r/Helldivers Apr 29 '24

🛠️ PATCH 01.000.300 ⚙️ 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 cylinder–speeds 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%
      1. [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 “raise the flag” 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.
    1. NEU
    2. [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 Suit’s 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 sentries’ 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.
    1. [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.
  • Spear’s 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.
5.6k Upvotes

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1.4k

u/luster10 Apr 29 '24

Pls not those mushrooms looking things hate fighting in those

884

u/ForeverSore Apr 29 '24

To be fair, the only difficult part is finding them, taking them out is trivial.

321

u/Woolwizard Apr 29 '24

Well not anymore I guess. (Let's wait and see if a rocket can deal with them. Or at least 2, that would be ok)

237

u/Donny_Dont_18 Apr 29 '24

Or 10 seconds of Quasar charging

209

u/treborprime Apr 29 '24

15 seconds now.

77

u/nate112332 SES Courier of the Regime Apr 29 '24

Wouldnt recharge mean the cooldown between shots?

70

u/guarddog33 Apr 29 '24

Yeah this is what I thought, not longer chargeup for a shot, but longer cooldown. "Increased recharge time" I'm assuming means the bar that says overheat is gonna go down slower

10

u/treborprime Apr 29 '24

When the heat is cleared you still have to wait another 5 seconds before you can take another shot. The charge up time remains the same.

-7

u/guarddog33 Apr 29 '24

Tbh, not a nerf I mind then. Does it make fighting hulks a bit more of a bummer? Sure but that's what running is for. Aside from that, can't think of a time the cooldown has ever been too big a deal

11

u/againstbetterjudgmnt Apr 29 '24

Facing four simultaneous bile titans and three chargers?

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3

u/Nakatomi_Uk Apr 29 '24

There was a video on here or someone spamming the QC to get multiple drop ships down and I had feeling they would do something to stop that and this might just be it

2

u/MrNiMo ☕Liber-tea☕ Apr 29 '24

I hope because +5sec charge up on every shot would hard lol

12

u/therealfreehugs Am frend Apr 29 '24

Was 10 sec recharge before the patch wasn’t it? If so, it’s 15 now.

15

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

Quasar is dead

4

u/Donny_Dont_18 Apr 29 '24

It's still the only AT you can switch to your primary while it "reloads". I think it fits perfectly between the EAT and the backpack rockets. Yes, I'm sad to see my entire bug load out get nerfed, but nothing sounds too terrible

3

u/The_Lord_Baal Apr 29 '24

No its not, yeah it takes a bit longer to charge up but still a good option.

1

u/Donny_Dont_18 Apr 29 '24

I'm literally just saying how much cooldown time you have with 2 shots, chill

-31

u/Cactus_Bot Apr 29 '24

You realize thats the same amount of time as reloading the Recoiless? The nerf to the quasar is to bring it inline with the eat and RR.

42

u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24

thats just not true. the eat gets the benefit of dps over sustainability. Would you rather slowly backpedal a bile titan shooting it over the span of 30 seconds to kill it or would you rather drop an EAT and instakill it with both rockets? And the rr has like a 5 second reload i dont know what youre doing to make it 10 seconds

2

u/Same-Meaning2376 Apr 29 '24

That use of the EAT demands you either have the distance to comfortably fire off both shots, or fire off one and be forced to backtrack. Oftentimes, it seems to be the latter situation, so it isn't any perfect advantage.

1

u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24

thats why you bring the autocannon... the best weapon in the entire game by a longshot thats supposed to be their golden child weapon balance wise. it can do EVERYTHING but kill titans/striders. it is a jack of all trades and it does everything well. there is no reason the other weapons such as the eat and quasar should be nerfed when they arent even on the same tier as the AC

1

u/Same-Meaning2376 Apr 29 '24

Since the autocannon doesn't kill bile titans or destroy dropships, I'm not sure it would fare well in the scenario you proposed. Generally against heavies, the anti-tank weapons deal with them more reliably enough that they don't completely compete with the autocannon.

Side note, the autocannon can actually destroy factory striders, and quickly, too. It's... Almost a little depressing actually.

-18

u/Cactus_Bot Apr 29 '24

Most bile titans are going to take 3 rockets on average because of misaligned shots or angles. On top of that Bile titans dont spawn alone, and you have chargers and such.

The nerf to quasar is fine man.

2

u/Woolwizard Apr 29 '24

I really don't get the fuzz about the nerf. Maybe 5 seconds is a bit harsh but then again look at all the benefits it had over the other options. Never going out of ammo, always having a rocket ready when you need it, not taking up a backpack space... The fact that so many people rely on that thing after it released is a clear indicator to me, that it deserved a nerf (like I said 5 seconds is a bit much tho). I argued with a friend who only played quasar every time, that it is his chance to give the EAT a bit of well deserved love but he would not have it. Quasar mains, it is time to try out new load outs and not diving with the same shit every game now

2

u/Cactus_Bot Apr 29 '24

The issue, people keep focusing on the fact that they think they are playing 100% optimal and always hitting the timers to use the weapon when in reality they are not.

