazines with 8 spare
P-4 Senator - High damage revolver with high penetration. 6 rounds, 40 spare
P-11 Stim Pistol - Pistol that fires stim darts for healing. 6 rounds with 24 spare.
Sg-22 Bushwhacker - Triple barreled sawed-off shotgun, with a fire mode to shoot all barrels at once. 30 spare rounds, light penetration
LAS-58 Talon - Laser revolver that works off heat sinks. Medium penetration with 3 spare sinks
P-72 Crisper - Compact flamethrower as a sidearm, 4 spare fuel canisters
GP-31 Grenade Pistol - Single round grenade launcher, carries 6 extra grenades.
Las-7 Dagger - Continuous laser beam pistol that runs off heat sinks. Carries 3 spare
GP-20 Ultimatum - Short range launcher that fires a single, devastating grenade
PLAS-15 Loyalist - Chargeable plasma pistol that can hold onto charged shots. 7 rounds per magazine, 5 total
Note: All except the Bushwacker are usable one handed
Melee Weapons
CQC-19 Stun Lance
CQC-2 Saber
CQC-30 Stun Baton
CQC-5 Combat Hatchet
CQC-42 Machete
Grenades & Throwables:
G-6 Frag - Standard fragmentation grenade
G-12 High Explosive - Higher damage than the regular grenade
G-10 Incendiary - Ignites targets and terrain when thrown
G-7 Pineapple - Cluster fragmentation grenade that throws shrapnel at nearby targets
G-16 Impact - Lower damage grenade that explodes on impact
G-13 Incendiary Impact - Lower damage incendiary grenade that explodes on impact
G-23 Stun - Flashbang grenade
G-4 Gas - Releases a toxic gas cloud
G-50 Seeker - Short lived explosive drone that seeks targets when thrown. Has limited battery life
G-3 Smoke - Creates a thick smoke cloud
G-123 Thermite - Sticks to surfaces before burning at 2000 Celsius and exploding. Meant for defeating tougher targets
TED-63 Dynamite - High damage blast with a wide radius. Has 5, 15, and 60 second timers
K-2 Throwing Knife - It’s a knife that you throw
G-142 Pyrotech - Showers a radius with sparks before exploding
G-109 Urchin - Sticks to targets before stunning them with electricity
G-31 Arc - Bounces unpredictably and releases bursts of electricity
Attachments:
Note: Attachments cannot be used on every weapon (no sidearms, for instance), and some are not able to be used on certain weapons
Scopes:
Iron Sight
Holo Sight
1.5x Tube Red Dot
2x Tube Red Dot
4x Combat Scope
10x Sniper Scope
Reflex Sight
Reflex Sight Mk 2
Underbarrel:
Angled Foregrip - Increases vertical recoil, reduces sway and increases ergonomics (can aim the gun faster)
Flashlight Vertical Foregrip
Vertical Foregrip - Reduces vertical recoil, but also ergonomics
Laser Sight Angled Foregrip
Laser Sight w/ Flashlight
Barrel:
Compensator - Reduces vertical recoil, but increases weapon sway and worsens ergonomics
Flash Hider - Reduces horizontal and vertical recoil, but increases sway and worsens ergonomics. Reduces the muzzle flash of the gun
Muzzle Brake - Greatly reduces horizontal recoil, but increases sway and worsens ergonomics
Shotgun exclusive barrel attachments:
Duckbill - Increases horizontal and reduces vertical spray
Half Choke - Reduces horizontal and vertical spread
Full Choke - Greatly reduces horizontal and vertical spread
Magazines:
Short Magazine - Increases ergonomics and betters reload time, but reduces ammo size
Extended/Drum Magazine - Increases ammo capacity, but slows reload time and worsens ergonomics
Energy Weapon Heatsinks:
High Capacity Heatsinks - Worsens ergonomics, removes a spare magazine and slower reload, but energy weapons can fire longer
High Dissipation Heatsink - Weapon cools off faster
Stims
The nectar of life that keeps the engine of Super Earth’s war machine quenched, stims restore health, stamina and heal any injured limbs rapidly during its 4 second duration. All Helldivers can carry up to four by default.
NOTICE: STIMS ARE NOT ADDICTIVE, this is merely a dissident rumour
Armour
The strongest shield a Helldiver can possess is their unshakable devotion to Managed Democracy. Their second strongest shield is the protection they wear in the form of their armour. They provide varying levels of protection between light, medium and heavy, a minimap and a variety of effects:
Armour Passives
Rock Solid - Less ragdolling when hit. +100% more melee damage
Desert Stormer - 40% less damage from fire, gas, acid and electrical damage. 20% more throwing range
Feet First - Make 50% less noise while moving, 30% more range for identifying points of interest on map, immunity to leg injuries
Adreno-Defibrillator - One time resuscitation upon death if the body is still intact. 50% less electrical damage. Increases stim duration by 2 seconds
Ballistic Padding - Prevents bleed damage, gives 25% damage resistance to chest and explosive damage
Reinforced Epaulettes - Increases primary weapon reload speed by 30%. Gives the wearer a 50% chance to avoid limb injury. Increases melee damage by 50%.
Gunslinger - Increases sidearm reload speed by 40% and draw/holster speed by 50%. Reduces sidearm recoil by 70%
Integrated Explosives - Armour explodes 1.5 seconds after death. Increases initial and total capacity of throwables by 2.
Acclimated - 50% less damage from fire, acid, gas and electric damage
Siege-Ready - Increases primary weapon reload speed by 30% and ammo capacity by 20% (except backpack weapons)
Unflinching - Helldivers don’t flinch when hit. Provides higher armour rating, map markers generate radar scans every 2 seconds.
