Measuring…
The verdict for this game appears once the first full second of packets is in.
Comparing with other tests to this server…
Measuring…
The verdict for this game appears once the first full second of packets is in.
Comparing with other tests to this server…
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Rubber-banding through a bug breach? Squad thrown out when the host left?
Helldivers 2 missions do not run on dedicated servers. One player in the squad hosts the mission and everyone else connects to them, with Arrowhead's infrastructure handling matchmaking and progression around it. Two consequences follow. First, your mission quality depends on the host's connection as much as your own. Second, when the host leaves mid-mission the game attempts a host migration - and if that fails, the squad is disconnected while the new host keeps playing.
What this test sends: 30 packets per second of 250 bytes, matching Helldivers 2 rather than a generic ping. estimated
Missions are peer-hosted - the 'tick rate' is whatever the host machine sustains. Arrowhead publishes no value.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
In a peer squad, loss on your side is what makes you rubber-band while everyone else moves normally. It is also the most common reason a host migration fails to include you.
Jitter makes enemies swarm unevenly, which matters when a breach spawns dozens of them at once. A stable connection to a distant host beats an unstable one to a near host.
Your ping is to the host, not to a data centre, so it changes with every squad. A good result here is the ceiling your line can offer; the actual mission depends on who is hosting.
What you see in game, and which number on this page explains it.
| What you see in Helldivers 2 | Look at | What it means |
|---|---|---|
| You rubber-band, the squad does not | loss | The loss is on your side of the peer link, and it is the part you can fix. |
| Bug breaches swarm unevenly | jitter | Dozens of entities arriving out of step, straight from the host's connection or yours. |
| Ping differs every mission | ping | You are measuring the distance to another player, and the host changes each squad. |
| Squad dropped when the host left | migration | Host migration failed. By design, not a fault of your connection. |
Helldivers 2 missions are not run on dedicated servers. One player in the squad hosts the mission and everyone else connects to that machine, while Arrowhead's infrastructure handles matchmaking, progression and the galactic war around it. That single architectural fact explains most of what players find confusing about the game's connection behaviour.
It explains why your ping changes from mission to mission: you are measuring the route to another household, not to a data centre, and that household moves every time you join a new squad. It explains why a mission can be flawless and the next one unplayable with no change on your end. And it explains why hosting yourself often feels better than joining - if your line is the good one in the group, putting it in the middle is the correct choice.
It also explains host migration. When the host leaves mid-mission, the game attempts to hand the mission to another player. That transfer can fail, and when it does the remaining squad is disconnected while the new host carries on. This is a designed behaviour rather than a symptom of a bad connection, and no amount of local network tuning prevents it.
What your own measurement still tells you is whether you are the weak link. Peer connections have no infrastructure in the middle absorbing jitter, so a wireless link that behaves acceptably against a dedicated server can be visibly unstable here. If this chart shows loss, you are the player everyone else is complaining about - and if it is clean while joined missions still stutter, you are not.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Fine when hosting, bad when joining.
If this chart is clean and joined missions are not, you are connecting to hosts with worse lines than yours. Starting your own missions puts the burden where the capacity is.
The Symptom: Squad disconnects when someone leaves.
Migration hands the mission to another player. It can fail, and when it does the rest of the squad drops while the new host continues. This is by design, not a fault of your connection.
The Symptom: Bursts of loss.
Peer links have no infrastructure in the middle absorbing jitter, so wireless bursts show up more sharply than they would against a dedicated server.
The Symptom: Worse when the household is streaming.
QoS keeps the squad traffic ahead of bulk downloads - particularly worth it when you are the host, because your line then carries everyone.
Not for missions. One player hosts and the others connect to them; Arrowhead's servers handle matchmaking and progression around that peer connection.
If the host leaves mid-mission, the game hands hosting to another player. When migration fails, the remaining squad is disconnected while the new host keeps playing.
Because you are measuring the distance to another player, not to a data centre. The host changes with every squad, and so does your latency.
There is no server tick rate to quote - the effective rate is whatever the hosting player's machine sustains. We send 30 packets per second as a working figure.