Helldivers 1:Proving Grounds

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These Proving Grounds give you an opportunity to practice with some gear you might not have used otherwise. Seems tricky, but you are doing well down there!

— Ship's Scientist

Proving Ground Ghost town 2.jpg

Proving Grounds is a game mode released in the Dive Harder expansion that consists of unique missions with various difficulties, and includes modifiers that cannot be seen anywhere else. It is separate from the war effort and can be played at any time. It takes place in the exclusive area of an undamaged Super Earth city.


A Proving Ground mission consists of three components such as:

Challenge: A challenge is an actual objective the Helldivers are tasked to complete. These are familiar from the main game, rescue Survivors or activate SAM-sites for example.

Modifier: A modifier mixes things up and forces the Helldiver to stay sharp. For example, an unexpected orbital bombardment strikes the city, or the electricity goes out, plunging the map into darkness.

Condition: A condition primarily affects the loadout available to the Helldiver, like shotguns only, defensive stratagems only, or a new weapon upon reloading.

Black List

Each componens have hidden black list component that prohibits the appearance of certain settings on certain components. For example, Easy missions will never contain Defend Area challenge and a challenge will never appear with "UP CLOSE AND PERSONAL" condition.

Proving Grounds Difficulty

Proving Grounds contains 3 difficultie's: Easy (Difficulty 5), Medium (Difficulty 9) and Hard (Difficulty 15). They don't repeat themselves for each faction and become available in order from Easy to Hard.

Black List
Difficulty Name Type
Easy Defend Area Challenge
Medium Defend Area Challenge
Hard PISTOLS ONLY,

UP CLOSE AND PERSONAL

Condition

Proving Grounds Challenges Types

Exterminate

Kill a specific number of enemies.

  • The quantity of enemies that must be killed depends on the Difficulty of the mission, ranging from as low as 50 to as high as 180.
Black List
Name Type
RANDOM STRATAGEMS Condition

Escort Survivors

Escort three groups of survivors to the placed bunker.

  • The number of objectives is fixed and does not change depending on the difficulty.
  • Each group contains four survivors.
    • Each killed survivor adds a 20 seconds penalty to a mission timer.
Black List
Name Type
N/a

Deploy:

Activate SAM Site

Deploy and activate three surface-to-air missile launcher turrets on three different places.

  • The number of objectives is fixed and does not change depending on the difficulty.
Black List
Name Type
N/a

Activate and Defend Launchpad

Activate and defend three missile launchpads.

  • The number of objectives is fixed and does not change depending on the difficulty.
  • Helldiver need to defend a launchpad for 45 seconds.
  • If objective is failed, the penalty varies depending on the remaining time. Maximum penalty - 64 seconds.
Black List
Name Type
ORBITAL BOMBARDMENTS Modifier
ORBITAL SUPPORT Modifier

Defuse Undetonated Shells

Helldivers must use the ME-1 Sniffer Metal Detector to find between three and five unexploded mortar shells on three different areas.

  • The number of objectives is fixed and does not change depending on the difficulty.
  • Detonating shells via inserting wrong imput does not add a penalty to mission timer.
Black List
Name Type
N/a

Assassinate

Found and assasinate three targets.

  • The number of objectives is fixed and does not change depending on the difficulty.
  • Assassinate targets will roam around like a scout patrol, but their objective icon follows them wherever they go.
Black List
Name Type
UP CLOSE AND PERSONAL Condition
PISTOLS ONLY Condition
RANDOM STRATAGEMS Condition
ONE-ARMED ANGEL Condition

Capture Area:

Capture Areas

Secure three areas around a flag post.

  • The number of objectives is fixed and does not change depending on the difficulty.

Defend Area

Enter the designated area and survive 20 waves.

  • The number of waves is fixed and does not change depending on the difficulty.
  • The mission timer will start after a flag is rised.
  • Every 90 seconds on the timer resupply pod will be dropped near flag post. Note that it can be blocked by EMP modifier.
Black List
Name Type
UP CLOSE AND PERSONAL Condition
FRIENDLY FIRE IS RETURNED Modifier

Proving Grounds Modifiers Types

TIMED MODIFIERS:

ORBITAL BOMBARDMENTS

Every 15 seconds a random Mk1 Offensive Statagem will be called nearby.

