I have to agree with @weeping.moon that tide games aren’t that tactical.
They are reaction/twitch-based, and winning games requires a mix of greater damage numbers (weapons) and constant movement.
The difference between Helldivers 2 and Darktide (yes, I’m going there) is that in Helldivers 1 and 2, there are fights that you just do not want to engage on difficulty 9, which means that instead of fighting the enemy, you slip past them by crawling, crouching, and hiding behind rocks and trees.
In Darktide, there is only one way to fix a problem: whack it in the head with a huge stick until it stops moving. While entertaining, Darktide lacks the moment-to-moment decision-making of games such as Dota 2, Pathfinder, and Helldivers.
Darktide excels at providing a steady rush of adrenaline, which is why it is so addictive, but calling it tactically deep is a stretch.
Also, in Helldivers 2, matches are timed (you can’t call in stratagems after the timer runs out because the Battlecruisers depart the system), thus you need to select what/how many objectives to complete in order to extract on time.
There are some strategies to this: if you have a team of particularly skilled players, you can divide into two groups and run separate objectives on the map at the same time, or you can have one person run solo and stealth the easier tasks while the rest of the team does the harder objectives together.
I did a Dif 9 Autonom mission yesterday with only one other person, and we managed to sneak past almost everything (it was scary Vietnam, dude).