Revisiting the Killzone Collaboration Warbond in Helldivers 2

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QuantumNova
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Revisiting the Killzone Collaboration Warbond in Helldivers 2

Post by QuantumNova »

The Killzone collaboration is finally making its return to Helldivers 2, and this time it arrives in the form of a Legendary Warbond scheduled for December 18. For long-time players, this is a familiar name with a slightly different context. When the collaboration first launched, it was one of the earliest crossovers in the game and came with a fairly steep real-money cost. Now, with the game having gone through multiple balance passes, new enemy types, and weapon systems, the big question is simple: does this Warbond still hold up in today’s Helldivers 2?

After spending time reviewing the weapons, armor, and overall value of the Warbond, I think the answer depends heavily on what kind of player you are and what you expect from premium content.

How the Warbond Works This Time

This Legendary Warbond costs 1,500 Super Credits, which already places it in a premium category. However, there is a generous exception. If you own even a single item from the original Killzone collaboration, the entire Warbond unlocks for free. That alone makes this an easy recommendation for returning veterans who supported the original event.

For newer players, though, the price is something you will need to think about carefully, especially since Helldivers 2 now offers far more build diversity and competition among weapons than it did a year ago.

STA-52 Assault Rifle: Familiar, But Outpaced

The STA-52 assault rifle is the most recognizable Killzone weapon in the Warbond. On paper, its stats look respectable: solid damage, manageable recoil, and a decent magazine size. In practice, it feels extremely basic.

There is no weapon customization, no scope options, and no alternate firing modes beyond automatic and semi-auto. The experience is very straightforward, and unfortunately, that is also its weakness. If you are hoping for something that feels unique or powerful, you may be disappointed.

The biggest issue is that the standard Liberator can already replicate this playstyle for free, and with customization options like extended magazines, it often performs better overall. The STA-52 is not unusable, but it does not justify its premium status unless you are specifically chasing the Killzone aesthetic.

Accelerator Rifle: The Highlight of the Warbond

The real standout weapon here is the accelerator rifle. This burst-based plasma weapon offers medium armor penetration and excellent burst damage if you can land your shots consistently. The key tip with this weapon is timing. You do not want to fully charge every shot. A short half-second charge is enough to fire effectively and keeps your damage output high.

Against Illuminate enemies, the accelerator rifle shines. Overseers can be taken down in a single burst if all shots connect, and stingrays are manageable with fast follow-up bursts. When paired with a Stalwart, it creates a flexible loadout that handles most threats without too much trouble.

Against Automatons, it is arguably even better. Gunships drop quickly with a burst to the engine, devastators go down reliably, and even hulks can be dealt with if you hit their weak points. That said, the weapon demands accuracy. Miss too many shots, and you will quickly feel the pain of frequent reloads.

If there is one thing this rifle needs, it is more ammo per magazine. A small increase would dramatically improve how smooth it feels to use, especially now that newer weapons offer similar roles with fewer drawbacks.

Performance Against Bugs and Heavy Targets

Against Terminids, the accelerator rifle becomes more situational. Chargers can be killed from behind in two bursts if you aim correctly, but deflection angles matter a lot. Alpha Commanders can technically be deleted in a single burst, but their movement makes that inconsistent.

For massive targets like Bile Titans and Impalers, this weapon should be treated as a finisher rather than a primary solution. It can work, but it requires significant investment and precise positioning. In high-difficulty missions, relying on it alone is risky.

STA-11 SMG: Simple and Unremarkable

The STA-11 SMG feels like a nostalgia weapon rather than a competitive one. It has solid handling, decent fire rate, and light armor penetration, but it lacks any form of customization. Recent changes to damage falloff also hurt SMGs at range, which further limits its usefulness.

If you enjoy SMGs for close-range fighting and like the Halo-style feel, you may find it fun. From a pure effectiveness standpoint, however, it struggles to compete with more flexible sidearms and primaries available elsewhere.

Wasp Launcher: A Major Disappointment

The Wasp Launcher is easily the weakest part of this Warbond. On paper, an auto-targeting support weapon with homing missiles sounds appealing. In reality, the targeting is inconsistent, the damage is unreliable, and the ammo economy is painful.

While it can one-shot some medium enemies when it hits correctly, it performs terribly against heavy targets like tanks, factory striders, and war striders. The stationary reload and limited ammunition only make things worse. This weapon has not meaningfully improved since its original release, and the current enemy density exposes its flaws even more.

Simply put, if someone tells you this is a top-tier weapon, you should be skeptical.

Armor Passive and Comparison Value

The armor passive included in the Warbond provides resistance to fire, gas, acid, and electrical damage. This does have niche value, especially when using fire-based weapons or gas grenades, since self-damage is common in those setups.

However, electrical damage resistance is less impactful than it sounds due to how bleeding and chest injuries now work. In many cases, you will still take massive damage and need immediate healing.

There is another Warbond that offers a similar passive with slightly lower resistance but includes increased throwing range. For most players, that alternative provides better overall value and utility.

Cosmetics Versus Gameplay Value

Cosmetically, the Killzone Warbond delivers. The armor sets and visuals are well-designed and stand out nicely. From a gameplay perspective, though, most of the items are either average or directly outclassed by newer options.

The accelerator rifle is the only piece that still feels interesting, even if it is not the strongest. Everything else struggles to justify the cost unless you are collecting for style or nostalgia.

For players who are still building up their resources, some may consider options like buy helldivers 2 medals to speed up access to other Warbonds that offer more impactful gear. This is especially relevant if your goal is improving performance rather than expanding your cosmetic collection.

Likewise, players looking to optimize their progression sometimes explore ways to get cheap helldivers 2 super credits through external marketplaces such as U4GM, particularly when deciding whether a premium Warbond is worth unlocking immediately or waiting.

The returning Killzone Warbond is a mixed package. It looks great, carries strong nostalgia, and includes one genuinely interesting weapon. At the same time, much of its gameplay content feels dated in a game that has evolved significantly over the past year.

If you already own part of the original collaboration, this Warbond is a no-brainer. If you are new, I would recommend carefully considering your priorities. For power and flexibility, there are better options available. For style and theme, the Killzone Warbond still delivers.

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