ORBITAL SUPPORT

Every 20 seconds a random Mk1 Support Stratagem (except vehicles) will be called nearby.

EMP

Every 40 seconds mission map will be covered with jamming field (similar to Cyborg AA jamming) for 15 seconds.

PERMANENT MODIFIERS:

DAMAGING HITS GIVE AMMO

Damaging enemy refills ammo, but all player magazine ammo is redused by half.

RECON ARMOR

Player movement increased by 40%, but receve double damage.

FRIENDLY FIRE IS RETURNED

A map will be filled with a hologramms of a friendly Helldiver. Hitting hologramm will return full damage to player.

DOUBLE DAMAGE WEAK SPOTS ONLY

Enemies should be hit in center of mass, but player damage is doubled.

GHOST TOWN

Highly redused visibilty on mission map.

Proving Grounds Conditions Types

PISTOLS ONLY
Perk Laser Aim Module
Sidearm Random
Primary NONE
Stratagems Resupply; 3 random `strike` stratagems
Additional Notes You get to play with a randomly chosen sidearm.
ANTI-TANK AND PISTOLS ONLY
Perk Laser Aim Module
Sidearm Random
Primary NONE
Stratagems 4 random `anti_tank` stratagems
Additional Notes Randomly chosen sidearm and heavy weapon (anti-tank) stratagems.
RANDOM WEAPONS
Perk Random
Sidearm Random
Primary Random (excluding, Saber, FLAM-40 Incinerator, TOX-13 Avenger, and AC-22 Dum-Dum)
Stratagems 4 Random
Additional Notes Everything random.
AVENGING FLAMES
Perk Laser Aim Module
Sidearm P-2 Peacemaker
Primary TOX-13 Avenger or FLAM-40 Incinerator
Stratagems Resupply, 3 random `mine`/`strike` stratagems
Additional Notes You get to play with TOX-13 Avenger or FLAM-40 Incinerator as primary.
Black List
Name Type
DOUBLE DAMAGE WEAK SPOTS ONLY Modifier
SHOTGUN AND GRENADES
Perk Stun Grenades, Incendiary Grenades, Smoke Grenades
Sidearm NONE
Primary DBS-2 Double Freedom
Stratagems Resupply, Static Field Conductors, Airdropped Stun Mines,

Airdropped Anti-Personnel Mines or Anti-Personnel Barrier

Additional Notes You get to play with shotgun and random grenades
SUPPORT WEAPONS ONLY
Perk Random
Sidearm Random
Primary NONE
Stratagems 4 random `support_weapon` stratagems
Additional Notes Randomly chosen perk, sidearm and 4 support weapon stratagems.
Black List
Name Type
DOUBLE DAMAGE WEAK SPOTS ONLY Modifier
RELOAD SURPRISE
Perk Laser Aim Module
Sidearm Random
Primary Random
Stratagems 4 random `strike` stratagems
Additional Notes Each reload changes primary and sidearm,

with the possibility of using DLC weapons. Players will never run out of ammo.

LIBERTY LOADOUTS
Perk P-6 Gunslinger Heavy Armor Cardio Accelerator Displacement Field Cardio Accelerator
Sidearm P-2 Peacemaker P-2 Peacemaker P-2 Peacemaker P-2 Peacemaker P-2 Peacemaker
Primary DBS-2 Double Freedom PLAS-1 Scorcher SG-8 Punisher RX-1 Rail Gun AR-22C Patriot
Stratagems Resupply Pack, REC-6 Demolisher,

M5 APC, MC-109 Hammer Motorcycle

Resupply, AD-289 Angel,

Missile Barrage, Orbital Laser Strike

Resupply, SH-32 Directional Kinetic Shield,

Obliterator Grenade Launcher, Railcannon Strike

Resupply, RL-112 Recoilless Rifle,

Airdropped Stun Mines, Airstrike

Resupply, TOX-13 Avenger,

Incendiary Bombs, Static Field Conductors

Additional Notes Randomly chosen presets of favorite community equipment
LIBERTY DAY VETERAN
Perk MD-99 Autoinjector
Sidearm P-2 Peacemaker
Primary M2016 Constitution
Stratagems MGX-42 Machine Gun, Heavy Strafing Run,

