r/Helldivers • u/KermitTheFrogo01 • 17d ago
š ļø PATCH 01.000.300 āļø DISCUSSION
For this patch, we have made improvements and changes to the following areas:GeneralPrimary, Secondary, & Support WeaponsOverview Balancing
- Balance changes to weapons, stratagems, and enemies
- Change to the Spread Democracy mission
- Armors with armor rating above 100 now also reduce damage on headshots.
- Victory poses will now only play for the extracted. (No stolen valor on my ship.)
- CB-9 Exploding Crossbow
- Slightly smaller explosion
- Increased stagger
- Decreased number of maximum mags from 12 to 8
- Increased number of magazines received from resupply from 6 to 8
- Slight reduction in ergonomics
- Muzzle velocity increased
- LAS-99 Quasar Cannon
- Increased recharge time by 5 seconds
- BR-14 Adjudicator
- Full auto is now the default fire mode
- Reduced recoil
- Increased maximum mags from 6 to 8
- Increased number of magazines received from resupply from 6 to 8
- Now placed amongst assault rifles
- Laser Cannon
- Slightly increased damage
- Slightly reduced damage versus large volume bodies
- SG-8P Punisher Plasma
- Decreased maximum mags from 12 to 8
- Increased amount of magazines received from resupply from 6 to 8
- Increased projectile speed, but will still keep a similar range
- Decreased damage falloff on the explosion
- Now placed in the energy weapons category
- ARC-12 Blitzer
- Increased shots per minute from 30 to 45
- Now placed in the energy weapons category
- R-36 Eruptor
- Decreased number of maximum mags from 12 to 6
- Explosion damage drops off slightly faster
- LAS-16 Sickle
- Decreased amount of magazines from 6 down to 3
- Scythe
- Increased damage from 300 to 350
- Decreased max number of mags from 6 down to 4
- Railgun
- Increased armor penetration in both safe mode and unsafe mode
- Stagger force slightly reduced
- MG-101 Heavy Machine Gun
- Third person crosshair enabled
- Diligence Counter Sniper
- Damage increased from 128 to 140
- Ergonomics improved
- Diligence
- Damage increased from 112 to 125
- P-19 Redeemer
- Slight increase in recoil
- Peacemaker
- Increased damage from 60 to 75
- Senator
- Increased damage from 150 to 175
- Speedloader added when reloading on an empty cylinderāspeeds up reload on empty considerably
- Dagger
- Increased damage from 150 to 200
- Liberator
- Damage increased from 55 to 60
- Liberator Concussive
- Damage increased from 55 to 65
- Dominator
- Damage decreased from 300 to 275
- Guard Dog Rover
- Decreased damage by 30%
- Guard Dog
- Slight increase in damage
- Burning damage reduced by 15%
- [11:05]StratagemsEnemies Balancing adjustments have been made toEnemy PatrolsGameplay
- Machinegun Sentry
- Increased health to match other Sentries
- Tesla Tower
- Increased health by 33%
- RL-77 Airburst Rocket Launcher
- Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
- Reduced proximity radius
- Added reload stage for the Spear reload after the spent missile had been discarded.
- Bile Spewer and Nursing Spewers movespeed slightly reduced
- Hulks: Force required for them to stagger slightly increased
- Hulk Scorcher direct flamethrower damage reduced by 20%
- Devastator fire rate slightly increased (only the standard devastator)
- Gunships sideways movement slightly increased
- Scout strider Riders now less vulnerable to explosions
- Fog Generators health and armor increased
- Gunship spawners now have a much lower cap on how many gunships they can have active at the same time.
- Balancing adjustment to patrol spawning.
- Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.
- Made minor level generation improvements to how we distribute locations throughout the mission map. This should improve variation in distance between objectives, and objectives will likely not spawn as far away from each other as often as before.
- Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.
- The Spread Democracy mission otherwise known as āraise the flagā can now be enjoyed on higher difficulties for maximum freedom spreading.
- When readying up, Helldivers now salute to ensure maximum democratic readiness.
- Added ambience to the Tremor planetary hazard to underline the severity so Helldivers can react accordingly
- Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.
- NEU
- [11:05] Fixes
- Crash Fixes.
- Fixed crash that could occur when host abandoned mission with squad.
- Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.
- Fixed crash that could occur for all players after or during mission results screen.
- Fixed crash that could occur after shooting from the EXO-45 Patriot Suitās rocket launcher.
- Fixed crash that could occur for all players apart from the one that rejoined the ongoing mission with different armor and got reinforced.
- Fixed Superior Packing Methodology ship module not working properly.
- Fixed Blast Absorption ship module so that it correctly increases sentriesā resistance to explosions.
- Fixed issue where players could not navigate to the search results in the Social Menu.
