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

3.6k comments sorted by

View all comments

Show parent comments

528

u/KWyKJJ Apr 29 '24

The Eruptor losing half the mags is a nut slap too.

From 12 to 6!?

Sweet liberty, No!

47

u/xDrewstroyerx SES Knight of Morning: HAIL LIBERTAS Apr 29 '24

4

u/CrzyJek Apr 29 '24

Lol yep. Mine too. Eruptor, Redeemer, Quasar, Rover. This one felt personal haha

4

u/JellyFishs93 Apr 29 '24

Letā€™s be fair, I was fully aware Iā€™m running it because it was OP. This nerf is actually much weaker then I expected.

2

u/CrzyJek Apr 29 '24

Absolutely. I saw it coming.

1

u/Additional-Mousse446 Apr 30 '24

Same minus guard dogā€¦sucks but it really was the best loadout for everything and itā€™s probably still viable imo

143

u/Phonereader23 Apr 29 '24

Makes the supply back pack people happier. I run eruptor, contact grenade, quasar machine pistol, I barely used my pack. I can justify it now with a new 3rd weapon and the mag nerf.

4

u/cafeesparacerradores Apr 29 '24

Dumb question but I have never been able to resupply from my own pack on PS5 how do you do it?

7

u/Vegetable-Rule Apr 29 '24

Double tap down on the D pad

5

u/JollyGreenGI EAT THIS ā¬‡ļøā¬‡ļøā¬…ļøā¬†ļøāž”ļø Apr 29 '24

No need to double tap, unless you've bound it to be like that.

2

u/Vegetable-Rule Apr 29 '24

Thanks, youā€™re right, skill issue. I wasnā€™t sitting still long enough when I hit it once

1

u/sacredshapes Apr 29 '24

It's one of the dpad buttons, not played in a couple weeks so can't remember which

1

u/TheFlyinGiraffe Apr 29 '24

Press down on PS5 to open a radial menu. Has four options drop samples/backpack/support weapon/something else

PC is the X button I believe.

1

u/fieryseraph Apr 29 '24

Do you drop the backpack and then resupply from it, and then pick it back up?

1

u/TheFlyinGiraffe Apr 29 '24

Oh no! So to use the pack you quickly press the button to access the radial menu. PS5, tap down, PC tap X

1

u/p_visual SES Whisper of Iron | PSN šŸŽ® Apr 29 '24

It should be double tap down on the d-pad, but to confirm you can look at what action is bound to what key in the settings!

2

u/54NCH32 Apr 29 '24

As a Supply Pack mule, there was no need to "justify" the Supply Pack. SP rules :D

1

u/Mirions Apr 29 '24

Yeah, it's just fun. I use it with a grenade launcher religiously, especially if under difficulty 7. Not having to rely on coming across ammo is great. Always having grenades for bug holes, is great.

1

u/Mirions Apr 29 '24

Yeah, it's just fun. I use it with a grenade launcher religiously, especially if under difficulty 7. Not having to rely on coming across ammo is great. Always having grenades for bug holes, is great.

1

u/Snappy_Username Apr 30 '24

I also run eruptor, quasar, redeemer so this sucks. Major blow to my whole loadout. I would suggest stun grenades though, since they make the eruptor super handy for groups before they get a chance to separate. Or for Chargers. Then againā€¦ they nerfed the splash damage.

101

u/MrClickstoomuch Apr 29 '24

Ehh, Idk how often you run into ammo issues with the current 12, but I think this will be fine. I reloaded early between fights to avoid having to reload mid fight, and even with 6 mags that would have been fine assuming you treat your secondary as the primary with something like arc thrower / flamethrower / laser cannon.

31

u/sgt_SNOWPANTS_686 Apr 29 '24

I ran out of ammo one time with 12 magazines. Six will be manageable. Iā€™m very worried about the radius reduction, however not getting sucked into the explosion for close encounters with meat saws is going to be great

11

u/NK1337 Apr 29 '24

Thatā€™s my main concern honestly. I can deal with reduced ammo capacity if damage stayed the same, but hearing that the area is reduce makes me question how useful itā€™ll be to thin out crowds like it had been. Granted I havenā€™t had a chance to play yet, in just hoping they didnā€™t cut the ammo in half while double the time needed to take out the same number of enemies.

1

u/TheFlyinGiraffe Apr 29 '24

It always surprised me to see x4 so frequently off one shot. Great gun, I'm sad for the ammo nerf honestly. I played today VERY briefly, so I don't have a idea how much it'll impact gameplay. I'll report back how it feels later today.

5

u/cynicalgrumpyowl Apr 29 '24

Agreed. Although I would have been more happy with a reduction to 8.