Thunderer Smoke Round, A/GL-8 Launcher Turret

Additional Notes You get to play with M2016 Constitution
ONE-ARMED ANGEL
Perk Heavy Armor
Sidearm P-2 Peacemaker
Primary SMG-45 Defender
Stratagems Resupply, AD-289 Angel,

Airdropped Stun Mines, Airdropped Anti-Personnel Mines

Additional Notes You get to play with SMG-45 Defender and AD-289 Angel
NEW AND IMPROVED
Perk Strong Arm
Sidearm P-2 Peacemaker
Primary AC-22 Dum-Dum
Stratagems Resupply, AD-289 Angel or AD-334 Guard Dog, FLAM-40 Incinerator, AT-47 Anti-Tank Emplacement
Additional Notes You get to play with "buffed" or improved weapons and perks from the Dive Harder patch.

NO PRIMARY
Perk Laser Aim Module
Sidearm P-2 Peacemaker
Primary NONE
Stratagems Resupply, Vindicator Dive Bomb, MG-94 Machine Gun, A/MG-11 Minigun Turret
Additional Notes You get to play without primary weapon.
DEFENSIVE STRATAGEMS ONLY
Perk Random
Sidearm Random
Primary NONE
Stratagems 4 random `defensive` stratagems
Additional Notes Randomly chosen perk, sidearm and 4 defensive stratagems
RANDOM STRATAGEMS
Perk Laser Aim Module
Sidearm P-2 Peacemaker
Primary AR-19 Liberator
Stratagems 4 random stratagems
Additional Notes Default perk, sidearm, primary and 4 random stratagems.
FREEDOM ON WHEELS
Perk Random
Sidearm Random
Primary NONE
Stratagems 4 random `vehicle` stratagems
Additional Notes Loadout with random perk, sidearm and vehicles.
MINES AND MACHINEGUNS
Perk Laser Aim Module
Sidearm P-2 Peacemaker
Primary AR-19 Liberator, AR-22C Patriot, AR-20L Justice or MG-105 Stalwart
Stratagems 4 random `mine` stratagems
Additional Notes You get to play with randomly chosen mines.
POISONOUS STING
Perk Heavy Armor
Sidearm P-2 Peacemaker
Primary AR-14D Paragon
Stratagems 4 random support/`strike stratagems
Additional Notes You get to play with this loadout.

Proving Grounds Reward

Helldivers who climb to the top of a Proving Ground’s leaderboard at the end of the Galactic Campaign will be awarded a cape (total of 9 to collect) by Super Earth Command. Only players who achieve and remain first place at the end of a war will receive a cape. Capes are awarded according to the difficulty of a mission. For example, a tier 1 cape for Easy Bug difficulty, tier 2 for Medium Illuminate difficulty and tier 3 for Hard Cyborg difficulty. This means that to collect all 9 capes, one would have to get first place in at least 3 Wars, for different mission difficulties/factions combinations.

Proving Grounds Mission Names

Each operation contains unique key names that tied to specific difficulty, challange and condition: the first key word means the difficulty of the mission; second means the challange type for specific faction; last means the condition. For example, "Drill Crimson Tridend" name shows that "Drill" means there will be Difficuly 5; "Crimson" means that it will contain Bugs and Extermination challange; "Tridend" means there will be a loadout from Weapon Expertise condition.

Tables with all the key names will be provided below.

Difficulty Key Names
Difficulty Key Name
Easy Drill
Medium Assignment
Hard Operation
Challange Key Names
Faction Challange Exterminate Escort Survivors Deploy Defuse Undetonated Shells Assassinate Capture Area
Bugs Key Name Crimson Golden Copper Emerald Pale Indigo
Cybogrs Carbon Guided Bloated Scattered Lurking Phreaking
Illuminate Harmonic Symphonic Reedy Blaring Monotone Bombastic
Condition type Key Names
Condition Challange Exterminate Escort Survivors Deploy Defuse Undetonated Shells Assassinate Capture Area
Weapon Expertise Key Name Trident Kevlar Morningstar Barrel Cestus Gauntlet
Stratagem mastery Comet Eclipse Galaxy Nova Meteor Meridian
Wildcard Gimick Trouper Acrobat Juggler Mirage Tightrope

External links