Advanced Filtration - 80% less gas damage
Inflammable - 75% less fire damage
Peak Physique - Increases melee damage by 100%. Improves weapon handling (how fast a Helldiver moves weapons)
Electrical Conduit - +95% resistance to arc damage
Fortified - Reduces recoil while crouching or prone by 30%. Provides 50% resistance to explosions
Scout - Map markers generate radar scans every 2 seconds. Reduces enemy detection range by 30%
Engineering Kit - Reduces recoil while crouching or prone by 30%. Increases initial and total capacity of throwables by 2
Med-Kit - Increases stim capacity and initial number of stims by 2, and effect lasts for an extra 2 seconds
Servo-Assisted - Increases throwing range by 30%, +50% limb health
Democracy Protects - Protects from bleeding from chest injuries, provides a 50% chance to survive lethal damage
Extra Padding - Provides higher armour rating than other armours of the same type
Hellpods/Boosters
The wings of democracy, used by the Helldivers to descend down upon the worlds blighted by the cancer of authoritarianism. The steerable pod ensures Liberty’s Finest always land where they need, and the boosters that can be equipped ensures that their efforts to stamp out the flames of dictatorship always end in victory
Hellpod Space Optimization - Helldivers come out of pods fully stocked with ammo, grenades, and stims
Vitality Enhancement - Provides minor damage reduction
UAV Recon Booster - Increases radar range
Stamina Enhancement - Increases stamina and stamina recovery
Muscle Enhancement - Helldivers move faster in adverse weather conditions and harsh terrain like mud
Increased Reinforcement Budget - Increases available reinforcements
Flexible Reinforcement Budget - Reduces timer for new reinforcements if the Helldivers run out
Localization Confusion Booster - Increases time between enemy reinforcements, such as Bug Breaches
Expert Extraction Pilot Booster - Decreases extraction time
Motivational Shocks - Decreases time suffering from effects like stuns and acid
Experimental Infusion - Stims increase speed and grant some damage reduction
Firebomb Hellpods - Hellpods explode in fire around the landing spot
Dead Sprint - Helldivers can keep sprinting when out of stamina at the cost of health
Armed Resupply Pods - Resupply pods gain a mounted turret
Sample Extractor - Larger enemies may drop samples
Stun Pods - Stuns enemies in a radius when landing
Sample Scanner - Chance to earn twice the samples as normal on pick up
Resistances
Fire, Acid, Gas, Electricity, Explosives - Some armours can reduce damage from all of these sources
Bleeding - Some armours can negate bleeding
ODSTs
Weapons
M7S SMG - A variant of the M7 SMG that’s used as the primary weapon of the ODSTs. It uses caseless ammo, is suppressor equipped and comes with a sight
M6C/SOCOM - Primary sidearm of ODSTs, a version of the M6 that comes equipped with a suppressor.
Assault Rifles - Variants include:
MA5B - Fires 7.62mm Armour Piercing or Shredder ammo, containing 60 rounds per magazine and 600 in reserve, though inaccurate. Fall of Reach shows they can equip silencers if needed
MA5C - More accurate than the MA5B, though with a 32 round magazine
BR-55 Battle Rifle - Precision weapon with 36 round magazines and 2x scopes, firing Armour Piercing ammo. They most commonly fire in 3 round bursts, though books elaborate they have single shot and full auto fire modes. Very popular infantry weapon overall.
M90A - Similar to M90, but carries 6 shells
SRS99C/D Series 2 Sniper Rifle - Fires 14.5mm rounds with a 2 - 10x scope and 4 round magazine. Effective range of 2.3 kilometers.
Rocket Launchers - The SPNKR line of two barrelled rocket launchers come with a 2x scope, and are meant for killing heavily armored enemies or anti-vehicle warfare. Some models have a lock feature that works on vehicle targets and lets the missiles home in on targets
W/AV M6 G/GNR “Spartan Laser” - The M6 Spartan laser is a UNSC foray into projected energy weapons. Has a 5 second charge time before firing a devastating laser that can easily kill tanks and aircraft.
M305 Grenade Launcher - While little is known of it, Outcasts tells us it’s a 5 round drum magazine used during the Created conflict
M99A2S3 Stanchion - More modern version of the M99 Stanchion, used by some ODST snipers. Uses Gauss technology to propel rounds at extreme speeds at long range, up to 7.5 kilometers.
M7057 Flamethrower - As the name suggests, short range flamethrower that’s most effective at burning Flood forms, though has no problem with other targets. An ODST can be found dead using one of these
M9 Frag Grenade - Standard explosive grenade
Smoke Grenades - Some ODSTs can be seen with these on their belts
Stun Grenades - Seen in some ODST pods in Spartan Strike. They cause stuns in a wide area when exploding
Combat Knife - Some ODSTs such as Buck are shown to carry these
Armour
The primary ODST Battle Dress Uniform is made primarily from ceramic-titanium composites, and provides some protection against ballistic and energy weaponry. They have variation for specializations such as demolitions and marksmen
Helmets have the Visual Intelligence System, Reconnaissance (VISR) system, a Heads Up Display, containing things such as a compass, ammo, communication suits, IFF tags, highlighting usable material like weapons, and waypoint lists. They can download map data in lieu of a motion tracker
Many sources list them as able to survive vacuum exposure
Some armours can equip jetpacks
