Helldivers 2’s Solo Silo: Big Boom Big Disappointment
Opinion — The Solo Silo should obliterate Jammer Towers and Detector Towers. Anything else is nonsense.
It’s a mini-nuke. Let it do mini-nuke things.
The Solo Silo is literally a guided tactical warhead. If a “mini-nuke” can mulch tanks and fortifications, it should also erase the two structures that suffocate mission flow: Stratagem Jammers and Detector Towers. The fact that it doesn’t is less “balance” and more “because we said so.”
Why these towers matter more than big explosions
- Stratagem Jammers shut off your toolkit and force tedious, samey approaches—sneak in, flip a console, plant a bomb. Every. Single. Time.
- Detector Towers keep the alarm treadmill spinning. Kill the mobs, get pinged again, repeat. It’s friction without variety.
These aren’t just “tough targets.” They’re map-control choke points. Deleting them should be the exact job of a high-stakes, high-cooldown, high-impact stratagem.
The design contradiction
On one side: a player-guided missile with cinematic power and risk (you must deploy outside jammer bubbles, guide under pressure, and you only get one shot per cooldown). On the other, objectives are arbitrarily immune to that impact. That’s not a simulation or balance story—it’s a rail that says, “you have to play the mission our way.”
“But balance!” — Here’s the balance
- Scarcity: The Solo Silo is single-shot with a long cooldown. Burning it on a tower is a real tradeoff vs saving it for a Strider or swarmer surge.
- Counter-play: Jammers still gate the deployment. You must place the silo outside the bubble and survive while guiding it in.
- Precision risk: Miss the tower? That’s on you. No cheese, just skill.
In other words, letting Solo Silo crack towers adds decision-making. It doesn’t delete it.
Fun is options
Right now, the message feels like: “You’re not allowed to have fun; you have to play the game exactly how we want you to play it.” That’s not fun—options are fun. If anyone thinks fewer options somehow makes a co-op sandbox better, they’re brain-dead. (Harsh? Sure. But that’s how it feels when the game withholds the obvious tool for the obvious job.)
Final Thought:
Solo Silo not deleting Jammer and Detector Towers is a vibes-killer and a design contradiction. It’s a guided warhead—let it solve the tower problem. Give it structure-only demolition and watch missions get more interesting, not easier. More options, more agency, more fun. That’s the whole point.
