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Helldivers 2 landed in the PlayStation Plus Extra and Premium catalog today, and the fastest way to use your first week well is this: play a handful of missions on Trivial and Easy to learn the controls, then push to Medium and Challenging as soon as new gear opens up, chase Medals and Samples over raw rank, and knock out the community-wide kill event before it closes. The timing matters too — the same day the game joined PS Plus, Arrowhead shipped the Devoid of Liberty update, so anything you watched last month about “starter tips” does not know about the two enemies or the new rank ceiling that shipped today.

TL;DR

  • Rank is a level-up counter for stat bonuses, not a gear gate — weapons and stratagems come from Requisition Slips and Medals, not from hitting a rank number.
  • Grab every Sample you see from your very first drop — Common ones matter immediately, and Rare and Super Samples only start appearing once you unlock harder difficulties.
  • Devoid of Liberty (live today) added two new enemies, The Wretch and The Crusher, plus a new Void biome and a rank cap raised from 150 to 300.
  • A separate community challenge — 500 million kills by August 18 — needs zero extra effort beyond normal play, so treat it as the cheapest box to check this week.
  • Getting to a genuinely comfortable difficulty takes more than one evening — expect it to span most of the week, not one sitting.

What Rank Actually Unlocks in Helldivers 2

Rank in Helldivers 2 is closer to a loyalty counter than a power meter. Levelling up hands you passive stat bumps and occasional cosmetic unlocks, but it does not gate your weapons or stratagems. Those come from two separate currencies: Requisition Slips, which you spend at the acquisitions terminal on your ship for new stratagems and weapon slots, and Medals, which unlock warbond pages full of armor, primaries, and support gear. Samples are the third resource, and they feed ship module upgrades that make your existing stratagems stronger rather than unlocking new ones outright.

That’s the part nobody explains to new arrivals: grinding rank for its own sake is a waste of a week. Focus on missions that actually pay out Medals and Samples, because those are the two things gating your real progress. If you want the long version of how far this system scales once you’re past onboarding, the level 300 cap breakdown covers what the new rank ceiling from today’s update banks for you long term — this guide stays focused on week one.

SystemWhat it tracksWhat it actually unlocks
Rank / LevelTotal missions completed and XP earnedPassive stat bonuses, some cosmetic titles
Requisition SlipsCurrency earned per mission, scaled by difficultyNew stratagems and stratagem slot expansions
MedalsEarned from missions, Personal Orders, Major OrdersWarbond pages: armor, primaries, support weapons
Samples (Common / Rare / Super)Picked up on the map, banked on your shipShip module upgrades that buff existing stratagems

Where to Get Requisition, Medals and Samples Early

In week one almost everything you need comes from just playing missions rather than any special farming route. Trivial and Easy operations hand out small but steady Requisition and Medal drops, and every difficulty tier has Common Samples scattered around the map. The catch is that Rare Samples only start appearing once you’re cleared for Challenging difficulty, and Super Samples don’t show up until Extreme, so picking up commons early and banking them matters more than most new players realize — you can’t buy back a Sample you walked past.

Tip

Pick up every Sample you pass even if you’re not actively farming — they carry over permanently, and skipping them on Trivial just means buying yourself a slower Rare/Super Sample unlock later in the week.

SourceWhat you getRequirementWho it suits
Trivial / Easy missionsRequisition, Medals, Common SamplesDefault accessFirst two to three days
Medium / Challenging missionsMore Requisition and Medals, Rare Samples unlockComplete an operation on the prior tierMid-week once controls click
Extreme missionsBest Medal payout, Super Samples unlockComplete a full Hard operationPlayers comfortable with armored enemies
Personal Orders / Major OrdersBonus Medals and Requisition for objectives you'd do anywayNone extra — check the war tableEveryone, every day
Helldivers 2 — in-game screenshot

Step-by-Step: Your First Helldivers 2 Week

Follow this sequence to get it done fast.

  1. 1

    Clear two or three Trivial or Easy missions first

    this is purely to learn stratagem call-in timing, friendly fire angles, and extraction routines before enemies get dangerous.

  2. 2

    Unlock your first support stratagems

    most players start with an Eagle airstrike-type call-in and an orbital precision strike already available; spend early Requisition on a support weapon slot rather than cosmetics.

  3. 3

    Push to Medium once a mission feels boring, not scary

    that boredom is the actual unlock signal, not your rank number.

  4. 4

    Complete a full operation at Challenging as soon as you can

    this is where Rare Samples start dropping and where the game meaningfully opens up.

  5. 5

    Bank Samples at your ship's terminal instead of hoarding

    module upgrades compound, and an unspent Sample stash does nothing for your loadout.

  6. 6

    Check the community event and Major Order screens daily

    both often reward Medals for things you were going to do anyway.