ODST Snipers sometimes carry the LCX-20V1 sensor module, transmitting information via sensors for threat assessment and target data at long range
Other equipment
Biofoam Canisters - Carried by medics, they’re used as a spray that can help with injuries. They have healed a punctured lung to some functionality
MQ-96 Support Drone - Drone that follows some ODSTs into combat. They possess a laser mounted weapon and can be used in conjunction with lasers designators for assistance in target spotting for snipers
SOEIV Pods
The Single Occupant Exoatmospheric Insertion Vehicle is the primary method of deploying ODSTs to the field. They provide some protection from atmospheric reentry before slowing down to allow the ODSTs to deploy. They carry enough space for the soldier, any weapons they want to carry, and grenades/other assorted equipment
Halo Wars Upgrades & Abilities
Due to being playable units in the two RTS spinoffs, ODST squads get some extra buffs due to assorted upgrades. The relevant upgrades are:
Halo Wars 1:
New Blood - Squads have an additional member
Rocket Launcher - ODST squads use rocket launcher over grenades, increasing range
Medic - Squads get healed after combat
Adrenaline - Infantry units move faster
Halo Wars 2:
ODST pods stun infantry units around their deployment zone
Demolition Charge - Throws a timed explosive that's useful against buildings and garrisons
Sunray 1-1 shows they can use EMPs
Resistances
Extreme Heat (Partial) - While far from perfect, ODSTs have survived some light Plasma attacks. Even plasma pistols can boil metal with single shots
Vacuum Conditions - Numerous sources say ODST suits can seal themselves against the outer space conditions, usually for about 15 minutes
Support
Helldivers
Super Destroyers/Stratagems
The hammer of the Helldivers that rains democratic devastation upon the anvil of the unjustly oppressed planets of the galaxy, forging the sword of galactic liberation to slay the vile beast of tyranny. The Super Destroyer is Managed Democracy’s tool to spread freedom to all corners of the galaxy, providing Helldivers with the transportation and unbridled firepower. All stratagems have a cooldown before they can be used again, and some only have limited uses per mission. They all use throwable stratagem markers
Non-Specific:
Resupply Pods - Drops a pod with 4 boxes that provide a resupply of ammo, grenades, and stims
Hellbomb - Charges up to cause a massive explosion. Can be destroyed before activation
Orbital Bombardments:
Orbital Precision Strike - Launches a single explosive round exactly when the marker is thrown. 90 second cooldown
Orbital Gatling Barrage - Fires a rapid barrage of high explosive rounds. 70 second cooldown
Orbital Airburst Strike - Fires multiple shells that explode into shrapnel above a target. 100 second cooldown
Orbital 120mm HE Barrage - Launches multiple shells of this size in a radius around the marker. 180 second cooldown
Orbital 380mm HE Barrage - Same as 120mm, with larger shells. 240 second cooldown
Orbital Walking Barrage - Fires a long lasting barrage that moves forward at intervals. 240 second cooldown
Orbital Laser - Calls in a long lasting laser that tracks and cuts through targets around where the marker lands. 3 uses per mission, 300 second cooldown
Orbital Napalm Barrage - Prolonged barrage that coats a large area in napalm. 240 second cooldown
Orbital Railcannon Strike - Fires a single high speed cannon round at a priority target around the marker. 180 second cooldown
Orbital Gas Strike - Drops a field of gas around the impact site, which is also corrosive and can harm robots. 75 second cooldown
Orbital EMS Strike - Stuns all targets in impact radius. 75 second cooldown
Orbital Smoke Strike - Deploys a smoke field for cover. 100 second cooldown
Turrets, Mines & Emplacements:
E/MG-101 HMG Emplacement - Stationary machine gun turret. 300 bullets, 660 RPM. 180 second cooldown
E/AT-12 Anti-Tank Emplacement - Mountable turret that can lob high power rounds, meant for destroying tough targets like tanks. 180 second cooldown
E/GL-21 Grenadier Battlement - Drops a wall for cover that comes mounted with a grenade machine gun. 60 grenades, 160 RPM, 120 second cooldown
FX-12 Shield Generator Relay - Generates a shield bubble in a radius upon landing. 90 second cooldown
A/ARC-3 Tesla Tower - Shoots electricity that chains to other targets around the tower. Can be avoided by laying down. 120 second cooldown
MD-6 Anti-Personnel Minefield - Scatters a field of anti-infantry mines. 120 second cooldown
MD-I4 Incendiary Mines - Deploys mines that explode into napalm upon detonation. 120 second cooldown
MD-17 Anti-Tank Mines - Deploys high damage mines that can only be triggered by heavy enemies such as tanks. 120 second cooldown
MD-8 Gas Mines - Scatters mines that release toxic gas when exploding. 120 second cooldown
A/MG-43 Machine Gun Sentry - Machine gun equipped sentry with medium penetration. 90 second cooldown
A/G-16 Gatling Sentry - High rate of fire sentry at 1600 RPM with medium penetration. 150 second cooldown
A/M-12 Mortar Sentry - Launches bursts of mortars at targets in range. 180 second cooldown
A/AC-8 Autocannon Sentry - Fires high caliber anti-tank munitions at anything in range. 150 second cooldown
A/MLS-4X Rocket Sentry - Fires rockets at anything in range. 150 second cooldown
A/M-23 EMS Mortar Sentry - Same as the regular mortar sentry, but causes stunning fields instead of explosions. 180 second cooldown
A/FLAM-40 Flame Sentry - Equipped with a short range flamethrower. 100 second cooldown
