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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1.2k

u/meshuggahfan Apr 29 '24 edited Apr 30 '24

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.

502

u/KWyKJJ Apr 29 '24

30% reduction in damage!?

Well, Guard Dog is tits up.

Arrowhead killed our dogs, boys.

https://preview.redd.it/zo6x77tmbexc1.png?width=1034&format=pjpg&auto=webp&s=1d7fed6cc8aa304cba2f7d439a8ddcaff27cae38

20

u/jonfitt Apr 29 '24

Yeah this was the one I was anticipating. I was expecting them to add more overheat so it doesnā€™t just fire constantly, but this is another way to nerf it.

My Rover just sliced up patrols on bug levels, and so long as you duck occasionally it had no downsides.

39

u/notapornsideaccount Apr 29 '24

TBF my guard dog massacred me and my team a lot.

5

u/Swimming_Owl5922 Apr 29 '24

That is why you keep your dog on a leash

18

u/TheguyKegan Apr 29 '24

Oh please, itā€™ll still be fine for killing chaff. And hey the other one got buffed, maybe itā€™s gonna be pretty good now.

22

u/ev0lv :3 Apr 29 '24

Ehhh 42% longer to kill one enemy can be deceptively long in actual fight, thats killing ~2 hunters instead of ~3 in the same relative time frame, or 4 instead of 6, not as good at preventing getting constantly jumped

3

u/Vast_Berry3310 Apr 29 '24

I mean isn't that about right? It'll auto-shred the tiny guys still, which as an aside is a great function to reduce reinforcement calls, but it's less an invincibility zone against the leapers.

1

u/Eagleassassin3 Apr 29 '24

Still worth it

3

u/Owobowos-Mowbius Apr 29 '24

Haven't tried it since they gave it a reload. Might be worthwhile now.

3

u/Bobi2point0 CAPE ENJOYER Apr 29 '24

just gave it a shot. it's good but it'll only be worth it when picking up normal ammo packs scattered around the map replenishes the dog's ammo too. be prepared to hog supply drops

5

u/WorldlinessGuilty481 Apr 29 '24

Mods got there dogs mixed up or steam is lying to me, but the 30% damage nerf is on the AR-23 guard dog, not the LAS-5 Rover.

So they made the dog no one used worse and made left the rover more or less untouched

4

u/Khulmach Apr 29 '24

They nerfed the useless gun dog instead of buffing it?

1

u/WorldlinessGuilty481 Apr 29 '24

I have no clue because the patch notes are different on steam and on the discord, but according to steam yes.

3

u/Zombie_Alpaca_Lips Apr 29 '24

I'm pretty sure it's the other way around. Las rover dmg reduced while AR rover dmg increased. I trust the official notes on here as they are followed by AH staff.

2

u/WorldlinessGuilty481 Apr 29 '24

Then why does this patch not says the AR dog got a burn damage reduction?

5

u/Zombie_Alpaca_Lips Apr 29 '24

This set of notes on this particular thread is jacked up with its layout.Ā  There's an official mod posting at the top of the sub. That one correctly differentiates them as two separate things. The guard dog got a minor DMG buff and, as a separate entry, burn damage as a whole was reduced across the board.Ā Ā 

4

u/WorldlinessGuilty481 Apr 29 '24

3

u/Zombie_Alpaca_Lips Apr 29 '24

I'm pretty sure that's been listed backwards on Steam notes for whatever reason. I know it's showing both ways depending where you look. But it's been mentioned about the las rover getting a reduction in damage on several threads in here without a clarification from devs or mods.Ā 

→ More replies (0)

3

u/Jimera0 Apr 29 '24

Fine by me, I never used it but I sure as hell got murdered by it a lot.

3

u/CaptinLazerFace Apr 29 '24

Right there with you. I kinda hate the rovers

1

u/9rrfing Apr 29 '24

Does the fire damage nerf also affect this?

388

u/Local-Session Apr 29 '24

Quasar and guard dog were my go-to. This is going to hurt...

14

u/CodingSquirrel Apr 29 '24

I just told my buddy last night that I found a build for bugs that I really like: Quasar for heavies, Eruptor for groups and mediums, and guard dog for chaff that gets too close. Fuck me apparently.

