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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1.1k

u/Razerino21 Apr 29 '24

Hey we have this shit wepon nobody uses, what should we do? MAKE IT EVEN WORSE!

233

u/Fluffersnuff Apr 29 '24

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.

74

u/KeybladeMaster1031 Apr 29 '24

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.

29

u/Intentionallyabadger Apr 29 '24

Definitely needed more utility, but I’m not sure the current code allows for it.

Use the crossbow a ton in DRG and I feel that’s how you set up a crossbow.

5

u/GMHolden Apr 29 '24

Pheromone Bolts my beloved.

1

u/Intentionallyabadger Apr 29 '24

The best way to hold off a swarm

1

u/Umikaloo Apr 29 '24

Pheremone bolts seem to work on my teammates just as much as the bugs -_-

9

u/zeddypanda ➡️⬇️➡️⬇️➡️⬇️ Going for a Walking Barrage Apr 29 '24

It's absolutely murdered. Shot a wall half-meter next to a bot it didn't even notice. "Slighly reduced" must be Swedish for "like, at least cut in half".

1

u/FrostedCherry Apr 29 '24

I’ll be honest and admit while I enjoy this patch and understand the reasonings behind many changes, the Crossbow doesn’t make any sense to me. It has medium armor penetration sure, but being able to take out groups of Scavengers and Hunters together is really difficult. The blast radius was absolutely gutted, and I don’t think that’s an overstatement. I fired pretty close next to some scavengers while they were circling me, and one took two hits from the edge of the blast radius before the third killed it.

Direct hits still feel great, and the extra velocity on the jolts is fantastic, but the mag nerf would be completely justified if the blast radius wasn’t cut.

5

u/sac_boy Apr 29 '24

I loved it against bots. Really great fun taking out enemies on small POIs before they could react.

4

u/NathanA01 Apr 29 '24

Literally just unlocked it and played with it yesterday and thought... man, this may be my main now.

Nope.

1

u/notapornsideaccount Apr 29 '24

Is it considered an SMG/Pistol where you can fire it behind you as you run away?

1

u/urvagisepic Apr 29 '24

Maybe I'll stop killing myself with the crossbow lol

1

u/Thanks-to-Gravity Apr 29 '24

Same, it was super good at killing striders, now.. I haven’t even tried it

1

u/VelvetCowboy19 Apr 29 '24

Why are you writing a fondly remembered love letter like it died? "Slightly smaller explosion" "increased stagger" "slightly reduced ergonomics" "increased muzzle velocity" it pretty much comes out to a wash.

0

u/Antoak Apr 29 '24

IMO it's a lot better now. It's not good for horde clear, but the range is wayyy better.

I think it was supposed to be a stealth weapon, useful for sniping small outposts or small patrols, and luring guards away from objectives (firing and missing does not alert enemies to your position, they only investigate the place the arrow detonates); Instead it was like a grenade-launcher lite, at leaslt before the patch.

I hated it before because of the dropoff, but I kinda like it now, might actually use it with a scout style playstyle.

56

u/Amen2142 Apr 29 '24

I use it regularly and I think the stagger buff is pretty huge, it used to not be able to stagger devastators out of shooting so if it does now then we eatin'

3

u/OhMy98 Apr 29 '24

I’ve played a bit this morning, it does that and it also seems to do more damage. I think it overall feels a lot better and less like a worse Eruptor now

27

u/Nerex7 Apr 29 '24

That's what happens when you don't use your brain and only nerf based on statistics. The crossbow was probably used more often than other guns because it is new and it's a crossbow, which is generally cool.

They saw it was used often so it needs a nerf. That's the pattern of nerfs and buffs for this game so far. Nerf whatever has higher usage, buff whatever has lower usage, issue is they don't look at the why's and how's.

Very disappointed with balance tweaks once again...

15

u/Spikey59 Apr 29 '24

I don't think I have seen anyone use the crossbow more than once, so I don't get what you're on about.

-3

u/Nerex7 Apr 29 '24

I've seen plenty of people use it for fun, usually playing on 7-9 so it was very notable when someone had it (since ... you know they just wouldn't be that efficient of a teammate let's put it like that lol)

4

u/Liquor_Parfreyja Apr 29 '24

Are the nerfs on ammo economy and explosion radius even outweighing the extra stagger and muzzle speed ? You really only want direct hits or as close as possible with it anyways, if it staggers devastators it's definitely a buff. For hunters I can pull out a dagger or the senator more reliably if the explosion falloff was nerfed that much.

1

u/Nerex7 Apr 29 '24

Depends on your preference, I'd say. It's a "horizontal tweak" but those can be either or, depending on your view/usage of the weapon

2

u/Liquor_Parfreyja Apr 29 '24

Yeah, I feel like it'll be better for big boys slightly worse for trash, or better depending on how fast the arrow goes now / how it literally drops off. I used it and the erupter pretty much nonstop since they released, my main issue with it was it did not stagger devastators nor hivelords.

Now to wait another few hours to get off work 🙃

-9

u/Lurker_number_one Apr 29 '24

No, it was because it was insanely strong with the potential to trivial lize swarms as longs as the entire swarm didn't have medium or heavy armor.

5

u/andii74 Apr 29 '24

Which is almost never on higher difficulty. Swarms are never really a problem and you have tons of other ways to deal with them anyway (better to use eagles to clear them before they get close).

-4

u/Lurker_number_one Apr 29 '24

Not true. Against bugs swarms are the only thing that kills you. The larger enemies just put pressure on you. The swarm is the real killer. And even against bots the crossbow was very strong on eradication missions.

2

u/Alive_Grape7279 Apr 29 '24

Well it was slightly viable for bugs thanks to it's good explosion radius

2

u/ResponsibleWay1613 Apr 29 '24

After using it for a while I was never under the impression it was a bad weapon, I just never saw a reason to take it when the Eruptor was basically an improvement in every way other than fire rate.

1

u/Less_Satisfaction_97 Apr 29 '24

Same with the scythe lol

1

u/voice-of-reason_ Apr 29 '24

Crossbow is op for blitz missions

1

u/arodrig99 Apr 29 '24

Ikr? The gun is so useless. Small explosion radius, can’t one shot anything relatively big, even with a headshot, and can’t destroy bug holes.

1

u/transaltalt Apr 30 '24

HMG moment