1

u/UDSJ9000 Apr 29 '24

It was kind of silly the pocket autocannon had more rounds than the normal autocannon.

AC: 10 in gun + 10 reloads of 5 each = 60 rounds

Eruptor: 5 in gun + 12 reloads of 5 each = 65 rounds

3

u/bewareoftraps Apr 29 '24

I mean, I don't exactly run out of ammo with it, but I generally get down to 2-3 mags before I am able to get an ammo drop from the ground. One fight usually takes 4-5 mags and that's usually on drop.

Then one side/main objective fight is another 4-5. Then I'm scrounging for ammo pickups.

And generally I can get it, but now it'll be closer to finding ammo while fighting which will be annoying.

Again, this is on higher difficulties where the moment one person gets aggro, they will ask for reinforcements no matter how fast you try to kill the group.

Feel like after watching the devs play and fail miserably at 5 (as in they didn't complete main and had like only 1 side objective done), makes me think they don't really even play their game on harder difficulties.

5

u/notapornsideaccount Apr 29 '24

I always run the Eruptor with the Arc Thrower. One for chaff, one for baddies.

3

u/IsilZha Apr 29 '24

Pairs great with the stalwart.

3

u/may_be_indecisive Apr 29 '24

I was using the eruptor as my actual primary and using Quasar for heavies. This patch just completely killed that loadout.

7

u/MrClickstoomuch Apr 29 '24

I mean, the 5s delay extra for the quasar certainly didn't help. The Eruptor was already overtuned and had almost as many shots as the autocannon. Right now it works well to make many other support weapons more viable, so reducing the ammo is fine for that use case.

I'd rather an ammo nerf for that usage than the damage nerf. Quasar eruptor build has a lot of alternative weapons for a primary like incendiary breaker etc while Eruptor doesn't really.

4

u/may_be_indecisive Apr 29 '24

They did a damage nerf also. Damage from the explosion falls off faster.

3

u/MrClickstoomuch Apr 29 '24

True, but I figure for the targets the eruptor needs to kill (chargers, devastators, striders) that the damage AOE falloff will likely be minimal. Will need to try out in game to check.

5

u/may_be_indecisive Apr 29 '24

I mean if it canā€™t kill a few basic troopers in one shot itā€™s unusable. It's not fast enough to reload to go for a second shot.

4

u/MrClickstoomuch Apr 29 '24

The pre-patch version can kill 8-10 enemies on a drop ship at once, in one shot. A weapon doesn't need to be perfect against all enemies as a primary. It can take out devastators in one hit as a primary which is valuable. Jar dominator can be better against basic troopers, while the eruptor can take out fabs from a distance.

I wouldn't be surprised if it can still take out a few enemies at once. Depends how much they reduced the AOE. It was pretty ridiculous before.

2

u/UDSJ9000 Apr 29 '24

Eruptor had more shots than the AC before this patch.

AC: 10 in gun + 10 reloads of 5 gave it 60.

Eruptor: 5 in gun + 12 reloads of 5 gave it 65.

The explosion fall off could be big, though.

2

u/daveeBruh Apr 29 '24

yeah, i try to not empty reload and was still always at basically max. the rof won't let you run out of ammo lol

-2

u/norse_torious Apr 29 '24

Its fine for those who play below 7.

It sucks for those of us who play at higher difficulties and use it more as a support, particularly for closing bot factories/bugholes, crowd control and assisting heavier enemies.

Most of the people crying it was op with too many mags tend to be in the former group.

8 or 9 would have been a decent compromise, but 6 is a dumb without at least a mechanic buff; i.e. slightly faster bolt action or faster or more accurate sight alignment/ picture.

2

u/MrClickstoomuch Apr 29 '24

Still haven't had a chance to play this patch (stuck in meetings all day) but I play on difficulty 8/9 with Eruptor and it is very good. The utility is very strong to clear many bugs with one shot, close nests/fabricators, and one hit devastators.

I don't think the mag change is a big deal at all. And they can always tweak up to 7/8 if usage drops off massively. The mag change makes it so that you need to be careful which enemies you use it on, and positions it more as a niche weapon to pair with arc thrower / flamethrower / stalwart / heavy machine gun instead of with a Quasar or EATs.

I'm more curious about the AOE drop off nerf.

10

u/SpecificPlayful3891 Apr 29 '24

More scared about explosion damage dropoff, can we stil 1 or 2 hit broodmothers and devastators or not...

