Detection & enemy AI
How enemies sense players, become alert, share information, and turn perception into behaviour.
No matching mechanics.
Research index
Mechanics in Helldivers 2 do not fit cleanly into isolated folders. OTL uses a simple hierarchy for browsing, then preserves cross-system relationships so a subject such as Stealth or Constellations can point to every mechanic it affects.
No matching research topics.
Hierarchy
Systems are the stable top level. Mechanics sit beneath them. A mechanic can still connect to any other system through the relationship map below.
How enemies sense players, become alert, share information, and turn perception into behaviour.
What appears on the map, what can appear in patrols and encounters, where those groups travel, and when they are created.
Damage packets, armor, penetration, explosions, body parts, and the rules that resolve a hit.
Planetary state, celestial hierarchy, mission generation, objective placement, and other systems that shape the battlefield.
Physical movement, impacts, vehicle interactions, collision effects, and forces applied to world objects.
Relationships
Select a node to highlight its direct relationships. This is the layer that prevents cross-cutting research from being trapped in a single category.
Published research
The map is broader than the current publication list. A mapped mechanic means OTL has a place for the subject; only entries here are presented as finished or preview research pages.
Normal and durable damage, hit-zone durability, armor, impact-angle penetration lanes, and the damage evaluation pipeline.
Open research →How broad EnemyTag rolls, special overlays, squad candidates, concrete variants, and deterministic replacements shape enemy composition.
Open research →