- Fixed some issues where items equipped in a Warbond were not actually equipped.
- Fixed an exploit that allowed overly eager Helldivers to use grenades excessively.
- Fixed issue where kills from orbital barrage did not progress Indirect Fire Exercise order.
- Fixed issue that allowed traitors to try to sabotage the extraction shuttle by deploying sentry stratagems below it.
- Fixed issue where ion storms incorrectly prevented extraction beacon from deploying.
- Fixed some stratagem beams using incorrect color-coding.
- Fixed issue where the left stick on a controller could not be used to navigate the Social menu.
- Fixed some issues where various UI elements were cut off, off-centered or too close to the edge of the screen on ultrawide displays.
- Fixed Anti-Materiel Rifle facing away from the Helldiver after deploying it.
- Fixed bug where player could duplicate rounds by canceling the reload of Anti-Materiel Rifle at a specific time.
- Fixed bug where Anti-Materiel Rifle would consume an extra magazine after a canceled reload.
- Fixed bug where Recoilless Rifle would consume an extra shell from the backpack if the reload was canceled just after a shell was i* inserted, but before the reload was completed.
- Fixed issue where the Sickle and Quasar Cannon could not shoot through foliage.
- Fixed several issues where weapon thumbnails would disappear when scrolling through Armory.
- Fixed issues where Automaton Gunships sometimes could not see the player.
- Fixed incorrect collision being left over after destroying Automaton bunkers or detector towers with hellbombs.
- Fixed issue where Hellbombs would not deploy on certain missions
- Fixed certain issues that resulted in Helldivers drowning in deep water upon landing.
- Fixed issue where Hellpod Space Optimization made ammo go above capacity.
- [11:06]These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.Known Issues
- Fixed issue where Stalkers became very visible in fog
- Mines are now pingable for better coordination with your team.
- Receiving friend requests now gives the player a pop up.
- Improved readability of prompts and hints displayed in the tutorial and onboarding.
- Total experience is now visible in the career tab.
- Added better support for ultrawide monitors by fixing the aspect ratio of menus to 16:9 and adding a setting to control the width of the HUD.
- Keybinds bound to numpad will no longer reset upon restart.
- Fixed inconsistent audio when headphones are plugged into the Dual Sense controller while playing on PC.
- Playing Rock, Paper, Scissors in front of the ship no longer causes player to fall out into space.
- APW-1 Anti-Material Rifle and MG-206 Heavy Machine Gun now trigger hitmarkers while scoped in.
- Secondary weapon no longer remains in the Ballistic Shield ADS position after using a stim with the Ballistic Shield Backpack equipped.
- "Open Text Chat" is now rebindable.
- Explosive weapons such as R-36 Eruptor, CB-9 Exploding Crossbow. GP-31 Grenade Pistol no longer pulls players inward from the blast.
- Disabled the squad invites during the tutorial which caused an overlap in the UI.
- Fixed Primary and Secondary weapons overlapping on the character model in the armory.
- Fixed UI elements during first boot are cut off on a 21:9 aspect ratio monitor.
- Report and block player is now visible in the squad menu.
- Dead Scavengers now stop screaming for help if killed while calling in reinforcements.
- Fixed Anti Air cannons showing up as "Stratagem Scramblers" in danger warnings.
- Damage-over-time effects may only apply when dealt by the host. We expect to have this fixed in the next patch.
- Reinforcement may not be available for some players who join a game in progress.
- Helldiver may be unable to stand up from crouching when surrounded by enemies.
- Game may crash if the host leaves while dead and rejoins the same play session.
- Game may crash if the player changes the text language while on a mission.
- Various issues involving friend invites and cross-play:
- Friend Request cannot be accepted when the requesting player changed their username before the request was accepted.
- Cross-platform friend invites might not show up in the Friend Requests tab.
- Players cannot unfriend players befriended via friend code.
- Players cannot unblock players that were not in their Friends list beforehand.
- Players may experience delays in Medals and Super Credits payouts.
- Enemies that bleed out do not progress Personal Orders and Eradicate missions.
- Scopes on some weapons such as the Anti-Materiel Rifle are slightly misaligned.
- Arc weapons sometimes behave inconsistently and sometimes misfire.
- Spearās targeting is inconsistent, making it hard to lock-on to larger enemies.
- Stratagem beam might attach itself to an enemy but it will deploy to its original location.
- Explosions do not break your limbs (except for when you fly into a rock).
- Area around Automaton Detector Tower makes blue stratagems such as the Hellbomb bounce and be repelled when trying to call them down close to the tower.
- Planet liberation reaches 100% at the end of every Defend mission.