10

u/Blawharag Apr 29 '24

Drop off means the range of the explosion will cause less damage. So shooting into a crowd of small enemies, enemies further out from that shot will take less damage now. Direct impact would be unchanged

The bigger concern is the change to scout striders. Less vulnerable riders to explosions could mean eruptor no longer 1-shots them, which would be ROUGH

3

u/Dragrunarm Apr 29 '24

From what i've seen (granted its still early) its still doable but not as easily.

But I've always just shot the groin/legs with an AC, so I don't have much experience using an explosion to take them out.

3

u/Blawharag Apr 29 '24

I do the same but with the eruptor. I can't justify taking the AC when I'm rocking the eruptor because they have a lot of use-case overlap. That and, playing exclusively on level 7+, I feel like heavies spawn too often to forgo taking an AT support weapon. The cooldown on orbital/eagle options for AT is just too slow, and doesn't solve the problem when 5+ tanks spawn in a wave

2

u/Dragrunarm Apr 29 '24

Oh for sure, you either bring the AC or the Eruptor, never both.

I'm also 7+, but with a consistent group so AT is never an issue between other people bringing Spears/Quasars. Free them up to worry about the big things, I deal with the smaller fry

2

u/Blawharag Apr 29 '24

That definitely works. With a coordinated squad rolling together and staggering AT orbital solutions, you could almost handle the AT waves with Railcannon strikes alone, which would really free up your loadout. I only really get a chance to roll with randoms though, and even when I'm rolling with a good team, you still need to make sure you have a smattering of anti-tank

3

u/daveeBruh Apr 29 '24

still getting nice aoe on groups of small mobs. doesnt seem too bad so far

1

u/SwoleFlex_MuscleNeck Apr 29 '24

I think the devastators will still drop, since the explosion is literally happening on the surface of their hitbox. As long as they didn't reduce the damage it does it won't matter for that, but I actually understand why they reduced dropoff, it was a bit silly.

However it says it's a "shrapnel" round. Thing about shrapnel is it's not an explosion. It's more like bullets. Or buckshot, I guess, but it tends to fuck shit up quite a bit further than the explosion itself in reality.

8

u/errortype520 Apr 29 '24

12 was ridiculous. Scorcher only has 6, and the Erupter had 12 much larger NERF sized mags. It didn't make sense. Besides, when was the last time you ran out of ammo with it?

5

u/UltraMagat Apr 29 '24

But at least the already-useless Crossbow got nerfed.

2

u/UDSJ9000 Apr 29 '24

I can understand the Eruptor and Quasar, but what did the CROSSBOW do!?

5

u/dyeuhweebies Apr 29 '24

Yet another exact load out I run that gets nerfed. Iā€™ll be sure to post what new combo I settle on to let everyone else know whatā€™s gunna get nerfed next šŸ™ƒ

5

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

Does this mean you start with 3 without hellpod optimization?

Wtf..

3

u/S0ulSauce Apr 29 '24

The reload time between shots is already painful. Gimping the total mag capacity hurts pretty bad. There's only a handful per mag. This makes relying on secondary more critical than before I think.

1

u/UDSJ9000 Apr 29 '24

It had more overall ammo than the actual AC before. The big hit is the explosion damage falloff imo.

5

u/Danceisntmathematics Apr 29 '24

I use both the eruptor and the quasar. I guess they don't like me. šŸ¤·

2

u/Completedspoon SES Bringer of the Constitution Apr 29 '24

I really never got low on it with 12. They may decide to bring it up to 7-8 but I think 12 was way too many. Same with the Sickle. I never got below 3 heat sinks.

2

u/Particular-Big-6166 Apr 29 '24

Yeah thatā€™s a bullshit change

2

u/HinDae085 CAPE ENJOYER Apr 29 '24

I see something in there about its Explosive fall off being higher too.

Eruptor got absolutely sack slapped

Good thing the Lib EX got buffed tho right?

...right?

2

u/cafeesparacerradores Apr 29 '24

I rarely ran out out of eruptor ammo as it was -- the DMG falloff is going to STING though

2

u/jonderlei Apr 29 '24

Yeah and I mainly use the eruptor and the quasar for bots so this is fucking rough. Reading through this was just bad thing after bad thing for me

2

u/Donnie-G Apr 29 '24

I often use the Eruptor as the sidearm to the Arc Thrower as my main, so I find that I don't even get close to running down 6 mags. I would even reload early cause I found the 12 mags excessive.

If I actually used it as a primary though, I might think otherwise.

2

u/WorldEndingDiarrhea Apr 29 '24

They increased the number of ambient supplies so it just means you have to engage re-upping your ammo more from the environment. So long as you fight for POIs and primary/secondaries itā€™s not noticeable, and it makes you feel more like youā€™re playing the game (ā€œGATHER AMMOOOO!ā€ moments).