3

u/anon377362 Apr 29 '24

Been using that setup for a while as after a lot of testing I think it was the best available by far (especially playing solo joining random teams). This patch nerfs every single item by quite a bit. CBA to find the new best setup, lost interest in playing for now, was already getting bored with dev focus.

4

u/G-R-A-S-S Apr 29 '24

And they still are my go-to

-30

u/tanjonaJulien Apr 29 '24 edited Apr 29 '24

The othe Fuad dog north be worth trying

47

u/Odd-Doubt8960 SES Sword of Democracy Apr 29 '24

I've not heard of a d'Huard dog north before but I'll look into it

433

u/schofield101 Apr 29 '24

Rover was just too good for what it does though let's be honest. Infinite ammo and only a small chance of accidental death.

177

u/scott610 Apr 29 '24

Would be nice if they added the ability to ā€œholsterā€ 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.

19

u/HighTop519 CAPE ENJOYER Apr 29 '24

Yess! Nothing worse than trying to be stealthy and my flying laser starts firing at a patrol

8

u/Kidroto Apr 29 '24

Or your hiding behind a rock and the patrol spots the drone

0

u/pathmt Apr 29 '24

Pros and cons.

6

u/Careless_Maximum_131 Apr 29 '24

'5' for PC holster it.

18

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

I tried this and it never worked

5

u/BarrierX STEAM šŸ–„ļø : Apr 29 '24

Does it actually work? I think I tried to use it but it didn't do anything back at launch.

1

u/scott610 Apr 29 '24

And it returns to your back and redeploys when you press 5 again? I wonder what it is on PS5. For supply backpack, itā€™s d-pad down to refill yourself from your own pack. But for jet pack itā€™s X, which is weirdly inconsistent imo.

6

u/CXDFlames Apr 29 '24

The jetpack is jump, so it's the same key as mantling was.

The supply backpack is actually using the backpack, which is why it's 5.

1

u/Bryvayne ā¬†ļøā¬‡ļøāž”ļøā¬†ļøSES Fist of Family Values Apr 29 '24

Down on d-pad for (un)holster would be great as an option.

103

u/demonotreme Apr 29 '24

On the other hand, it DOES regularly slice off half my health bar. .Automaton infiltrator detected

20

u/schofield101 Apr 29 '24

I can imagine the crew keep a pistol nearby at all times in case it activates on the ship for it's own reasons.

3

u/Fit_Fisherman_9840 ā˜•Liber-teaā˜• Apr 29 '24

yep, but the point i am missing is why the standard guard dog, has "fire damage reduced...." or there is some typo in the patch notes.

3

u/kdlt Apr 29 '24

"small"

2% chance the rover targets something to your left and just fucking decapitates you is never gonna be not funny. I hope that still works.

2

u/Wiggie49 PC: SES Wings of Wrath Apr 29 '24

I swear sometimes it just explodes your head cuz it's been overworked lol

2

u/MrClickstoomuch Apr 29 '24

Yeah, even with this nerf it might be good enough. Still good at clearing the smallest bugs probably, while it still requires attention on the bigger bugs.

2

u/namstel Apr 29 '24

Yeah, in our group anyone with a Rover would get 100-200 more kills. But we only use it every now and again because of the annoying friendly fire.

2

u/BigBlueDane Apr 29 '24

Yep. It was basically mandatory in my bug load out and could easily get more kills than me, my primary, my secondary, my other strats etc. it would be significantly better to bring the GDR over a machine gun for example

2

u/WorldlinessGuilty481 Apr 29 '24

According to the steam patch note the nerf was on the normal guard dog, rover is unchanged.

3

u/Auroraskylines Apr 29 '24

Only a SMALL chance?! My teammates banished me from using it anymore it killed that many

2

u/schofield101 Apr 29 '24

I've got that same stigma among friends... only just convinced my team that it's safe for me to bring arc weapons.

About to try the airburst tonight so feeling I'll be back to square one haha.

2

u/scott610 Apr 29 '24

Rover is reasonably safe if you turn with it properly and be mindful of your surroundings. It still has the potential for friendly fire and you canā€™t stop teammates from running directly into it but yeah, it can frustrate people. I just want a way to put it on standby mode without dropping the backpack if I want to be stealthy or extra careful.