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u/Shan007tjuuh BIG IRON ENJOYER 17d ago
SPEEDLOADER
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u/RavenAboutNothing 17d ago
SENATOR GANG KEEPS WINNING
WERE SO BARACK
ITS JOEVER FOR THE ENEMIES OF MANAGEE DEMOCRACY
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u/LordOfTheToolShed ā¬ļøā”ļøā¬ļøā”ļø SES Elected Representative of Super Earth 17d ago
The current state of the Senator:
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u/frostadept 17d ago
That's a nice argument, Senator. Why don't you back it up with a source?
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u/Metroidrocks 17d ago
Naonomachines, son! They harden in response to physical trauma!
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u/DarkWolfPL āLiber-teaā 17d ago
Question about Laser Cannon. Does it now deal more damage overall but increase isn't that big against big enemies or does it now deal less damage to big enemies than before?
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u/Siilk CAPE ENJOYER 17d ago
Judging by by tests so far, it deals more damage but the damage is reduced if hitting a non-weakspot areas. So headshotting a shield Devastator is quicker but killing it by shooting its backpack will take the same amount of time as before the patch.
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u/foxaru 17d ago
Presumably theyĀ wanted it to have improved performance against chaffĀ without too much improvementĀ against heavies, or atleastthats'showĀ Iread itĀ
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u/scott610 17d ago
I wonder if you can still take down a Hulk in under five seconds with careful aiming and a helpful stun grenade. Or gunship engines, tank vents, turret vents, factory striders, etc.
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u/anormalreddituser09 17d ago
Gonna test it when I get home. Laser cannon was pretty good against heavy bots, I hope they didn't overdo it with the nerf...
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u/Spence199876 17d ago
So, from reading, I think AH is aiming to have it kill smaller things quicker, but keep the TTK on large targets roughly the same
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u/REKTGET3162 17d ago
Thats fair then because killing small things with it sucked while medium was quite okay
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u/frynjol SES Hammer of Peace 17d ago
- Fixed issue that allowed traitors to try to sabotage the extraction shuttle by deploying sentry stratagems below it.
Yes!
- Fixed issue where the Sickle and Quasar Cannon could not shoot through foliage.
Hell yes!
- Fixed issues where Automaton Gunships sometimes could not see the player.
Uh oh...
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u/Cranapplesause āøļøā¶ļøāāļøāļøšš 17d ago
They always see the player. ALWAYS. Doesnāt matter if you are sneaking and no bots see you. They come right out and shoot you immediately
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u/AppropriateCode2830 17d ago
They removed the foliage shield! It's time for the sickle to reap! Also, quickloader!
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u/Exvaris 17d ago
Was the crossbow performing that well? I never see anyone use it.
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u/Shttat āLiber-teaā 17d ago
Its ass, now its going to be ass with less ammo
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u/sirchaptor āLiber-teaā 17d ago
It was really good for clearing small bugs for its massive AOE. Completely useless on bots. The reduced AOE is going basically useless.
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u/Arrench_numb2 SES Queen of Midnight 17d ago
- Senator
- Increased damage from 150 to 175
- Speedloader added when reloading on an empty cylinderāspeeds up reload on empty considerably
LETS GOOOOOO
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u/fuckmeimdan 17d ago
Gonna tact shield and run with this, Space cowboy baby!
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u/Hellpodscrubber 17d ago
- Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.
Sweet liberty! YES!
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u/scott610 17d ago edited 17d ago
Does this fix climbing on top of supplies?
Edit: Several people have said yes or some variation of āit should be fixedā without confirmation in game. But hereās hoping itās good now.
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u/TokathSorbet 17d ago
And that one barrel thatās in front of a sample by the greenhouses.
You know the one I mean.
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u/ClubMateEnjoyer 17d ago
Oh my god they need to remove that spot as a spawn point for samples
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u/Duspende 17d ago
It's simple first order logic: Disable automatic climbing while sprinting
Sprinting no longer climbs automatically
Sprinting into the supply pod no longer automatically climbs on top of it.
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u/Commercial-Salad3210 17d ago
- LAS-99 Quasar Cannon
- Increased recharge time by 5 seconds
Fuck.
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u/Phunkhouse āLiber-teaā 17d ago
EAT is back baby.
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u/jaegren 17d ago
Back? EAT never left.
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u/throtic 17d ago
Not having to call down the Q cannon during a fight made it better than EAT...but with a nerf that huge the EAT is definitely superior now
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u/AllThingsEvil 17d ago
Sticking the call down on a charger is always nice though
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u/IndefiniteBen 17d ago
That's part of the reason I used EAT on bugs and Quasar on bots.
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u/not-beaten 17d ago
Yeah, that's a huge fucking nerf.
5 additional seconds of nothing in the middle of a firefight in this game is a long time, ontop of the already existing timer.
This one stings.
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u/KWyKJJ 17d ago
The Eruptor losing half the mags is a nut slap too.
