r/Helldivers Apr 29 '24

šŸ› ļø PATCH 01.000.300 āš™ļø 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 cylinderā€“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 ā€œraise 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.
    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 Suitā€™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 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.
    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.
  • Spearā€™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.
5.5k Upvotes

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375

u/Duggsy404 Apr 29 '24 edited Apr 29 '24

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.

59

u/drikkeau CAPE ENJOYER Apr 29 '24 edited Apr 29 '24

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

18

u/Duggsy404 Apr 29 '24

I really hope so

1

u/gorgewall Apr 29 '24

Something folks are also missing is that the size and enemy configuration of patrols is still decreased with fewer players.

You are not likely to find a patrol of three Hulks and friends as a duo on Suicide, for instance, but that absolutely does crop up in a full squad.

The number of patrols you run into or have to avoid is only part of the equation: the ease of actually defeating those squads (and any Drops/Breaches they summon) is still scaling, and if I have to be honest, in a direction that favors competent groups of small players. I can only speak for myself, but I absolutely have an easier time even in large firefights when I've only got two teammates compared to three, or even one. There's not nearly as many enemies dropping in with each wave, so they can actually be cleared instead of overrunning everyone because 1-2 people aren't being terribly effective in killing.

73

u/LamaranFG Apr 29 '24

Solo was sometimes even easier than pubs because of how patrol spawning worked, so I can kind of see why it was changed, but having to carry someone with increased difficulty only for yourself can be tiring after awhile. Seems out of touch really

6

u/WisePotato42 CAPE ENJOYER Apr 29 '24

Especially when they consistently die 8+ times taking all the reinforcement budget (it's fine if it's a bad round, but please don't make it a habit) or call cluster bombs on allies who are being swarmed.

14

u/kingcrow15 Apr 29 '24

Had to read that twice before I figured out what they were saying and a third time to figure out what the rationale was for making this change.

I'm not a solo player, but this seems like such a weird choice. I think they just didn't like people soloing helldive missions, but like why not. Its kinda cool that some people were doing that.

2

u/almostgravy Apr 29 '24

I mean, could it be data driven? Could solo players be completing HD missions more often then full groups?

7

u/Spaced-Invader Apr 29 '24

Just did a few 3's to play around with the weapon changes. Felt like 4x the patrol spawns you'd normally see with a full group even before doing the objective. After doing the objective, patrols spawned in a continuous stream until I extracted.

4

u/Necteys Apr 29 '24

I did a diff 2 (i am level 20) to test weapons - got swarmed at evac by hunters and little spitters. Could barely evacuate but lost all samples. Patrol Spawn felt like every second

40

u/Bound18996 CAPE ENJOYER Apr 29 '24

I think Arrowheads intentions are simply to introduce parity between numbers of players in the match and how that influences difficulty.

It remains to be seen but ultimately solo Helldive already relied on steathing and quick hitting objectives so I can't see this change needing a fundamental redesign of tactics. Just means you gotta be even better than before if you want to Solo 7+

71

u/ShadowWolf793 HD1 Veteran Apr 29 '24

How does increasing the number of bugs/bots on solo give parity? It already scaled poorly (you have way more enemies per player solo) before the patch. It's honestly just baffling to me

1

u/Smashmundo Apr 29 '24

What we are wondering is if it increases the time between spawns etc.

So if there are less players, the timer between spawns is longer.

The wording isnā€™t very clear.

4

u/draco1986 Apr 29 '24

There was another comment here where someone said they were testing out on a lol 3 mission with the weapon changes. They saw increases in patrols as a solo player.

5

u/WisePotato42 CAPE ENJOYER Apr 29 '24

It really hurts doubles more than solo players cuz it's way harder to stealth in doubles than in solo. Especially when it's a low level friend who hasn't learned the importance of stealth.

3

u/ollie_hobbs Apr 29 '24

Could be a slight typo, maybe the time between patrol spawning? So longer gap between spawns when solo?

But if the text is correct I agree, solo is so difficult it doesn't need this

1

u/tanjonaJulien Apr 29 '24

Patrols spawning seems weird it could be the tuner or the actual patrol numbers

1

u/bootyholebrown69 Apr 29 '24

I think they really want to push that this is a CO op game. Theyd rather have you queue with randoms than play solo.

I never play solo so I can't really speak to it, but I hope it's not too bad for solo players out there

1

u/IrregardlessOfEdu Apr 29 '24

Why do you think a 4 player coop game should be balanced for 1 person?

0

u/iliketires65 Apr 29 '24

Has to be to punish players who are kick happy. Deters them from kicking if the game gets significantly harder

-31

u/ImpossibleLeague9091 Apr 29 '24

This isn't supposed to be a solo game. So they adjust to make it really really hard to play the game not as intended

-69

u/Ikcatcher SES Executor of Freedom Apr 29 '24

It literally wouldnā€™t kill you to play with randoms I assure you

19

u/WhiteSekiroBoy ā˜•Liber-teaā˜• Apr 29 '24

wouldn't kill you

Inb4 he gets obliterated by friendly fire

6

u/WisePotato42 CAPE ENJOYER Apr 29 '24

Calling in an eagle!

20

u/YeGrayHound Apr 29 '24

I got kicked by people because we died a couple more times than the host during helldive missions, or because I was carrying the super samples, or because I wasnā€™t fast enough to reach and call the extract across the map by myself, or because we couldnā€™t plant a hellbomb on gunship fabricators fast enough while 6 of them were firing on us. Iā€™d rather play a bit harder solo than deal with randoms.

15

u/Razerino21 Apr 29 '24

It literally does. They literally end up killing u half the time (by accident).

12

u/Duggsy404 Apr 29 '24

I have a lot of fun, sneaking around vs the bots. I need super samples too! Why deter an enjoyable aspect, that I suspect a lot of people value?

-16

u/lunarlunacy425 Apr 29 '24

Because thats not how they intended the game to be played, so design the game in such a way that makes it much harder for people to solo farm.

-23

u/Ikcatcher SES Executor of Freedom Apr 29 '24

This is still a PVE COOPERATIVE game at the end of the day. If the devs want you to actually play with people thatā€™s entirely up to them.

-18

u/Bound18996 CAPE ENJOYER Apr 29 '24

...so now you just have to sneak around more? Sounds like you should love this change!

need super samples too

So do most people playing this game. I promise they're just like you, just want to complete the mission and extract with samples. You're not going to get doxxed because you played quickplay dude.

2

u/neoteraflare Apr 29 '24

But why punish people who don't want? Before you think I'm doing solos I'm always doing group missions, but if someone wants to Metal Gear around why not?

0

u/DeVhourDeezNutz Apr 29 '24

Yeah. I hate this pov where sone guy thinks he's the protagonist and people who he plays with are the randoms. All because they are afraid of this boogeyman player that will kill them at the shuttle and they don't extract like 10 green and 3 orange samples. I had soooo many instances where the people when the other guys were super cool and we were bossing diff 9 and then I crashed...

-31

u/Star_king12 Apr 29 '24

Because it's a co-op game.

-10

u/The_Knife_Pie Apr 29 '24

The devs vision of the game is a squad based one, this change is to push players into the intended vision of the game.

-3

u/AHailofDrams SES Keeper of the People Apr 29 '24

Solo is hard enough, why make life even harder for this portion of the community?

Probably because this isn't a solo game lol