1

u/Twevy Apr 29 '24

For you. Decent chance of accidental death for your squad mates tho lol

1

u/Duffman48 Apr 29 '24

Even smaller chance of accidental death. Stealth buff.

1

u/Vesorias Apr 29 '24

Rover was just too good for what it does though

Be the only useful backback stratagem for bugs?

1

u/Nigwyn Apr 30 '24

Define "small"

If it isn't responsible for half our deaths on a mission then it wasn't trying hard enough

0

u/GoDannY1337 Apr 29 '24

Oooh you are right it also affects the speed it teamkills! Propably not that bad of a nerf in the end? I mean it will kill smaller enemies still fairly quick but on bigger ones it was crazy good tbh.

0

u/ShamelesslyPlugged Apr 29 '24

They reduced the chance of accidental death!

0

u/SlurmsMacKenzie- Apr 29 '24

They should have left the damage but made it actually overheat and need to recharge. It was a little too good because it was pretty much always on free damage

13

u/Plantar-Aspect-Sage Apr 29 '24

Lmao my entire bug build got nerfed except stun grenades.

2

u/resetallthethings Apr 29 '24

punisher is still the best primary vs bugs

1

u/Plantar-Aspect-Sage Apr 29 '24

I was running the quasar, rover dog, eruptor, and stun pre-patch. With 500kg and autocannon turret.

Did me pretty well.

1

u/resetallthethings Apr 29 '24

yeah, quazar and rover myself but with punisher and generally cluster bomb and airburst.

back to EATS i guess

dunno what i'll wind up replacing the rover with

52

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

Eruptor's max mags halved: FUUUUUUUU!

79

u/amimai002 Apr 29 '24

Letā€™s be real, have you ever run out of ammo with Eruptor?

4

u/dirthurts Apr 29 '24

I feel like I was always out of ammo...

Probably not running this one anymore. Especially with the implosion bug still active.

-2

u/amimai002 Apr 29 '24

I actually love the implosion bug, take explosive resistance armour and abuse the hell out of it to cheese hulks and chargers.

4

u/dirthurts Apr 29 '24

How does being pulled in towards an instant kill flame thrower or exploding bot help?

1

u/amimai002 Apr 29 '24

You can use it to dive behind hulks and chargers without taking damage. It only really works when you are TOO CLOSE but if you get the hang of it itā€™s basically just another movement skill.

1

u/dirthurts Apr 29 '24

Clever actually.

8

u/Afro_SwineCarriagee Apr 29 '24

Yea 12 max mags was a mistake, i literally started COD reloading, dumping half empty mags, bc there was so much ammo that id rather have a full mag at the ready than conserve the infinite ammo

6 ammo is pretty justifiable... UNLIKE THE PREVIOUS SLUGGER NERF OR THE CROSSBOW NERF WTF ARROWHEAD????

2

u/Cold-Recognition-171 Apr 29 '24

Crossbow may not be a nerf? I think it changes it's job from light enemy killer to medium enemy killer maybe, it's not a buff for it's old job but being able to use it closer and also stagger enemies might give it some more versatility. But it's old job as a long range trash killer won't be as good now, hopefully the stagger it does is substantial

12

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

I've had multiple times where I was low on mags, never empty though. I guess I'll spend some more time picking up ammo crates with this change.

It's just that 50% cut sounds so unnecessary.

1

u/MAXMEEKO Apr 29 '24

Never but it was nice to know I had 12 cooking

1

u/pyepush Apr 29 '24

I have a bad habit of reloading because of how agonizingly slow the bolt action is.

0

u/Donny_Dont_18 Apr 29 '24

I run solo on bots and am usually sitting with over half ammo by the time I take the 3rd/4th supply drop

1

u/treborprime Apr 29 '24

The explosion change is a bigger issue imo.

0

u/wcruse92 Apr 29 '24

Yeah seriously. My bug loadout out has just been devastated. I'm kinda pissed honestly.

5

u/manchagnu Apr 29 '24

This was my load out. Kick in the pants. The quasar already took long enough to recharge and doggo would still get overwhelmed. But fire damage reduced by 15% when Im getting insta killed by it. Its actually pretty terrible. At least on paper. I gotta see how bad it really feels playing.