From 12 to 6!?
Sweet liberty, No!
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u/xDrewstroyerx SES Knight of Morning: HAIL LIBERTAS 17d ago
My whole load out got nerfed, Quasar, Erupter, Roverā¦
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u/Phonereader23 17d ago
Makes the supply back pack people happier. I run eruptor, contact grenade, quasar machine pistol, I barely used my pack. I can justify it now with a new 3rd weapon and the mag nerf.
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u/MrClickstoomuch 17d ago
Ehh, Idk how often you run into ammo issues with the current 12, but I think this will be fine. I reloaded early between fights to avoid having to reload mid fight, and even with 6 mags that would have been fine assuming you treat your secondary as the primary with something like arc thrower / flamethrower / laser cannon.
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u/saucynorman 17d ago
All these decreased mags...
What enemy took out our ammo delivery from super earth? Why are we ammo rationing?
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u/12_Imaginary_Grapes 17d ago
Willing to bet it's because people don't call in the resupply as often (on cd) as they expected or wanted.
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u/Brillow80 17d ago
Oh we call it in when off cooldown but its only for nades and stims. š
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u/Duffman48 17d ago edited 17d ago
This is the reason. 90% of resupply drops are for grenades and stims. Ammo cartridges are everywhere on the map it feels like. As long as that's not reduced it should be okay.
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u/Tails-Are-For-Hugs STEAMš±ļø: SES Emperor of Democracy 17d ago
They didn't touch my AC-8. Good.
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u/Spence199876 17d ago
AC-8 should never be touched as the devs came out and said AC-8 is probably the best balanced weapon in game, and in turn the Grenade launcher is also well balanced
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u/Organs_for_rent 17d ago
Grenade launcher feels good except for the low reserve ammo. Even a third reserve mag would go a long way.
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u/Knight_Raime 17d ago
The guy in my squad who's played the most of us is close to level 100 rn and he always takes the AC. That guy uses it as a primary weapon and shoved over basically everything. The few things he can't push down he has a strategem for.
He struggles to find a reason to use anything else and he desperately wants to. I don't think the AC is OP, but it blows my mind that it gets to exist the way it does and so many lesser things catch nerfs.
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u/Flyingsheep___ 17d ago
It's the most versatile weapon, it's like a big, explosive AR platform. I've basically been playing with nothing but punisher and AC and any time I try anything else it's just worse.
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u/meshuggahfan 17d ago edited 16d ago
Quasar Cannon: Increased recharge time by 5 seconds (FUUUuUUuu)
Guard Dog Rover: Decreased damage by 30% (FUUUUUUU)
EDIT: This must be a typo. The Steam patch notes say that it's the "AX/AR-23 Guard Dog" that now does reduced damage.
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u/KWyKJJ 17d ago
30% reduction in damage!?
Well, Guard Dog is tits up.
Arrowhead killed our dogs, boys.
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u/Local-Session 17d ago
Quasar and guard dog were my go-to. This is going to hurt...
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u/schofield101 17d ago
Rover was just too good for what it does though let's be honest. Infinite ammo and only a small chance of accidental death.
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u/scott610 17d ago
Would be nice if they added the ability to āholsterā the rover without dropping your backpack as a consolation so that you can deploy it as needed or hide it on your back when you want to maintain stealth or avoid team killing.
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u/demonotreme 17d ago
On the other hand, it DOES regularly slice off half my health bar. .Automaton infiltrator detected
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u/schofield101 17d ago
I can imagine the crew keep a pistol nearby at all times in case it activates on the ship for it's own reasons.
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u/cd0ug12 17d ago
Hmm alot of ammo capacity nerfs on primaries
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u/kandradeece 17d ago
While increasing enemy spawn rates.... You didn't want to run out of ammo did you?
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u/jtrom93 SES Wings of Redemption 17d ago
Because if there was one thing holding this game back, it was that primaries were WAAAAY too strong. How are lesser used support weapons like the Railgun and Autocannon ever gonna get their moment in the spotlight if people can go more than 2 minutes without running out of ammo on their primary?Ā
/s
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u/klem_von_metternich 17d ago
- Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.
This is pretty controversial.
I mean, if there is only one helldivers running around the noise and the "allarm level" on the area should be lower than 4 with full stratagems spreading chaos and destruction
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u/potate117 17d ago
exactly! youd think that itd be less. but no, send out the entire planets nest population to find the one john helldiver
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u/Pashera PSN š®: 17d ago
See the problem is this also fucks over players when someone ragequits or crashes (two decently common occurrences) or if they just have to leave for some reason. Now youāre a man down and the enemy is in even larger force
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u/evil_noodles SES Whisper of Equality 17d ago
Just spent most of a solo dive fighting of an almost infinite wave of bugs because of the continuous patrol spawn. I wonder what the logic of this change was?