Your First Week: Stage by Stage

10difficulty tiers total
300new rank cap, up from 150
+300%XP bonus at top difficulty
StageWhat it unlocksWhere people usually get stuck
Days 1 – 2 (Trivial / Easy)Basic Requisition, first Medals, Common SamplesFriendly-fire deaths and misreading stratagem throw arcs
Days 3 – 4 (Medium / Challenging)Rare Samples unlock; armored enemies like Chargers and Hulks start appearingNo anti-armor stratagem equipped yet
Days 5 – 6 (Hard / Extreme)Super Samples unlock; best Medal payout per missionSquad coordination — solo players get overwhelmed by patrol density
Day 7+ (Suicide Mission and beyond)Best overall reward-to-time ratio, per most veteran consensusJumping here too early before ship modules are upgraded

Devoid of Liberty: What's New for Brand New Players

The update that shipped alongside today’s PS Plus arrival is called Devoid of Liberty, and it pushes the war into a new Illuminate-controlled region referred to as the Void. It adds new mission types built around destroying spires and gateways, running data reconnaissance, and infiltrating enemy structures, plus non-playable SEAF troops that can now show up to assist on certain planets. It also raised the level cap from 150 to 300 with new ranks and titles attached — the full mechanics of that new ceiling are covered separately in the level 300 cap guide rather than here.

The Wretch

Described in the patch messaging as a fast, mutated Illuminate unit. Exact damage numbers and attack patterns have not been detailed publicly yet, so treat any specific counter advice you see right now as a guess rather than a confirmed strategy.

The Crusher

The armored counterpart to the Wretch, again without published stat breakdowns as of launch day. Because both enemies are brand new, any tips-and-tricks content dated before August 12 simply could not have covered them — they did not exist yet.

Warning

The Devoid of Liberty update reset equipped loadouts on many accounts — armor, weapon, helmet, and cape can revert to defaults. Re-check your loadout screen before queuing your first mission this week.

If you’re curious how the Illuminate faction fits into the wider story before diving into Void missions, the earlier Illuminate return guide covers how that enemy type first came back into rotation.

The 500 Million Kill Event: The Cheapest Box to Check This Week

Running alongside the update is a community-wide challenge: the Helldivers 2 player base needs to eliminate 500 million enemies collectively before August 18 to unlock four PlayStation avatars. There is no separate objective, no special mission type, and no extra grind attached — every kill from your normal missions this week counts toward the total. Because it costs nothing beyond playing the game you were already going to play, it is the single most efficient item on any new player’s first-week list, and there’s no reason to leave it for later given the fixed deadline.

Common Misconceptions About Progressing Fast

Myth: A Higher Rank Means a Stronger Loadout

Rank gives stat bonuses and cosmetics, not access. A rank 40 player and a rank 10 player can have access to the exact same stratagems if they’ve spent similar Requisition and Medals — rank alone buys nothing at the acquisitions terminal.

Myth: Farming Trivial Missions Repeatedly Is Efficient

Trivial pays out the least Requisition, the fewest Medals, and no Rare or Super Samples at all. It’s useful for learning controls in your first day or two and for occasional Super Credit runs, but staying there past that point actively slows your first week down.

Myth: You Have to Buy a Warbond to Keep Up

The free warbond track alone covers a functional loadout for most of your first week. Paid warbonds add variety, not a hard requirement — a point worth remembering if you’ve seen older advice built around habits that stopped working after later balance passes.

How Long Until Helldivers 2 Actually Feels Comfortable

Being honest here matters more than being encouraging. Reaching Challenging or Hard difficulty with a loadout that doesn’t fall apart against armored enemies is realistically a multi-session goal, not a one-evening one — most new players need several play sessions spread across the week rather than a single long grind to get there, especially solo. If you’re playing with a coordinated squad, that timeline compresses noticeably because someone else can carry anti-armor duty while you learn positioning. Playing solo stretches it out, since you’re covering every role yourself. Once builds start feeling less trial-and-error, it’s worth checking which loadouts are quietly overperforming right now via the underrated builds guide — but that’s a second-week problem, not a first-week one.

Our Take: Is Jumping In Through PS Plus Worth It Right Now?

Our Take

Good timing to start, as long as you ignore rank chasing and lean into the currency system instead.

Landing on the exact day of a content update is a mixed bag — you get new missions and a fresh rank ceiling, but also two enemies nobody has fully mapped out yet and a loadout reset to clean up first. None of that is a reason to wait. The core loop that made this game work at launch — pick objectives, manage stratagem cooldowns, bank Samples — hasn’t changed, and the free 500 million kill event this week is close to a strict bonus for anyone playing normally anyway.

FAQ

Do I need to reach a certain rank before I can play with friends who started earlier?
No. Squads can mix ranks freely; the higher-rank player just won't automatically hand you their unlocked stratagems, since those are tied to your own Requisition and Medal spend, not shared.
Are The Wretch and The Crusher dangerous for a brand-new player?
Unclear in specifics since neither enemy has published stat sheets yet, but their introduction alongside a Void-region content push suggests they're meant for players who've already moved past the earliest difficulties, not day-one squads.
Does the 500 million kill event require a specific mission type?
No — any kills from any mission on any difficulty count toward the community total, which is what makes it the easiest goal to clear this week.
Should I stop playing Trivial difficulty completely after day one?
Mostly yes. Keep it only for quick Super Credit runs or teaching a new squadmate the controls; for Sample and Medal progress it's the least efficient tier in the game.
Will my progress carry over if PS Plus removes Helldivers 2 from the catalog later?
No public end date for its catalog stay has been announced, and Sony has confirmed catalog lineups can vary by region and change over time, so there's no guarantee of a fixed window — treat access as ongoing until you see an official removal notice.
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