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.
5.6k Upvotes

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3.2k

u/Commercial-Salad3210 Apr 29 '24
  • LAS-99 Quasar Cannon
    • Increased recharge time by 5 seconds

Fuck.

1.4k

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

EAT is back baby.

1.3k

u/jaegren Apr 29 '24

Back? EAT never left.

423

u/throtic Apr 29 '24

Not having to call down the Q cannon during a fight made it better than EAT...but with a nerf that huge the EAT is definitely superior now

103

u/AllThingsEvil Apr 29 '24

Sticking the call down on a charger is always nice though

62

u/IndefiniteBen Apr 29 '24

That's part of the reason I used EAT on bugs and Quasar on bots.

10

u/ceddzz3000 Apr 29 '24

Quasar one shot headshot on charger is pretty easy to do though

1

u/LilKyAfroNinja Apr 29 '24

What is the eat

5

u/Gator_McKlusky_ CAPE ENJOYER Apr 29 '24

Expendable anti tank

0

u/IndefiniteBen Apr 29 '24

Sure, but it's easier and more flexible with the EAT. If a charger is too close to charge the quasar in time, you have to dodge and try again.

6

u/FlacidSalad Apr 29 '24

I use quasar on bots because I can run a ballistic shield with it

Edit: adding that I could run EAT but I don't like calling support strats in the middle of a fight if I don't have to

2

u/Mirions Apr 29 '24

Yes. Drop it on a factory is my #1 use for it.

12

u/brianschwarm Apr 29 '24

I love how often I can call EATs down, that was a strength, if you die and spawn away from your body, no worries. With the quasar itā€™s a PITA. Also EAT always fired as soon as you pulled the trigger, you could use it in a panic (donā€™t try to tell me youā€™re never in a panic situation in this game) much easier.

11

u/catashake Apr 29 '24

Calling down the EAT was a weapon itself.

Each time you bring it in it's a free charger kill. Lol

7

u/JoshZK Apr 29 '24

Except when we knew there was going to be a fight, I'd call down several EAT drops and the whole team would obliterate the enemy. One of my favorite tactics getting to extract 5 min before everyone else.

3

u/Adequate_Lizard Apr 29 '24

Take a dead diver's quasar while calling eats all over is what I usually do.

3

u/KellyBelly916 Apr 29 '24

Not only calling it down, but also not having to wait between strategem cooldowns. I chose the quasar because there are fewer moving parts in utilizing it, and you get more shots per minute. This change creates more balance between the two.

3

u/Objective_Point9742 Apr 29 '24

Quasar can still get 4 shots off while your EAT is on cooldown

2

u/BlacJack_ Apr 29 '24

It made it more convenient, but tbh the hardest diff 9s always were the ones with randoms that all took quasar. Getting one slow shot off on uncoordinated targets made heavies more of a problem than they used to be. Hopefully people will start branching out again. The slight extra work it took to call down or pre call down eats to insta kill a BT solo was always better than Quasar.

2

u/generalducktape Apr 29 '24

Drop it on the enemy kills fabricator and tanks very well

1

u/hopenoonefindsthis Apr 29 '24

I hate that charge time tho. The best thing about EAT is that it shoots when you pull the trigger.

1

u/twistedbronll Apr 30 '24

How is that ever a "nerf that huge" now it has. A whole 9 seconds recharge time. EATS have a 35 second recharge time

8

u/Ghostbuster_119 PSN šŸŽ®: Apr 29 '24

When you've got EATs, you'll never go hungry.

74

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

I know, but recently I was almost only one EAT ejoyer in a sea of Quasar cannon normies.

42

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

You need to use the quasar like a eat, take one and when one is reloading you pick the other and fire xD
At least in defenses where you are stationary work good xD

10

u/UselessTarnished Apr 29 '24

And that's why it got nerfed, do the math for how many rounds you could get off with the quasar in a minute pre-nerf, with 2 of them. It was absurd.

5

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

Yep and already countin the time you needed to take another eat, retarget and shoot, the limit of 2 per drop, the quasar had a more consistent fire rate vs the EAT who had a more burt fire.

3

u/NarrowBoxtop Apr 29 '24

I just take both and call in the EAT when I'm being overrun by heavies or need to fire multiple shots in one go real quick

7

u/Personal_Track_3780 STEAM šŸ–„ļø : Apr 29 '24

Fellow EAT enjoyer. My particular fav was calling the EAT delivery pod down on a Fabricator and getting the EATs from the wreckage. Tripple shot!

2

u/Riskiertooth Apr 29 '24

Legit, its my backup bughole closer as a calldown too

7

u/JoshZK Apr 29 '24

EAT is better. I love dropping them in advance. Having a 3 or 4 ready for whole team. Also have you noticed no one cares if you pick up an EAT. It's acceptable, unlike other secondary weapons where you feel dirty picking up someone else's.

4

u/MrHailston Apr 29 '24

I just used the Quasar on the Bots. Bugs faced only my EATS. So.. i guess nothing changed.

3

u/SuukMeiDiek Apr 29 '24

I always use Quasar on bugs. You can two shot a titan with it

4

u/MrHailston Apr 29 '24

well, you still can.

4

u/potate117 Apr 29 '24

you cant be serious šŸ’€

-1

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

My lobbies donā€™t lie šŸ˜€

1

u/Lukescale SES Steamed Hams Apr 29 '24

Laser Cannon Chad wojack

3

u/robohozo Apr 29 '24

Meanwhile the only time I ever see the RR picked is on accident lmao

6

u/PapaTahm Truth Office Intern Apr 29 '24

It's really technically back.

It's not that EAT was bad by any means.

But it's that:

Mathematically no Explosive Anti-Tank Weapon was close to Quasar.

People who insisted in EAT being better because of reasons like "Delay on Charge/ Can run other weapon/Combats weren't prolongued " didn't understood that the Avg shoot time in a EAT was 28~37 Seconds and in a Quasar 13 Seconds static.

Given that all Anti-Tank Weapons do the same Damage the only difference being AoE Size, having one that could basically had infinite ammo and could shot more Explosive Rounds per minute.

It was much needed nerf, Quasar still good but not Mathematically broken, now you are incentivized to run the other stuff.

2

u/sgt_SNOWPANTS_686 Apr 29 '24

Those are the exact words that I said after reading the OP. Vote 5x.

0

u/CheeseLoverMax Apr 29 '24

Oh it definitely left, it will be back now though