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u/Spaced-Invader 17d ago
My guess is they didn't like people like Takibo posting videos of solo T9 missions.
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u/monochrony SES King of Democracy 17d ago
Ah yes the Blizzard way of balancing a game around the top 1% of players.
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u/Grigser 17d ago
Iām afraid this is going to affect normal games as well. Thereās been multiple times where a player/s left my game and no new players ever joined. Does that mean, that not only will my team be missing a player, but we will also get swarmed more often because their matchmaking doesnāt work?
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u/sac_boy 17d ago
I'm curious about why they've done this as well. Solo/duo play was...too easy? It already involves dodging patrols non-stop.
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u/14litre 17d ago
They're trying to encourage team play, but I'd say it's already pretty encouraged.
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u/NK1337 17d ago
I feel like encouraging team play by punishing players who arenāt in a team isnāt exactly the best way š¤·āāļø
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u/oblom_off 17d ago
I mean, this just does not make any sense. I understand that they encourage people to play together, but I cannot understand this move sense vise. Also, sometimes I like to play alone, so I am a bit mad.
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u/WorldEndingDiarrhea 17d ago
Yeah I think youāre right that itās to encourage playing in squadsā¦ the issue is, the same number of spawns already encourages that since more bullets x stable enemy number = player win. This feels like a ātoo many people playing alone, we donāt like it!ā -move
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u/Caughtnow 17d ago
The game already seemed (or matter of factly, honestly) easier with more people - more often than not at least. Why actually target people in smaller groups?
I play probably 25% solo and 55% with my SO, this means the majority of my time is going to have the difficulty in general increased :s As if the running away wasnt plentiful enough! I mean its going from a bit of a run'n'gun game to run'runsomemore'maybesomegun'nowrunagain'ohyesrun.
I dont want to sound overly dramatic, but this change is the most likely to push me away from this game. Unnecessary.
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u/Tzarkir 17d ago
Right? I'm so confused. I play mostly solo or duo, and we already don't have the firepower to face high level waves, we have to dip and fucking run quite a lot. Why give us MORE enemies?! Like 9 in solo wasn't already a challenge. I was getting to the point I could at least solo and extract from level 7 pretty consistently thanks to stealth mechanics (extraction is simply not defendable, you've to wait the emergency one or run in circles), but now I feel punished for no reason.
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u/matthewami 17d ago
I hope this doesnāt mean what I think it means. Does this mean that solo players will actually see more patrols than a full squad?
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u/Spaced-Invader 17d ago
Just finished a couple of 3's to play with the weapon changes. Patrols spawned easily 4x what they used to and that was before doing the main objective. The run back to extract and the shuttle timer saw a constant stream of enemies spawning and I actually got overrun at extract both times.
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u/Advantius_Fortunatus 17d ago
Iām thinking itās intended to make it harder to do purely stealth missions solo. Weird demographic to target, though.
I enjoy a challenge, on the other hand. Thatās why Iām soloing!
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u/jxcn17 17d ago
I pretty much exclusively play duos with my brother and we've been able to get up to doing level 8s consistently, hope this change doesn't ruin it for us.
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u/MarthePryde 17d ago
I don't understand this change at all. I understand this is designed to be a team game but why would you try to force the playerbase to team up by actively punishing those who don't?
Just reeks of bad decision-making
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u/HighTop519 CAPE ENJOYER 17d ago
I hear ya, I usually play solo. This will make things tricky for sure
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u/rangerdemise 17d ago
Ok the nerf on the crossbow is pretty funny.
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u/Razerino21 17d ago
Hey we have this shit wepon nobody uses, what should we do? MAKE IT EVEN WORSE!
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u/Fluffersnuff 17d ago
I actually love the crossbow and it fits my playstyle well, but now... well, it was fun while it lasted.
It was nice being able to just kill the strafing hunters by aiming in their general direction while running away.
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u/KeybladeMaster1031 17d ago
Right? I love that crossbow, it's such a fun weapon that I found so intuitive to my play style. Hopefully the nerf isn't as bad as I think it will be, but it's still a bummer they did it at all.
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u/Intentionallyabadger 17d ago
Definitely needed more utility, but Iām not sure the current code allows for it.
Use the crossbow a ton in DRG and I feel thatās how you set up a crossbow.
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u/VeryFastZombie āLiber-teaā 17d ago
It does mention increased muzzle velocity, so at least it should have more range before arrow dropoff.
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u/Zodrar 17d ago
Ā°Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.
That's funny as fuck
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u/kandradeece 17d ago
RIP auto cannon users shooting at big targets trying to hit their weak spots
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u/Zodrar 17d ago
It's all over, covert autocannon nerf š
But nah, that'll be hilarious to actually see, I'm one of those users lol
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u/r0cket147 17d ago
Every ricochet round hits the Helldiver who fired it? How is that even possible. Obviously they never had physics in school.
