Helldivers 2 November–December 2024 Major Orders Explained

From November to December 2024, Helldivers 2 went through one of its most complex and busy stretches of Major Orders.

From November to December 2024, Helldivers 2 went through one of its most complex and busy stretches of Major Orders. These orders were not just about killing enemies. In practice, they shaped how players moved across the galaxy, how the Democracy Space Station (DSS) was used, and how new threats like the Illuminate returned to the war.

Most players experienced this period as a mix of long defensive grinds, sudden emergencies, and shifting objectives that required paying attention to the Galactic Map rather than just jumping into random missions.

This article breaks down what actually happened, how these orders worked in real gameplay, and what players generally learned from them.


Why Were Gloom-Adjacent Planets So Important?

The first major focus was holding planets near the Gloom so civilians could evacuate to the Democracy Space Station.

In general, players were asked to defend Terrek, Cirrus, and Angel’s Venture against repeated Terminid attacks. This wasn’t about fast liberation. It was about surviving wave after wave while global progress slowly ticked forward.

Most players noticed:

  • Defense missions stacked quickly

  • Bugs spawned heavily at first

  • Success depended on volume, not individual skill

As more missions succeeded, spawning rates dropped. This made later defenses noticeably easier, which showed how collective effort directly changed difficulty.

By the end, the evacuation succeeded, the DSS was fully staffed, and the order was marked as a success.


How Did the Democracy Space Station Change Gameplay?

Once staffed, the DSS became more than a story element. It became a shared strategic tool.

After activation:

  • Players could vote to move the DSS

  • Tactical Actions affected entire planets

  • Loadouts could change temporarily

In practice, most players didn’t interact deeply with voting at first. Many just followed the crowd. Over time, people realized that moving the DSS could:

  • Buy time during invasions

  • Reduce pressure on key planets

  • Support parallel liberation efforts

This was especially important during the Automaton Jet Brigade attacks, where holding or abandoning planets at the right moment mattered more than raw kill counts.


Why Did the Jet Brigade Feel Different From Normal Automatons?

The Jet Brigade attacks were structured to feel overwhelming on purpose.

In general:

  • Attacks came from specific origin planets

  • Killing bots reduced future attack strength

  • Liberating the origin planet instantly ended invasions

Most players learned this too late during the Gaellivare defense. Even though Gaellivare eventually fell, the DSS was moved away in time, which counted as a strategic success.

This taught an important lesson: losing a planet doesn’t always mean failing the order.


What Was the Point of Killing 500 Million Terminids?

The Terminid kill requirement to activate the DSS was one of the largest numbers players had seen.

In practice:

  • No single mission mattered much

  • Efficiency builds became popular

  • High-density bug planets filled up fast

Most players simply joined whatever planet had the highest activity. Over time, the kill count climbed steadily, showing how sheer player population matters more than individual performance in global objectives.

Once the number was reached, the DSS came online immediately.


Did the DSS Actually Help Reclaim Planets?

Yes, but indirectly.

During the “Reclaim Planets with the DSS” order, players had to liberate more planets than they lost. The DSS helped by:

  • Providing temporary stratagem access

  • Supporting key battles like Imber

  • Trapping the Jet Brigade without escape routes

Most players focused on Imber once it became clear the Jet Brigade was cornered. The Autocannon and other temporary tools made those missions smoother, and the Brigade was eventually destroyed.

This showed that the DSS worked best when players concentrated their efforts instead of spreading out.


Why Was There a Machine Gun Efficacy Review?

This order was mostly about data collection, not balance changes.

Players were asked to kill enemies using specific machine guns. In general:

  • Most players picked the MG-43

  • It felt flexible and familiar

  • Large magazines mattered more than raw damage

The initial numbers were clearly too high and later reduced. Even so, the MG-43 reached the target first, and all players received temporary access afterward.

From a player perspective, this order rewarded normal gameplay rather than forcing unusual behavior.


What Went Wrong With the Jet Brigade Factory Intel Order?

This was one of the few clear failures.

Players had to:

  • Liberate Choohe

  • Kill a large number of Automatons

While the kill goal was met, Choohe remained too deep in enemy territory. Most players prioritized faster missions elsewhere, and liberation stalled.

In general, this showed that:

  • Kill counts alone are not enough

  • Liberation requires focused planet selection

  • Deep enemy zones are risky during limited-time orders


Why Did the Chlorine and Gas Mine Order Fail?

The salt-rich planet order failed because players split their attention.

Liberating three planets at once sounds manageable, but:

  • Automatons and Terminids were active everywhere

  • No single planet gained enough momentum

  • Time ran out before coordination improved

Most players learned that three-planet liberation orders require early focus, not late scrambling.


How Did the Illuminate Change the War?

The Illuminate return completely shifted priorities.

Emergency orders forced players to drop everything and defend planets like Calypso and Genesis Prime. Unlike bugs or bots:

  • Illuminate enemies hit hard

  • Voteless complicated targeting

  • New weapons were needed quickly

Most players adapted by:

  • Using experimental gear

  • Running safer, slower missions

  • Sticking together more than usual

The repeated defenses succeeded, but the story made it clear the Illuminate were not gone.


Why Was Fenrir III So Important?

Clearing Fenrir III allowed the construction of a Center of Science to study the Meridian Singularity.

In practice, this was a standard Terminid clear order, but the story reveal mattered:

  • The “black hole” was actually a wormhole

  • Possible links to Illuminate activity

  • Long-term narrative consequences

Most players treated it as a normal order, but it clearly set up future events.


What Was the Festival of Reckoning Really About?

Gameplay-wise, it was a reward-focused celebration.

Players got:

  • Massive weapon access

  • Multiple themed days

  • A high Medal payout

In general, it was one of the least stressful orders. Even the Illuminate interruption was quickly handled, showing how player power spikes can trivialize short defenses.


What Did the Final Illuminate Deterrence Order Achieve?

The last order focused on killing Illuminate and Voteless for deterrence and research.

Most players noticed:

  • Voteless numbers climbed fast

  • Harvesters were the real bottleneck

  • Illuminate missions stayed busy until the end

The order succeeded and revealed disturbing lore about how Voteless are created, reinforcing the idea that the Illuminate threat is long-term.


What Should Players Take Away From This Period?

From an experienced player perspective, this stretch taught a few clear lessons:

  • Global coordination matters more than individual skill

  • Reading the Galactic Map saves time and effort

  • Some losses are acceptable if objectives are met

  • Temporary stratagems shape the meta more than permanent unlocks

Many players also became more aware of progression systems and resource decisions during this time, including discussions around helldivers 2 super credits price when planning long-term unlocks.


BlazeWolf

13 Blog posts

Comments