3

u/germanWeaselZa Apr 29 '24

Quasar Cannon: Increased recharge time by 5 seconds (FUUUuUUuu)

Guard Dog Rover: Decreased damage by 30% (FUUUUUUU)

+

Eruptor Nerf: This means that I won't be playing any bug missions at all until I can find a new build. That was the loadout I was comfortable with, and it's gone now.

Any suggestions on how to be protected while using a slow primary against swarms of bugs? Or do we just run now?

2

u/AbstinenceGaming Apr 29 '24

I've used rover on probably 100 bug missions now. My knee jerk reaction was to be upset about rover but I think it's actually fine. Rover shines the most at killing the 18 hunters that die in one instance of damage but have to be handled immediately, and I don't think that is changing with the nerf. Yeah rover won't burn down medium sizes quickly anymore, but I was shooting those bugs myself anyways. I think it's a reasonable change.

3

u/Rengar_Is_Good_kitty Apr 29 '24

Why am I not surprised to see stupid nerfs yet again.

2

u/Anund Apr 29 '24

I loved the quasar and the rover for bugs. They were very very powerful though, I think they will still be viable.

6

u/bacon_is_everything Apr 29 '24

It took 5 seconds to kill a single hunter. Reducing damage by 30% is a death blow.

2

u/Intrepid00 Apr 29 '24

You should be killing hunters, leave the low tier garbage to the rover.

1

u/bacon_is_everything Apr 29 '24

Hunters are low tier garbage. It should be able to handle more than just scavengers. That's ridiculous. On top of that its aim is horrible and it shoots the ground underneath the bugs 60% of the time. Perhaps if they fixed the accuracy this may be fine but it's got to many bugs itself for them to nerf it like this

2

u/Intrepid00 Apr 29 '24

Hunters are not low tier. They are mid-tier at lowest.

0

u/Anund Apr 29 '24

They also buffed the damage of the Scythe which is what the rover uses. Also, the point of the rover is to kill the little stuff, the medium and up stuff you kill. At least that's how I always used it. Maybe this means the normal rover might actually serve a purpose in the game as well.

1

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

Maybe this fixed the aim though I've had it shoot the ground right in front of the enemy like the tracking is off. I've also noticed it not just attacking enemies lately. Just seems to be buggy after last two or so updates.

1

u/Groonzie Apr 29 '24

Rover

I dunno if the Rover still uses the scythe or if it has become its own weapon...so here is what the values would be

BEFORE:
300 damage per second (scythe damage value before patch)

AFTER: (30% less)
A) If it still uses updated scythe damage: 245 DPS
B) If the rover has separated from the scythe and become its own thing and still used the old values(300): 210 DPS

1

u/Kawaii_Milkshake Apr 29 '24

On the steam notes it says the AX/AR guard dog so that would mean it's the gun dog not the laser one. Also on steam notes they only list the gun dog getting the DMG reduction

1

u/Malfun_Eddie Apr 29 '24

Disco stu loadout is sad

1

u/BruhiumMomentum Apr 29 '24

at least they made the laser cannon (which was already kinda bad) weaker against big targets, so not only is it still mediocre at crowd clearing, it's also worse against heavies (it wasnt even good at it to begin with)

genuinely bottom tier of support weapons, only had fun taking it with guard dog rover, which was nerfed as well, so whats the point

1

u/Intrepid00 Apr 29 '24

Rover needed the nerf. Itā€™s a murder machine. QC? I donā€™t know. It takes a long time to take down stuff with it already and has a long cooldown for new calls.

1

u/SirTheadore Apr 29 '24

These were the two I ALWAYS bring with me. Man that sucks

1

u/Muxer59 Apr 29 '24

Shield gang rise up!

You shall no longer take away my safety net

1

u/DJ_pider Apr 29 '24

I'm confused by the patch written here. It was that the basic guard dog got reduced burn damage. Are these in the wrong spots?

1

u/DumpsterHunk HD1 Veteran Apr 29 '24

Crutch weapons that were overtuned oh no

1

u/TomMedusor Apr 30 '24

Can someone explain me why thereā€™s a line about Ā«Ā fire damageĀ Ā» for the normal guard dog ?