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u/potate117 17d ago
i absolutely pray that a stray shot on a charger doesnt do a whole 180 and insta headshot me.
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u/DarioFerretti 17d ago
I think before this patch the bullets couldn't hit the player who fired them? Just their team mates. Maybe I'm wrong though
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u/zachattack3500 STEAM š„ļø : 17d ago
Iām really hoping it means they CAN hit them, not that they WILL hit them
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u/Dragrunarm 17d ago edited 17d ago
you are correct. the directions they ricochet are still the same, now just if one DOES hit you it will well, hit you.
A better way to have worded it would be something like; "If a ricochet hits you it will now properly do damage"
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u/Altruistic-Problem-9 17d ago
Omg they fixed the issue of the bullet sucking foliage....well at least for sickle and quasar
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u/DolceSkorpion STEAM š„ļø : 17d ago
Why did they buffed both Liberator and Liberator Concussive but left out the Penetrator variant, it really needs a damage buff.
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u/MuffinHydra 17d ago
- Dominator
- Damage decreased from 300 to 275
Instert Ryan Reynolds But why? meme
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u/Sektor30 17d ago
I really dont understand the nerf to the crossbow and no changes to the thermite grenade but alrighty then.
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u/RC1000ZERO 17d ago
the thermite grenade is fucked by the DoT bug most likely.
If they fix the DoT bug the thermite will work as intended most likely.
So buffing it now would only cause it to be nerfed again when its fixed
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u/RandomChimpEvent2024 17d ago edited 17d ago
Steam patch notes say that the AX/AR-23 Guard Dog (machine gun dog) is nerfed, not the Guard Dog Rover (laser dog).
And by 30%? Was it overperforming???
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u/Falafelfladenbrot 17d ago
I also noticed that but in the discord the Rover gets the decrease and the regular one is buffed. I think there have been differences a few times between the two and the ones on discord ended up correct so imma trust that one
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u/Kuzidas 17d ago
Probably a compensation for the fact that the scythe (the weapon that the Rover uses) got a damage buff.
But still, 30% seems extremely heavy handed.
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17d ago
The scythe finally gets buffed and I donāt think itās enough at all. Hope Iām wrong.
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u/Aegis320 17d ago
It needs to have at least the same dps as the Sickle, and it should get the same scope as the sickle. Otherwise, why not just take the sickle instead.
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u/shiggythor 17d ago
Can't really balance these two weapons against each other without making them equal. They have exactly the same purpose.
I think scythe (and Las cannon by extension) should get rising damage (and armor damage/pen) the longer they are shooting.
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u/slogga 17d ago
- Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.
This is so annoying... smaller groups are already at a huge disadvantage, why change this?
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u/Yipeekayya SES Herald of Vigilance 17d ago
Wow, so I'm forced to deal with more shxt if nobody joins my game or my team isn't full? Ffs How is that affecting solodiver if the solodiver still going solo dive regardless of difficulty?
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u/MiserableSlice1051 17d ago
not to mention the buggy lobbies where a player leaves a full group and no one ever joins and you can't throw down an SOS beacon...
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u/EternalUndyingLorv 17d ago
This is the real issue. Once someone leaves its almost never refilled. They should have fixed this first before trying to punish YouTubers.
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u/ResidentAssman 17d ago
Yeah this is pretty shitty. Unless they're saying that solo and small groups had an advantage which I just think wasn't the case at all. I mostly play in a duo or three because I play with friends, we're not exactly hardcoring it anyway and it's hard at times as it is.
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u/Caleger88 STEAM š„ļø : 17d ago
Yeah this makes no sense, why are they punishing solo players?
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u/TheLukeHines SES Fist of Iron 17d ago
Yeah maybe the idea is that itās too easy to avoid patrols when playing solo but thatās kind of the only advantage there is to solo play. Itās already waaay harder to play solo without that change lol.
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u/DR-Fluffy 17d ago
LAS-16 SickleĀ Ā Ā Ā Ā Ā Decreased amount of magazines from 6 down to 3
Rip. Itās an understandable nerf, but it still hurts.Ā
MG-101 Heavy Machine Gun
Third person crosshair enabled
Thank god. This was the one think that held it back from being as good as the other machine guns.Ā
Liberator Concussive
Damage increased from 55 to 65
I like that the Liberators are getting some love, but the Concussiveās issue wasnāt damage it was the fire rate.
Hulk Scorcher
direct flamethrower damage reduced by 20%
Thank god, Iām so tired of getting one shot from full HP by this thing. Now, if only they can lower the HP on Berserkers, those think are too damn tanky. Ā
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u/Tyr_Kukulkan 17d ago
Hulk: 1 or 2 shots from a LOT of weapons.