A/LAS-98 Laser Sentry - Equipped with a laser that runs off heatsinks. Explodes when overheating. 150 second cooldown
Heavy Weaponry:
Note: some Stratagems have backpacks carrying their ammunition
MG-43 Machine Gun - Standard issue machine gun, mainly for static use. Medium penetration, 630 - 900 RPM, 175 bullets per magazine and 3 spare. 480 second cooldown
M-105 Stalwart - More mobile machine gun. 250 rounds per magazine, 700 - 1150 RPM, 3 spare. Can be reloaded on the move. 480 second cooldown
MG-206 Heavy Machine Gun - Hard to wield, but very high caliber and with heavy penetration. 100 rounds per magazine, 450 - 750 RPM, 2 spare magazines. 480 second cooldown
APW-1 Anti-Material Rifle - High powered sniper rifle with heavy penetration, 7 rounds per magazine, and 8 spare. 480 second cooldown
FLAM-40 Flamethrower - As the name suggests, throws flames at opponents, causing afterburn damage and coating a nearby area in flames. 480 second cooldown
EAT-17 Expendable Anti-Tank - Single use disposable rocket launchers, comes with two per pod. 70 second cooldown
GR-8 Recoilless Rifle - Single shot, backpack rifle with backblast, effective against strong targets. Can switch to an HE shell. 5 spare shells and can be reloaded faster by a teammate. 480 second cooldown
MLS-4X Commando - Expendable launcher that carries 4 rockets. Can be dumb fired or laser guided. 120 second cooldown
RL-77 Airburst - Backpack launcher like the Recoilless, but trades damage to launch multiple explosives in the air around targets. Can be reloaded faster by a teammate. 480 second cooldown
FAF-14 Spear - Anti-Tank, homing launcher with a backpack, good for aircraft as well. 3 spare rockets. 480 second cooldown
RS-422 Railgun - Armour penetrating, single round railgun. Needs a charge before firing. Can switch to unsafe mode for more damage, but will explode if overcharged. 20 extra shots. 480 second cooldown
StA-X3 WASP Launcher - Lock on launcher that fires a wave of small rockets at targets. Backpack mounted, carries 7 rockets per magazine with 5 spare. 480 second cooldown
GL-21 Grenade Launcher - Grenade launch that’s most effective against infantry. Semi or full auto at 160 RPM. 10 grenades per belt, 3 spare. 480 second cooldown
LAS-98 Laser Cannon - Large laser weapon with heavy penetration. Can fire for 12.5 seconds before needing a new heat sink. 2 spare sinks. 480 second cooldown
ARC-3 Arc Thrower - Launches arcs of electricity at targets that can chain to other targets. 480 second cooldown
LAS-99 Quasar Cannon - Anti-Tank energy weapon. Charges up an energy burst. Doesn’t need ammo, but cools down after use. 480 second cooldown
TX-41 Sterilizer - Like the flamethrower, but for gas instead. Carries 4 spare canisters. 480 second cooldown
CQC-1 One True Flag - A flag, carrying the glorious emblem of Super Earth itself. 480 second cooldown
GL-52 De-Escalator - Grenade launcher firing stun grenades. Similar stats to the grenade launcher. 480 second cooldown
Plas-45 Epoch - Shoulder mounted, chargeable plasma launcher with a wide explosive radius. 3 rounds per magazine, 4 spare. 480 second cooldown
S-11 Speargun - Fires spears that release gas upon impact. 1 spear is loaded at a time with 12 spare. 480 second cooldown
EAT-700 Expendable Napalm - Calls down a pair of expendable launchers that fires a cluster of napalm explosives. 140 second cooldown
MS-11 Solo Silo - Calls down a Hellpod carrying a missile, guided by a laser designator to devastating effect. 180 second cooldown
M-1000 Maxigun - Handheld, backpack fed minigun. Carries 750 rounds, fires at 1500 RPM. 480 second cooldown
CQC-9 Defoliation Tool - Two handed Chainsaw sword, able to penetrate heavy armour. 480 second cooldown
Support Packs:
B-1 Supply Pack - Backpack that carries 4 packs of supplies for replenishing ammo, grenades and stims. 480 second cooldown
SH-20 Ballistic Shield Backpack - Carries a metal ballistic shield around for protection, and can be used with some SMGs, pistols, and melee weapons. Will break after repeated damage. 300 second cooldown
SH-32 Shield Generator Pack - Helldivers wear a recharging energy shield that forms a bubble around them. It is able to be used in conjunction with vehicles for an extra line of defence. 480 second cooldown
SH-51 Directional Shield - Forms a shield in front of the Helldiver when active, essentially a ballistic shield and shield pack hybrid. Can also be used with some weapons. 300 second cooldown
B-100 Portable Hellbomb - Backpack mounted hellbomb with a 10 second timer after activation. 300 second cooldown
Lift-850 Jump Pack - Launches a Helldiver into the air several meters. 480 second cooldown
LIFT-860 Hover Pack - Allows hovering a few meters above a location for a few seconds. 480 second cooldown
LIFT-182 Warp Pack - Lets a Helldiver teleport a short distance. Has a cooldown, and can injure or kill with multiple subsequent uses. It is able to warp through doors. 480 second cooldown
“Guard Dog” Rovers - Backpacks that come with hovering drones that fire at nearby targets. All have a 480 second cooldown. Comes in multiple variants:
AX/AR-23 - Assault rifle equipped
AX-LAS-5 - Laser equipped
AX/FLAM-75 - Flamethrower equipped
AX/ARC-3 - Arc thrower equipped
AX/TX-13 - Gas thrower equipped
Eagle-1
The screaming Eagle that descends from her nest of Democracy to deliver freedom upon those fooled into disregarding the tenets of Liberty. Works differently compared to orbital strikes, as she carries a set amount of ordnance with a fast cooldown before requiring a rearm and restock, though Helldivers can call for a rearm manually.
