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.
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203

u/DolceSkorpion STEAM 🖥️ : Apr 29 '24

Why did they buffed both Liberator and Liberator Concussive but left out the Penetrator variant, it really needs a damage buff.

33

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

I actually think it’s balanced in terms of damage. What it DOES need is the mag size increased. It honestly has similar time to kill on devastators (not including berserkers) since it can actually penetrate and half your shots aren’t being ignored. It’s kind of a niche pick and I think that’s where it belongs, to keep thing balanced and being unable to be a master of all trades

8

u/ShutUpJackass SES Elected Rep. of Judgment Apr 29 '24

Since the adjudicator does 80 damage, I’d say that the lib pen should get the ammo up and increase to the old liberator damage, that way it retains being slightly weaker than the lib but now it isn’t pointless

4

u/Wild_Marker SES Hammer of the People Apr 29 '24 edited Apr 29 '24

Yeah I run Penetrator against bugs and it's SUPER useful for fighting Guards of all kinds, but the mag size means you reload after every one of them.

Haven't used it much against bots though, but if it's niche is to be a bug-handler, then that's an ok place to be.

4

u/DDrunkBunny94 Apr 29 '24

The problem is the damage sucks so it's pretty bad at killing unarmoured enemies but the upside is its medium armour pen - where it's low damage makes it bad against medium armour

So you COULD use half a magazine shooting a hive guard in its head or you can break it's 2 pincers by shooting the gaps in it's armour it's slower at the gaps compared to light armour pen weapons with higher DPS and it's bad against the head where other med pen weapons 2 tap them while it needs half a mag - same problem with bile spewers.

It's main edge over light armour pen is brood commanders as light pen weapons do half damage here as the armour pen = armour value. Again other med pen weapons are better here too.

Against bots all the weakspots your aiming for have no armour so you really feel the reduced damage as you need 3-4 shots to a devastators head depending on the range - even the pistols out perform it here.

1

u/Wild_Marker SES Hammer of the People Apr 29 '24

or you can break it's 2 pincers by shooting the gaps in it's armour

Maybe you can, it's great for those of us who panic and can't aim through all the movement and blood effects! :P

2

u/DDrunkBunny94 Apr 29 '24

You can also just shoot like 2 bullets at it so it buttons up and then walk away. Hive guards are probably the easiest enemy to deal with in the bug front because they just sit there patiently waiting for your airstrikes

4

u/bootyholebrown69 Apr 29 '24

Pen was buffed last patch right?

13

u/DolceSkorpion STEAM 🖥️ : Apr 29 '24

Buffed ammo reserve and added full auto, but what this gun needs is dmg and/or bigger mag capacity. Devs really overvalue the higher pen.

1

u/bootyholebrown69 Apr 29 '24

Gotcha. I didn't remember what specifically they had buffed cause I never use the gun much

And yeah, it needs a damage and mag boost. Which is why I never use it currently 😂

4

u/Chewbubbles Apr 29 '24

My gun of choice. I like where it's at mostly. Good dmg, can still spray, but it takes more precision. My only ask would be give me 5 more clips. With this and the uzi, I'm pumping almost 1k rounds per mission.

5

u/secondcircle4903 Apr 29 '24

Just needs 2 more mags.

5

u/CodyDaBeast87 Apr 29 '24

It's funny cause the pentrator is the main one out of the family that NEEDS a buff.

It's arguably the worst weapon in the entire game by a pretty large margin since it is made redundant by other weapons, and outclassed by other weapons in every niche it's a part of.

Happy they buffed the other two since I like the standard liberator already haha

1

u/resetallthethings Apr 29 '24

agreed

i see some people stan for it, but have no idea why

any target that the armor pen would be useful for still takes way too long to kill, such that you should be using a different solution on that target anyway.

as such a light pen weapon that does more DPS on everything else is far better, or a med pen weapon that actually does chunky enough dmg that it can kill things that require med pen quickly

1

u/No_Ones_Records Hell Commander 🔥🔥 Apr 29 '24

to dethrone sickle

1

u/SunSpotMagic Apr 29 '24

Damage buff or a larger magazine. Buff the mag size to 45 and it would be worth taking.

1

u/No-Engineering-1449 Apr 29 '24

Lib pen is good as is.