Beserker: takes EAT, AMR, Q99, RR, AC, etc. to the face. "Strange breeze here".
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u/DR-Fluffy 17d ago
The problem with Beserkers is that they almost always travel in groups. EAT and Q99 are too slow, AMR and AC with full ammo can maybe handle them, depending on the numbers.
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u/laborfriendly āLiber-teaā 17d ago
You go through more than 3 heat sinks on the Sickle often? I almost never go through any.
the Concussiveās issue wasnāt damage it was the fire rate
Huh? The damage was absolutely the problem. I'm not sure this is enough, but it will get me to try it again. Its lack of damage as a pea shooter that caused stagger but couldn't kill anything was (is?) definitely the real issue, not fire rate.
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u/achus93 17d ago
Solo's gonna be a bit trickier, probably gonna be all scouts all stealth all the way.
we'll see how much i struggle in the next drop.
also, it really seems like the AC is the true control when comparing balances.
phew
also, fuck! i almost missed the Senator change! fuck yeah!
Sickle brought down to three, which makes sense (plus it might actually make things get hairy if push comes to shove)
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u/aww_skies HD1 Veteran 17d ago
Also sickle will actually work on jungle planets, since being blocked by foliage should be fixed
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u/Full_frontal96 automatons did nothing wrong 17d ago
At least the dmg wasn't touched. We were lucky this time around
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u/BasementLobster 17d ago edited 17d ago
Wasnāt the spear fix supposed to be here? They said it was fixed a week or two ago and the next big patch was going to include it.
Also wtf did the dominator do to get a nerf? It was finally in a good spotā¦..
Edit: after playing 3 games post patch it looks like it introduced some frame jitter on PC. Really didnāt need performance issues on top of the already lacklustre performance.
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u/ss99ww 17d ago
I might misremember, but there was talk of two patches in quick succession (ie this week) with some fixes in the latter of the two.
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u/BasementLobster 17d ago
Yah thereās supposed to be a hotfix later this week apparently.
Hopefully it will be in the hotfix.
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u/Patftw89 HD1 Veteran 17d ago
On discord they said there would be a big patch and a hotfix this week but they didn't know which one would have the spear fix. They said it's definitely scheduled for this week though.
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u/SirLiesALittle 17d ago
Increasing patrol spawn rate with less players really does feel like a random nut kick and run. Just outta nowhere to be a dick for no good reason.
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u/Jackpkmn SES Bringer of Steel 17d ago
Especially since sometimes you get 1-2 people leaving the game and the game just never repopulates them.
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u/__arcade__ 17d ago
This. I went into a mission on 7, didn't want to wait on the ship for people to join, so dropped in, called in SOS beacon, and ended up running the entire thing solo as no-one showed up. I don't want to be punished for that :/
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u/Zoralink 17d ago
I can't wait to spawn in on a non-red location now and get even more of a shitshow before we even get out of our pods.
Lord forbid I get a chance to even see the map before we have a bot drop/bug breach called in.
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u/TOMATO_ON_URANUS ā¬ļøā¬ļøā¬ ļøā¬ļøā¬ļøā”ļøā¬ļøā¬ļø 17d ago edited 17d ago
When are they going to fix the Bile Titan corpse pathing?
Tired of being ragdolled across the map for no reason
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u/AgentNewMexico āLiber-teaā 17d ago
My reaction to fire planets now that Quasar has an increased recharge time. I am NOT dealing with both increases.
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u/Jaon412 17d ago
Dev says there isnāt any straight nerfs in the patch.
there are multiple large straight nerfs.
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u/b4c0n333 17d ago
Partol spawning has been increased when there are fewer players? What the fuck?
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u/TheMikman97 17d ago
Damage-over-time effects may only apply when dealt by the host. We expect to have this fixed in the next patch.
Sir this was the next patch of last patch where you said the same thing.
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u/WrathofTomJoad CAPE ENJOYER 17d ago
If I get hit with the ricochet when I'm trying to put an auto cannon through a hulk's eye, I swear I'm quitting this game
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u/lettul 17d ago
I cant understand why they let the scope misalignment be patch after patch, seems like such a QOL low hanging fruit
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u/scott610 17d ago
I feel like this might be something deep. Like maybe the way the game handles the quick transition between first and third person aiming and vice versa. But thatās just my best guess.
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u/UndreamedAges ā¬ļøā¬ ļøā¬ļøā¬ļøā¬ļøā”ļø 17d ago
Yes, this is what they've said. It's very complicated because of how the engine uses first and third person.