Eagle Strafing Run - Calls a strafing run to pepper an area with chaingun fire. 4 uses
Eagle Airstrike - Calls an airstrike of standard explosives to carpet an area. 2 uses
Eagle Cluster Bomb - Covers a wide area in explosions, used mainly for large crowds. 4 uses
Eagle Napalm Strike - Drops incendiary bombs. 2 uses
Eagle Smoke Strike - Drops a cloud of smoke for concealment. 2 uses
Eagle 110mm Rocket Pods - Targets the largest target near the marker with a volley of missiles. 3 uses
Eagle 500kg Bomb - Drops a large bomb that creates a massive explosion. 1 use
Super Destroyer Upgrades
Patriotic Administration Center:
Donation Access License - Support weapons drop with the maximum amount of ammo they can carry
Streamlined Request Process - Decreases support weapon cooldown by 10%
Hand Carts - Decreases backpack weapon cooldowns by 10%
Superior Packing Methodology - Resupply boxes refill support weapons the maximum amount of carriable magazines
Payroll Management System - Reduces reload time for support weapons by 10%
Orbital Cannons:
Exploding Shrapnel - Reduces explosion damage fall off from orbital stratagems
More Guns - Barrage orbitals fire 1 additional salvo
Zero-G Breech Loading - Orbital Stratagem cooldown reduced by 10%
Atmospheric Monitoring - Orbital HE spread reduced by 10%
High-Density Explosives - Increases orbital stratagem damage radius by 10%
Hangar:
Liquid-Ventilated Cockpit - Eagle Stratagem timer reduced by 50%
Pit Crew Hazard Pay - Reduces rearm time by 20%
Expanded Weapons Bay - Increases the number of Eagle uses before rearm by one
XXL Weapons Bay - Eagle strikes with multiple bombs drop 1 additional bomb
Advanced Crew Training - Eagle rearm cooldown reduced by 10% if there are still Eagle uses remaining
Bridge:
Targeting Software Upgrade - 1 second call-in reduction time for all orbital stratagems
Nuclear Radar - Increases minimap enemy ping radius by 50%
Power Steering - Improves steering power of Hellpods
Enhanced Combustion - 25% damage increases for fire-based stratagems
Morale Augmentation - Reduces cooldown of all stratagems by 5%
Engineering Bay:
Synthetic Supplementation - Reduces cooldown for all sentry, emplacement and resupply stratagems by 10%
Advanced Construction - Increases sentry health by 50%
Rapid Launch System - All emplacement stratagems launch immediately, reducing call in time
Circuit Expansion - Lightning arcs chain to one additional target
Streamlined Launch Process - All support weapon stratagems launch immediately, reducing call in time
Robotics Workshop:
Dynamic Tracking - All sentry stratagems launch immediately, reducing call in time
Shock Absorption Gel - Increases sentry ammo by 50%
High Quality Lubricant - Sentries rotate faster
Blast Absorption - Sentries take 50% less damage from explosives
Cross-Platform Compatibility - Mortar sentries prioritize enemies marked by Helldivers
Vehicles
The war machines of Democracy come to support the Helldivers with heavy weaponry to grease the gears of Liberty with the blood of tyrants.
EXO-45 Patriot - A one man exosuit, equipped with a missile launcher and minigun. Rocket launcher has 14 rounds, the minigun has 1000. Neither can reload. 600 second cooldown
EXO-49 Emancipator - Same as the patriot, but instead possesses a pair of Autocannons, both having 100 rounds. 600 second cooldown
M-102 Fast Reconnaissance Vehicle - Wheeled Reconnaissance Vehicle able to fit a full squad of Helldivers. Comes with a gunner spot and mounted MG-206 Heavy Machine Gun. 480 second cooldown
All three briefly have brief fire assistance from a Pelican shuttle, firing at nearby enemies
ODSTs
UNSC Warships
While not always a part of ODST operations, there have been a number of times where the United Nations Space Commands has warships assist directly in ODST ground operations, providing assorted support. It’s likely all ships can provide similar support to each other, assuming they aren’t unique abilities
UNSC Spirit of Fire:
Halo Wars 1 Abilities
MAC Blast - Loads up to 4 Magnetic Accelerator Cannon (MAC) rounds for orbital bombardment, which impact after a few seconds.
Healing Field - All units in the field have health restored outside of combat
Transport - Calls in Pelican dropships to move units across the map
Cryo Bomb - Freezes all enemies within a wide area
Bombing Run - Calls in a Broadsword bomber to drop several explosives that detonate after a short delay
Note: While the bombing runs and cryo bombs are normally reserved for other commanders, they can be used with ODSTs in campaign via the final level. Gameplay mechanics is the likely reason they cannot be used otherwise
It’s been shown capable of dropping in vehicles such as Warthogs like other ships.
Halo Wars 2 Abilities
Restoration Drones with the same function as the healing field
Archer Missile strikes, also a leader power
Lotus Anti-Tank Mines - Drops a line of cloaked mines
Battle Hardened - Units gain more veterancy in combat
MAC Blast EMP - Disables mechanical units in an area of effect, such as Sentinels. These rounds are also mentioned in the books as well.
Turret Drop - Deploys a short lived turret into battle
Close Air Support - Calls in a group of Pelicans around an area that fire at targets
Scatter Bomb - Drops a cluster of bombs within an area
Holo-Decoy - Creates decoys of friendly units to trick enemies
Bunker Drop - Drops a bunker that can hold troops, upgrades add an energy shield
Remote Sensors - Increases line of site for all buildings and capture points
Mech Overcharge - All mechs become invulnerable and gain a speed boost
Grizzly Battalion - Airdrops 3 Grizzly Tanks
UNSC In Amber Clad:
Has airdropped Warthogs, Scorpions and weaponry to assist in ground operations. Later missions show Gauss Warthogs, and assumedly would be usable as well
UNSC Midsummer Night:
Dropped an equipment pod containing a Mongoose ATV
Unknown Support
Airdropped a Grizzly tank
Other known ship types with ODST capability:
Diligence-class Destroyer
Marathon-Class Cruiser
Infinity-class Supercarrier
Vehicles
Mongoose - A line of ATVs, able to carry two passengers
Warthogs - Model of UNSC vehicle, able to carry chainguns or gauss turrets. Able to carry three occupants, Halo Wars has them also able to carry grenade launchers in the passenger seat
M808 Scorpion - 66 Tons of HE spewing divine intervention, they’re a single seat vehicle that serve as the primary battle tank of the UNSC. They carry a primary autoloading cannon, a coaxial machine gun, a machine gun for a second occupant, and room for four people to sit on top of the treads. They also can equip a separate canister shell launcher in Halo Wars