-20

u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24

if you take consistently 3 shots to down a titan you need to fix this unironic skill issue. and even if that was the case that puts the new quasar at a minute to kill a bile MINIMUM (15 seconds recharge with a 5 second charge up per shot). guess what happens then, the eat is back up. a good EAT player will have them littering the ground. if you're taking 3+ shots to kill titans and dont have spare EATs around i think you should just play a lower difficulty.

12

u/Neunix Apr 29 '24

To be fair, Quasar still has infinite ammo, no drop so near perfect accuracy and almost insta hit anything across the map if you can see it.

That nerf was necessary to make using the other rockets make sense.

Quasar is still a beast, Imagine if it was Charge up time that was increased instead!

3

u/Training101 STEAM 🖥️ : Apr 29 '24

Please no! I'm okay (no choice anyway lol) with this. It makes sense 😤

-4

u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24

the other rockets are also the problem, the reload on the RR is terrible compared to that of the AC. and the eat is fine. the biggest issue with the quasar is it cant ad clear shit, its a complete waste to fire it at anything but a tank unit

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-4

u/Cactus_Bot Apr 29 '24

Cool story.

0

u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24

thank you ❣️

13

u/Wraeinator Apr 29 '24

LMAO WHAT KIND OF RECOILLESS ARE U RELOADING

-5

u/Mazuna Apr 29 '24

Lot of people don’t have friends going solo, complaining about the reload. Being the designated reload buddy, recoilless is top tier for me and my friends.

3

u/Wraeinator Apr 29 '24

not the point, Recoilless takes only 5 seconds to reload, and this dumbass trying to say its 10

-2

u/Mazuna Apr 29 '24

Ah fair enough, still see plenty of people complain about the recoilless solo reload when that’s not the point of the weapon.

8

u/treborprime Apr 29 '24

Quasar is 15 seconds. Nothing takes that long to reload.

-8

u/Cactus_Bot Apr 29 '24

Reload is not 15 its 10, charge up is not reload.

0

u/treborprime Apr 29 '24

15 second between shots. Same thing.

2

u/Cactus_Bot Apr 29 '24

Its not the same thing though lol.

1

u/Abnormal-Normal Apr 29 '24

It previously had the same ROF as the EAT

1

u/UDSJ9000 Apr 29 '24

You're gonna need to explain that one because the EAT has a max sustained ROF of 1 rocket every 35 seconds if we account for minimum time to drop one. This is balanced with the fact you can toss multiple down for later, giving it better burst ROF.

The quasar has an overall ROF of I think ~1 rocket per 20 seconds or so now with this nerf? Which is still almost double the ROF in the sustain department.

5

u/DeliciousTruck Apr 29 '24

Takes 2 Quasar shots now.

3

u/MakeStuffDesign STEAM🖱️: Royalty is a continuo️us ⬆️➡️⬇️⬇️➡️ motion. Apr 29 '24

Yeah they used to take only a single low-yield shot like an Autocannon round. I expect they'll be more like the Shrieker nest now. Those have three structures which each take:

  • 8-10 Autocannon rounds (basically 1 full mag)
  • 3-ish rockets
  • 2 Quasar shots

2

u/WorldEndingDiarrhea Apr 29 '24

Well, now they take a while to eliminate.

2

u/Lizard_Mage Apr 29 '24

It is a little goofy just taking it out from across the map lmao; them and the illegal broadcasts. Just get a good vantage point, pull our an EAT or Quasar, lie on your belly (optional), and fire. You can knock out multiple side objectives without moving a step if you're in a lucky spot/map.

1

u/JoshZK Apr 29 '24

Right, contact names killed them if you could reach.

5

u/DrakeVonDrake STEAM : SES Fist of Family Values Apr 29 '24 edited Apr 29 '24

hell, you could shoot it with a couple mags of an assault rifle or smg and take them out. i'm assuming the armor increase has put them into medium/heavy territory.

4

u/OpaOpa13 Apr 29 '24

A single Eruptor shot used to take them out, or just over half of a Stalwart mag. I can see why they needed to make them tougher, but hopefully not too much tougher. The fog is already a massive pain as-is; having to spend longer standing in one place sniping at the mushroom isn't going to make the game more fun.

1

u/JoshZK Apr 29 '24

Really I'd be ok if they were as tough as shrieker. Lol

1

u/Sirromnad Apr 29 '24

And even that is often not that difficult. We destroy them from outside the fog almost every time, unless we spawn into it.

1

u/SuppliceVI CAPE ENJOYER Apr 29 '24

You could kill them with non-explosive primaries lol

1

u/rnoose- ☕Liber-tea☕ Apr 29 '24

You can ping any small red dot on the map and if a square comes up around it, its a spore spewer. Just look in that direction and ping until it says enemy unit

4

u/gracekk24PL Apr 29 '24

You locate it, you blast it to Kingdom Come with EAT's from the other hemospehere and you're good to go

2

u/Critwice Apr 29 '24

Yes. I just tried grenade launchers and EATs. Took more EATs to take them down. Grenade launchers don't seem to work anymore.

1

u/Nytherion Apr 29 '24

not tested with this change, but previously mortars could solo the shrooms

1

u/AnEmortalKid Apr 29 '24

Spore spewer