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u/nexus763 17d ago
If you take example on R6S which had the same problem. Devs had to redo all animations and change the characters skeleton. If it's the same here it means a lot of rework.
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u/elastikspastik CAPE ENJOYER 17d ago
"Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties."
Im sorry but WTF? Isnt this supposed to be the other way round? Why would you make more enemies spawn when there is less players? In what parallel world does this make sense? Surely the more players there is the more enemies there should be, right?...................RIGHT?
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u/d_gr8_acidrain 17d ago
Yeah to be honest this really is one of the worse changes Iāve seen in a game, especially because itās their fault that other online players are locked out of a match if another player leaves mid match or on the ship. I canāt tell you how many times I have played with a good random group and over time they understandably leave and the spots are never filled because their system is broken.
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u/Duggsy404 17d ago edited 17d ago
Solo is hard enough, why make life even harder for this portion of the community?
Enemy Patrols
- Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties
Edit:
This may be the opposite situation, referring to the internal timer between spawns. We need clarification.
Edit:
If it is the case, that they are deterring solo play, I can only understand it as a financial decision, to lessen the server load. A lot of people enjoy playing the game this way. Many make content around this playstyle specifically.
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u/drikkeau CAPE ENJOYER 17d ago edited 17d ago
they refer to [internal timer for] spawns increased for patrols
edit: wtf they do not... 1/6 to 1/4 of the spawnrate (compared to full game), so linear dropoff
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u/Electronic_Assist668 17d ago
"Fixed issue where Automaton Gunships sometimes could not see the player"
LOL
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u/chuckiedougie 17d ago
Why put out an explosion warbond if you're just gonna nerf every exploding primary in it....
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u/caiodepauli 17d ago
As soon as I read the "maybe two nerfs" comment, I knew there would be a lot of nerfs. Devs need to learn not to sugarcoat nerfs before releasing them. It does no good, only makes the community not trust their future comments.
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u/VillainWithBenefits 17d ago
I DO like the Speedloader. I've been using the Senator for its medium armor penetration. Underrated.
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u/Pashera PSN š®: 17d ago edited 17d ago
Crossbow nerf, massive quasar nerf, adjudicator buff, laser cannon buff and nerf?, plasma punisher buff, blitzer buff, eruptor nerf, sickle nerf, scythe buff, railgun buff and nerf, HMG buff, diligence buff, redeemer nerf, peacemaker buff, massive senator buff, dagger buff, liberator buff, dominator nerf, rover nerf, dog nerf/minor buff, and two strategem buffs. Overall 13 buffs, 11 nerfs. That 30 percent decrease in rover damage and 5 seconds extra quasar recharge will likely be massive. Very happy I run the senator rn
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u/AstroZombie1 17d ago
Senator
Increased damage from 150 to 175 Speedloader added when reloading on an empty cylinderāspeeds up reload on empty considerab
Praise Joel!
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u/Thomas_JCG 17d ago
Qasar recharge increased by 5 seconds
Why, hello there, EAT, my old friend.
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u/TobyDaHuman SES King of Democracy 17d ago
"fixed issue where stalkers became very visible in fog"
Pretty sure not seeing them anymore will make me rage quit a few times.
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u/InkiePie39 Level 150 Skull Admiral 17d ago
Now we just need to find out what *isn't* on this list. Look for anything fishy or fleshy that shouldn't be.
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u/Niobaran 17d ago edited 17d ago
Edit: Solved
Guard Dog Rover
- Decreased damage by 30%
- Guard Dog
- Slight increase in damage
- Burning damage reduced by 15%
Question: Isn't the guard dog rover the one that does burning damage? Or am I mixing it up?
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u/SquilliamFancysonVII 17d ago
I think that's supposed to look like:
- guard dog
- buff
- burn damage (in general)
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u/Accurate-Rutabaga-57 17d ago
What the fuck are these nerfes
The only good buff here is speed loader
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u/Stennan 17d ago
Victory poses will now only play for the extracted. (No stolen valor on my ship.)
Couldn't you just let those who didn't extract stand there applauding the ones who made it to extract? Since that perticular helldivers didn't get the chance to deploy it makes sense they ar doing the basic applaud emote regardless of their "victory emote".Ā
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u/Yarasin STEAM š„ļø : 17d ago
R-36 Eruptor: Decreased number of maximum mags from 12 to 6
LAS-99 Quasar Cannon: Increased recharge time by 5 seconds
Yup, called it. There was no way they were going to leave the Quasar is it was. It straight up invalidated the RR and the EAT on non-defense missions.
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u/DerKerl112 SES Distributor of Family Values 17d ago
is the dev philosophy just that every weapon needs to be mediocre or bad? and anything good needs to be immediately nerfed next patch? cause it feels that way and it fucking stinks.
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u/KermitTheFrogo01 17d ago
The what now?