M850 Grizzly - An upgrade to the Scorpion featuring a pair of larger turrets, more coaxial machine guns, and smoke launchers. They can also equip either canister shells like their Scorpion counterparts or missile launchers
Feats
Helldivers
Overall
Liberated Malevelon Creek from the Automaton’s iron grip
Succeeded in defending 10 planets within the span of a few days, which was thought to be an impossible feat
Cast the Terminid Super Colony of Meridia into a singularity
Fought off the totalitarian Illuminate invasion of Super Earth itself
Unshackled the Terminid Hive World of Oshaune from the chains of totalitarianism
Strength
Can kill smaller Bugs and Automatons with melee strikes
Able to stagger some larger Bugs
Can carry large Platinum Bars, which have translatable text revealing they weigh 500 kilograms
Weaponry:
Assorted weaponry of all types can blow open metal container doors
Most guns can damage the Stingray aircraft
Explosive weaponry can destroy rock bridges
Rocket Launchers can destroy Automaton Fabricator Buildings and assorted dropships
Portable Hellbomb explosions dwarf buildings
Orbital Support/Stratagems:
Exosuits can destroy environment pieces like forklifts by just walking
Numerous Stratagems such as 500kg bombs, Railcannons, and Lasers can destroy houses and skyscrapers
Hellbombs can destroy structures like Gunship Facilities
Super Destroyers reportedly have enough ordnance to “level a small moon”, and carry a total of 2,000 Megatons of explosives
Speed
Can dodge Rocket Devastator missiles
yeah that’s pretty much it lol
Durability
It’s possible to survive meteor impacts from some distance away
Able to survive shots that can destroy concrete barriers (2.45 Megajoules)
Shield packs:
Can withstand Exosuit missiles before dropping
Survive Stingray fire, which can vaporize those it kills
ODSTs
Overall
Some ODSTs were known as “imps” by the Covenant due to combat effectiveness
Fireteam Raven fought off Covenant and Flood armies, allowing Chief to destroy Installation 04
Alpha Nine extracted an Engineer from occupied New Mombasa. Another team prevented the Conduit from falling into Covenant hands
Some ODSTs had the skills to qualify for the Spartan-IV program
Saw action on Arcadia, Tribute, Installation 04, Reach, Earth and beyond
Strength
Dutch kicks down a metal door
ODSTs are able to rip turrets off their mountings
Weaponry Strength:
Assault rifle fire can destroy Banshees
Four Frag and One Plasma Grenade make an explosion that envelopes a Lich (627.6 Megajoules)
Sniper Rifle can puncture a meter of concrete
An earlier Stanchion model is shown able to penetrate two concrete floors, and can penetrate 30cm of titanium.
Fireteam Raven are able to kill Flood Juggernauts, who can survive Fuel Rod shots
Vehicles:
Spartan-IV armour is not rated to withstand Scorpion cannons
Scorpions can destroy Wraiths, which can withstand their own mortars
Grizzlys can easily run over and crush cars
Orbital Support:
Shortsword bombing runs can destroy tanks
Spirit of Fire launches 300 ton rounds at a “fraction of light speed”
Frigate mounted MAC guns can fire 600 ton rounds at 30 km/s (64 Kilotons TNT)
Speed
Dodges Needler rounds (the above image, muzzle velocity of 54 m/s)
Romeo killed 6 Grunts before the first one hit the ground
Romeo dodges a point blank Plasma Pistol shot (Muzzle Velocity of 108 m/s)
Mickey gets out of the way of an incoming plasma mortar
Multiple sources list Warthog top speeds at 125 km/h (78 mph)
Durability
Fireteam Raven is in close proximity to Hunter Fuel Rods explosions
Dutch survived a punch from an Elite that had just snapped an SMG in half the prior page and could break guardrails
Rookie survived a several story fall with minor injuries
Though knocked over, Romeo took a pistol bullet to his faceplate and lived
Vaz survived a few Plasma bolts, with even regular pistols able to boil metal
Vehicles
Warthogs have remained functional from a direct frag grenade explosion
Scorpions can survive Wraith mortars in virtually every game
Scorpions are quoted as being “nearly invulnerable” to Covenant small arms fire
Scaling
Helldivers
Enemies of Liberty
Numerous enemies can destroy the pods containing weaponry
Some stronger enemies can survive Stingray fire
The likes of Bile Titans and Factory Striders can sometimes survive 500kg bombs and other assorted stratagems
Chargers can:
ODSTs
Covenant Forces
Though far from being considered the demons the Spartans are, ODSTs are more than capable of overcoming the myriad species that form the Covenant empire. Even the strongest of them can still be felled by the ODSTs arsenal and vehicles such as Wraiths are not insurmountable obstacles either.
THIS IS NOT SAYING ODSTS CAN SCALE PHYSICALLY. ODSTs are very commonly depicted as much weaker than the majority of Covenant species, just that their weapons are more than sufficient to fight against them, and would primarily scale to their durability feats.
Grunts and Jackals are sufficiently strong to rip off limbs and tear humans apart
Elites:
The corpses of two unnamed Elites protect Dutch and Romeo from a large explosion that would otherwise kill them
An unnamed Elite survives a close range plasma grenade
Hunters:
Shrug off a Banshee crashing into them
Survive anti-tank mines
Assorted Fuel Rod feats
Makes a four meter wide hole in concrete
Destroys a large transport ship in a few shots and make explosions that envelope them entirely
Seemingly topples a large statue
Shown destroying Phantoms and causing a building encompassing explosion (1.1 - 1.3 Tons TNT for the latter)
Wraiths:
Can “vaporize everything within 20 meters of impact”, with mention of titanium (840 Tons TNT)
Destroys a large bridge with one mortar
One-shots an Oliphant, a civilian variant of an Elephant
Spartans (read the description I beg)
The super soldiers of the UNSC. While the ODSTs very much do not scale to Spartans physically, there’s far too many instances of Spartans being above ODSTs to count. Now, while rank and file weaponry is typically below Spartan durability, higher end weapons and vehicles absolutely are able to harm them, just like the Covenant section. It’s quoted that thirty two ODSTs would be “a tall order” for an early Spartan-II pair to deal with, regular firearms are very much capable of killing Spartans throughout assorted media (multiplayer is canon, and Spartans can absolutely kill each other with guns in that), and a direct quote that Scorpion weapons have weaponry that can harm Spartan-IVs, with other vehicles having comparable firepower.
