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Helldivers Wiki
904
pages
Explore
Main Page
All Pages
Interactive Maps
Helldivers 2
Factions
Illuminate
Automatons
Terminids
Helldivers
Federation of Super Earth
SEAF
Gameplay
Objectives
Stratagems
Weapons
Ship Modules
Warbonds
Helldivers Mobilize
Steeled Veterans
Cutting Edge
Democratic Detonation
Polar Patriots
Viper Commandos
Freedom's Flame
Chemical Agents
Truth Enforcers
Urban Legends
Servants of Freedom
Borderline Justice
Masters of Ceremony
Force of Law
Control Group
Obedient Democracy Support Troopers
Dust Devils
Python Commandos
Updates & Patch Notes
Planets and Sectors
Galactic War
Lore
Super Earth
Major Orders
Know Your Role!
Easter Eggs
Miscellaneous
Boosters
Armory
Currencies
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Admin Noticeboard
Helldivers
Factions
Bugs
Cyborgs
The Illuminate
Helldivers
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Spawn Mechanics
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Spawn Mechanics
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=== Players being within an Area of Influence === Certain elements on the battlefield generate an area of influence. The closer you are to that element the higher the tick rate. For simplicity we will call this "Heat." Heat scales based upon proximity. If a player is within 50 meters of the element (element icon on map) you are generating maximum heat. Heat generation then decreases by 1% per meter away from the element. At 150 meters you are no longer generating heat. Unless otherwise noted below, the maximum amount of heat that an element can decrease the spawn rate is 50%. Areas of influence will not stack. Rather the higher heat value will be used in spawn time calculations. The following are elements that have an area of influence that generate heat: * Primary Objectives * Primary Subobjectives (e.g. ICBM launch codes) * Secondary Objectives ** Detector Tower - 10% additional Heat ** Stratagem Jammer - 10% additional Heat * Enemy Outposts ** Light Outposts - 0% Heat (they do not have an area of influence) ** Medium Outposts - 50% Heat ** Heavy Outposts - 60% Heat * Extraction Point ** Calling the Extraction Shuttle has no effect on heat generation
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