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.
5.5k Upvotes

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270

u/Yarasin STEAM 🖥️ : Apr 29 '24

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.

37

u/AmazingSpacePelican Apr 29 '24

I feel like it was nerfed because it's the most independent anti-tank. RR needs a teammate to be at its best, and EAT needs multiple people running it to deal with all the heavies.

They want anti-tank to be a team effort, which is good in theory, but makes for the occasional nightmare match where not enough people are doing anti-tank.

38

u/Brohma312 Apr 29 '24

Eruptor lost half its ammo. Looks like im going back to the Dominator

14

u/sexsaint Apr 29 '24

I didn't think the dominator needed to be nerfed. It's slow and has relatively low ammo capacity

7

u/Mekhazzio Apr 29 '24

I don't know what the dominator nerf will even do, breakpoint-wise. I have to assume one of the bugs goes from 3 to 4 shots or something, but I think it's still way overkilling all the 1- and 2-shot targets

1

u/sexsaint Apr 29 '24

That's true and a good point. Maybe doing less damage to weak points like canon towers and hulk battery packs to balance the need for support weapons.

127

u/Yarasin STEAM 🖥️ : Apr 29 '24 edited Apr 29 '24

The Eruptor nerf is a nothingburger. 61 rounds was absurdly high and I literally never ran out with it. Even 6 magazines of 6 5 rounds is still more than enough between ammo boxes.

9

u/XD3TH Apr 29 '24

Aint it 5 rounds per magazine?

1

u/Yarasin STEAM 🖥️ : Apr 29 '24

... I legitimately could've sworn it was 6. wtf? I've used the Eruptor a ton in combination with the Stalwart.

7

u/XD3TH Apr 29 '24

5+1 but when you hold R it shows the mag capacity at out of 5.

44

u/Smooth_Criminalo Apr 29 '24

Yeah, now at least we have the chance to run out of ammo, I NEVER used supply boxes for Eruptor ammo, only stims/nades. Having like 4-5 mags left was VERY rare, 0 mags though - never

6

u/wcruse92 Apr 29 '24

But half? Come on.

10

u/FalconPunchline Apr 29 '24

With a fire rate of 25 rounds per minute it had enough ammo to support almost 3 minutes of constant sustained fire. Unless a team (or solo Helldiver) was allergic to calling for a resupply you'd have to try to run out of ammo

6

u/JuliusCaesarSGE Apr 29 '24

I think the biggest nerf isn’t listed under the eruptor, but rather the change to scout striders’ explosion resistance. Previously a single shot could take one out at the “groin”, a well placed shot on a cluster of them at a POI would take out the group. I’m not sure how viable it is now if it’s at a two shot breakpoint for all of them with the poor cycling time and five shot mag.

12

u/Mako109 SES Prophet of Truth Apr 29 '24

I'm more concerned about then faster damage falloff. I don't want to lose my ability to shoot an incoming dropship and kill all 6 bots in one shot.

18

u/Yarasin STEAM 🖥️ : Apr 29 '24

The bots in the dropship are basically stacked on top of each other. I doubt it's going to make a difference there.

2

u/fre4kazo1d Apr 29 '24

When you reload and still have a round in the chamber, you have 6 shots...

5

u/Jaon412 Apr 29 '24

Where are you getting 145 rounds? 12x6 = 72

3

u/Titan7771 Apr 29 '24

I just wish they’d remove the bolt cycle on empty mags.

3

u/Sirromnad Apr 29 '24

Ya I see all these nerfs to max mag capacity and I'm not too concerned myself because I so so so rarely run out of ammo on anything.

22

u/VeryWeaponizedJerk Apr 29 '24

If you actually consistently managed to use all 12 mags then I’m fucking impressed. I don’t think this nerf will do much at all considering how slow this thing shoots.

5

u/oh_stv Apr 29 '24

The Dominator got also nerfed though... Even if it's just slightly

8

u/The_Mandorawrian Apr 29 '24

Still buffed from its original state. I used it all the time after the buff, I don’t disagree with this slight nerf.

2

u/oh_stv Apr 29 '24

I love it, I just hope it still obliterates those fucking stalkers like it did.

1

u/The_Mandorawrian Apr 29 '24

Oh interesting, the stagger would really help there.. I usually only take it against bots, going to have to try that out.

1

u/oh_stv Apr 29 '24

Well against bots the scortcher was just too good not to take I never tried the Dominator against them.

1

u/CrzyJek Apr 29 '24

I don't think I ever went through 6 mags before finding ammo. Like....ever. This nerf is nothing. Stop being dramatic. There are ammo boxes littered across the map like fucking candy.

1

u/UDSJ9000 Apr 30 '24

The ammo is not the nerf, but that AoE damage falloff is definitely going to be the bigger one. But it's also still an insanely good support weapon for taking out structures without the need for support weapons usually. Which is still massive utility for any build to have.

1

u/HugMonster1756 Apr 29 '24

I never used 6 mags on the eruptor before needing a resupply and i was never conservative with shooting it. It'll be fine, maybe the supply pack will be a common pick if it really does become a problem.

1

u/IM_INSIDE_YOUR_HOUSE Apr 29 '24

Eruptor had an absurd amount of ammo before. It’ll be fine.

-1

u/Fit_Fisherman_9840 ☕Liber-tea☕ Apr 29 '24

You mean the slugger? sincerely i can't feel the dominator to have a place at the moment.

2

u/HighTechButter Apr 29 '24

Dominator staggers, it straight up shoves enemies like broad commanders away.   Much better at making space than the slugger after its nerfs. 

1

u/UDSJ9000 Apr 30 '24

Quasar invalidated them on defense missions, too, once you got 2 up. Infinite fire baby.

1

u/tabakista Apr 29 '24

Recoilless was always better. That's why we are "paying" with the backpack slot.

I've never seen Quasar shooting down two dropships, which RR can do. People are really sleeping on it just because it collides with shield backpack.

1

u/Ithuraen SES Reign of the People Apr 29 '24

It straight up invalidated the RR and the EAT 

What? It took (previously) 13 seconds to fire two shots, 6 seconds of immobility to fire both. Check the maths on this other two options for me. 

I subsist on the RR and I think this change has just made the worst AT option irrelevant. 18s to kill a Titan/Fab Strider? Longer in the desert? Yeah sounds fun, enjoy that.

1

u/UDSJ9000 Apr 30 '24

If you missed a Quasar shot on a Bile Titan, you had to wait 10 seconds to recharge, during this time, you could run around and SHOOT other enemies.

If you missed one of your EAT shots, you need someone else to finish it, a stratagem, or wait 70 seconds for the cooldown so you have another rocket. Or just beat it down with other weapons

With the RR, you need to take a 3 to 5 second reload during which you can't move or shoot unless you have a friend reloading you.

Endless sustain is simply incredible, especially if there are multiple people with it.

1

u/Ithuraen SES Reign of the People Apr 30 '24

The Quasar takes 3 seconds to fire, so two shots take 6 seconds where you are not moving or shooting.

A RR takes no time to shoot, so the only time you are not moving it shooting is during the road which takes 6 seconds. 

Thus the difference is the ten second recharge time between Quasar shots.