So basically, they do not scale in strength or speed, but their stronger weapons and vehicles can scale to Spartan durability fully. Weaker weapons can downscale as well
Spartan-IIs:
Mark IV Mjolnir armour can “protect against anything short of a direct hit” from Wraith Mortars, which other Spartans have demonstrated
Kurt survives a "near-direct" grenade impact off screen
Kelly survives a blast from a pair of Onyx Sentinels at her feet. The same pair earlier made a 3 meter wide crater (5.2 - 21.7 Tons TNT)
Shortly afterwards survives an explosion that causes a cave-in
Spartan-IVs:
Thorn can survive getting his head crushed by a rock while helmetless
Holt, Kodiak, and Palmer all survive sentinel beams, which can cause large explosions and incinerate Grunts
Tanaka runs through a rock formation larger than her unimpeded (219 Megajoules - 1.89 Gigajoules)
Weaknesses
Helldivers
The unbreakable shield of Super Earth have no weaknesses, any insinuations to the contrary is merely deviant rumours and saying anything to the contrary will result in a visit from your nearest Democracy Officer
([This statement has been fact checked by the Ministry of Truth])
If they were to have weaknesses, they would likely be in the form of how Helldivers have limited supplies, do not come carrying a maximum amount of supplies by default, and do not have any particularly strong showings of survivability. One could also theoretically point out how missions without friendly fire are statistical anomalies.
Lastly, someone could hypothetically point out Super Destroyers don’t usually stay around forever, usually about 40 minutes. While usually enough to complete a mission, it does leave the brave sons and daughters of liberty to the mercy of their foes without any backup if they do depart.
ODSTs
Will we have a combatant in this recent batch of blogs whose weakness is not standard FPS trappings of limited ammo and no major survivability feats? History will never know.
Their support can also be limited depending on what ship is used, as there isn’t a strictly "standard" ship to use. Their arsenal is additionally not universal, and most have some form of specialization. While not a weakness in and of itself, they may not have access to things such as biofoam among all of their members. The ODSTs also gained their nickname of Helljumpers for a reason; their SOEIV pods are also noted in a fair amount of media as not being perfectly safe, causing infernos from reentry speed in the actual pod, on top of some mention of malfunction causing equipment failure on landing
Q&A
Honestly I think everything’s been covered already, neat
Verdict
Stats
The bread and butter of versus, power. In terms of raw physical strength, Helldivers have better lifting strength (ODSTs can flip tanks in game, but all other media treats them as regular humans, so it may be mechanics). The real crux of everything comes in weaponry strength, which is also surprisingly similar. Many of their, for want of a better term, weaker guns being able to puncture metal and can damage lighter vehicles in terms of direct showings. Once scaling is brought into the picture however, a lot of things point towards ODSTs being in the lead especially when it comes to heavier weapons.
Even just a simple frag grenade has comics showing they can create a combined explosion roughly 25 meters across, causing a 627 Megajoule (0.15 tons TNT) blast per grenade, already pretty heavily above the paygrade of Liberty’s finest. Even being a bit more generous and giving them the ability to survive getting run over by Chargers (~0.86 tons TNT), which while possible, is very damaging if not outright lethal, you can fire back with normal firearms ODSTs being able to kill Flood Forms able to survive Fuel Rod guns. Shoulder mounted Fuel Rods have caused explosions in excess of 1 Ton TNT and have other such feats like causing explosions encompassing transport ships in support of this. That being said, you can swing this the other way around, ODSTs don’t have a huge volume of feats to pull from for durability.
Now all well and good, but you can go further with their heavier weapons. Frankly, both of them have AP feats that far eclipse the other’s durability, obliterating huge buildings for Helldivers and being able to harm enemies capable of surviving them with weapons such as assorted rocket launchers and autocannons, and ODST weapons such as Sniper Rifles, Stanchions, rocket launchers and Spartan lasers scaling feats in the mid-single to double digit tons TNT. It should be noted that you can absolutely downscale a lot of their regular weapons due to being able to somewhat harm the above mentioned feats, but this is a bit circular and leads to mostly the same results.
Speed isn’t much of a factor, both only barely getting into low subsonic reactions from slow projectile dodging, so not much there
Now, are there other things you can point to for Helldiver durability? Sure, you could spend a while labbing the exact destructive potency of one thing or another on the field to get the absolute perfect result and you can just as easily downscale from higher level feats. That being said, while both are going to have no trouble killing each other, ODSTs generally compare to much greater feats.
Arsenal
Arsenal is no clean sweep for either side. They have their share of similar things, several shooter game standards like assault rifles, shotguns and SMGs, to more potent sniper rifles and weapons with heavy firepower like rocket launchers and high powered lasers. They also possess a few equivalents such as flamethrowers and stun grenades. Helldivers absolutely have an edge in melee weapons, primarily by virtue of having more than a knife, but they overall do have a lot more weaponry that covers more cases, and having effects in both weaponry and armour such as staunching bleeding and causing stuns or fire burns.
In terms of defensive options it’s a bit more of a blowout, Helldivers having things like ballistics shields and bubble shields to help cover them. And while biofoam has some applications similar to stims, the latter is ultimately more readily available, given all Helldivers have them rather than just medics.
Still, ODSTs have some advantages. Encyclopedias and other sources list Sniper Rifles and Stanchions ranging out to two to seven and a half kilometers, vastly out doing what the Helldivers have shown to combat. The squad Sunray 1-1 also shows that they have EMPs in a wide area, a devastating ability which no Helldivers has yet encountered, and would be able to turn the tides on many defensive options and vehicles. Ultimately though, despite ODSTs having their own advantages, they are not completely widespread, and Helldivers have more options to throw out and more defensive options.
Experience
Unlike ODSTs, Helldivers in general lack many major characters we can base experience off of, so to try and get some measure, let's compare what we can gather from their training:
ODST training:
1) Get chosen as a candidate
2) Pass selection and a process to weed out unfit recruits
3) Complete weeks of training including live fire exercises
Helldiver training from what we can currently tell:
1) Get chosen as a candidate
2) Complete some basic objectives
3) Don’t die (optional)
Many ODSTs are also known to have served through decades of war, which Helldivers lack any examples of. If we take one of the game’s lead dev's at their word, Helldiver’s expected lifespan is two minutes on the field, which doesn’t exactly foster an environment for veterans to be common. ODSTs win experience
Vehicles
This category? No contest, the ODSTs heavily edge out here.
Sure you can scale exosuits to crush cars and forklifts and the like, but even though they can be done by just walking, it’s far outdone by the firepower present on Covenant Wraith tanks. Statements as to their destructive potency of being able to vaporize people and metal 20 meters away put them at 840 Tons TNT, astronomically above any other ground based asset. Scorpions match them all the time in combat, and Wraiths are capable of surviving their own mortars. Grizzly's are Scorpions with more and larger guns, and Gauss Warthogs have plenty of their own firepower to boot, with only marginal advantages on the Helldivers side
Simply put, ODSTs tanks beat everything
Orbital Support
What good would soldiers shot from orbit be without their warships to back them up? ODSTs are a bit more of a special case, as said in weaknesses, there isn’t really a “standard” ship. As those who paid attention during the analysis have probably figured out (I know if you haven’t), let’s go with what’s arguably the most fleshed out, the UNSC Spirit of Fire. How does it stack up? Quite well, in fact. It has quite a number of similar attributes, from orbital strikes, regular airstrikes and vehicle drops, even things such as turrets and mines. It may not have as much versatility when it comes to amount of support types, lacking things such as gas strikes and incendiary bombs, but it has a number of things it can do that Super Destroyers possess no equivalent to, such as wide range EMPs, holographic decoys, and healing fields to keep ODSTs in the fight for longer.
That being said, a lot of UNSC ships fall behind heavily in this regard. They don’t have as fleshed out arsenals, being limited to basic vehicles and likely orbital strikes if needed, even if a MAC strike reaching into the kiloton ranges is more than able to kill anything on the field. It should be addressed however that yes; even the weakest UNSC ships would utterly mulch a Super Destroyer in a direct fight. They possess no durability feats to speak of and are more dedicated to ground support over space combat. This especially holds true for something like the Infinity, which to save you some time, no the hell a Super Destroyer is not surviving that lmao.
However, if we do go by the usual rules and following an unspoken gentleman's agreement to not shoot each other, while UNSC warships can match at their best, Super Destroyers on average have better versatility and options in this regard
Helldivers
Advantages
More and better melee weapons
More widely available and arguably more potent healing
For the most part, much more versatile orbital support…
Would probably destroy in a Dance Dance Revolution competition
Equivalents
Both possess weapons that outstrip the other’s durability
Similar in speed
…though the best orbital support can match Super Destroyers
Disadvantages
Disadvantaged in AP overall
Inferior soldiers in terms of training and veterancy
No answer to EMPs, though they aren’t common
Outgunned in vehicular warfare
Where it to come down to it, Super Destroyers stand no chance against UNSC warships in a straight fight
ODSTs
Advantages
Generally better AP
Much better training and experience overall
Longest range options are better than Helldivers by literal miles
Helldivers have not encountered EMPs before, which shuts down a number of options
Huge monopoly on vehicle warfare
Any UNSC warship would obliterate Super Destroyers in a straight fight
ODST’s soundtrack
Would probably destroy in a swimming competition
Equivalents
Both possess weapons that outstrip the other’s durability
Similar in speed
Spirit of Fire is a good match for orbital support in terms of versatility and effectiveness…
Disadvantages
Generally less weaponry
Inferior healing overall
No defensive options
…though many other warships fall behind in the versatility department
Microsoft (there’s no shortage of articles, take your pick)
Winner
So when you really look at it, it paints a pretty clear picture. While the Helldiver’s are going to put up quite a fight, a lot of their advantages are primarily from having more options and versatility, lacking any major X Factor to really swing the tide. The ODSTs ultimately are going to become Hell’s Janitors and mop the floor with their superior stats, firepower, training, and cyber bullying levels of vehicular supremacy.
The winner is the M808 Scorpion
knock knock knock
Sweet, the pizza’s here, let me go and get-
Oh hey Democracy Officer, what can I do for you toda-
([Attention all Super Citizens: this blog’s owner is currently enrolled in Democratic Reeducation for treasonous crimes against Liberty and attempting to undermine the Galactic War effort. Repeat blog viewings will be considered a thought crime and will result in a visit from the Ministry of Truth])
Sources
Helldivers:
Helldivers 2
Helldivers Youtube Channel
ODSTs:
Games:
Halo 2
Halo 3: ODST (duh)
Halo 4
Halo 5
Halo Wars
Halo Wars 2
Operation Spearbreaker
Spartan Strike
Fireteam Raven
Books:
Fall of Reach
Cole Protocol
First Strike
Contact Harvest
Halo Evolutions
Ghosts of Onyx
The Thursday War
New Blood
Hunters in the Dark
Divine Wind
Outcasts
Silent Storm
Oblivion
Shadows of Reach
Comics/Motion Comics:
Helljumpers (All 5 issues)
Uprising (Issue 1)
Bloodlines (Issue 1)
Halo Wars Genesis
The Mona Lisa
Initiation (Issue 1)
Escalation (A bunch of issues I forget which lol)
Movies & Shows:
Halo Legends
A Day at the Beach
Other:
Halo: Waypoint
Halo Legendary Crate/Data Drops
G1’s Chief vs Slayer for assorted links
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