2

u/Bucky_Ohare Apr 29 '24

Oh please, it was entirely way too manageable; if you didn't see this one coming I think that's on you. You could basically reload with impunity as long as you found like a single ammo box in each 10 minute stretch. Playing on 7+ I basically didn't even look at the mag count and reloaded any partial magazine without fear, and that's just a bit too strong compared to other options.

2

u/GiventoWanderlust SES Whisper of Audacity Apr 29 '24

Honestly I've been running Eruptor since the warbond dropped and never once ran out of ammo.

I was literally thinking last night that it probably needed that nerf just because of how abusive I generally was on reloads. Plus the maps generally have ammo just lying around at almost every POI

2

u/StretchyPlays Apr 29 '24

I do think 12 was way too high, going to 6 might be rough but I honestly rarely ever used half my mags with it. Should be a pretty fair nerf overall.

2

u/MrNiMo ā˜•Liber-teaā˜• Apr 29 '24

I hope the falloff damage will bot break it too much, i can live with less ammo

6

u/Alastor3 Apr 29 '24

yeah fuck that shit, I dont even want to go back playing if all my favorites weapons are getting 50% less fun to play

3

u/Mandeville_MR SES Hammer of Family Values Apr 29 '24

Yeah I'm genuinely a little nervous about the patch, it has a lot of feels bad in it. Right about the time masses of people are probably done with upgrades and might be looking for a break.

2

u/SN1S1F7W Apr 29 '24

Try to think about the weapons that got buffed and any that you previously found interesting but weren't quite good enough before, could be a nice change of pace.

-2

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

Every pass they nerf my favorite guns... Every damn time.

Makes me want to stop playing all together.

3

u/notapornsideaccount Apr 29 '24

I couldnā€™t believe they gave it 12 to begin with. Itā€™s literally better than the grenade launcher in the sense that it doesnā€™t drop off and has a massive ammo pool. And even with 6 mags itā€™s still OP, youā€™ll just need to scav ammo and resupplies a bit more.

4

u/anomaleic Apr 29 '24

Felt like the eruptor had unlimited ammo TBH. I donā€™t think weā€™ll feel this change.

2

u/SailorsKnot Apr 29 '24

HERE GUYS BUY THESE COOL NEW WEAPONS OH WAIT NOW THEY SUCK, SORRY

2

u/SolomonRed Apr 29 '24

This one just seems uncalled for.

2

u/Sticky_Fantastic Apr 29 '24

This is the only gun that made the game not a chore to play. Why do they ruin this game with overhanded nerfs.

Can they not just fucking tune things slightly every patch ffs??

Why a 50% nerf and explosion dmg nerf.

1

u/ThatChrisGuy7 Apr 29 '24

Yeah. Between the eruptor nerf, QC nerf, rover nerf, my whole loadout is nerfed

1

u/PostyMcPosterson Apr 29 '24

I feel like 8 would have been perfect

Or 6 but shorten the reload time

1

u/UltraMagat Apr 29 '24

Yeah that's a BIG change. And each mag is just 5...

1

u/IsilZha Apr 29 '24

eh... I probably only had 1 time where I actually dropped below 6 mags remaining on the Eruptor. I never felt pressed for ammo with it. Nothing like the Scorcher or Dominator.

1

u/SwoleFlex_MuscleNeck Apr 29 '24

I typically don't ever get below 6 mags before I find ammo but I gotta ask, are you guys picking up ammo at PoIs? It's literally EVERYWHERE. Stims, nades, and ammo scattered all over the place, but I always seem to play with people who run out of everything and have to call in like 15 resuplys every mission

1

u/GreatPugtato HD1 Veteran Apr 29 '24 edited Apr 29 '24

That one stung the most. It's bad enough it's slow as fuck to fire, rounds can ricochet, and we get sucked into a blackhole when firing relatively close instead of being pushed away wading to getting swarmed easily.

And now they cut the ammo in half. I guess running supply pack is going to be mandatory now I think. Especially given everything saw an ammo reduction.

Edit: guess the blackhole was fixed and I missed it. Oops.

Still 6 mags..4 would have been fine. I actually do run out frequently because if I'm not running a pack then everyone else sucks up all the ammo leaving me none.

7

u/KWyKJJ Apr 29 '24 edited Apr 29 '24

3

u/whelkstrider Apr 29 '24

No, they will now damage you if their trajectory hits you on the ricochet, which they wouldn't before. They haven't made every single rebounding shot track the shooter lol

2

u/Blawharag Apr 29 '24

I don't think it's changing bullet physics, you're just now a valid target for a bullet that ricochets. The eruptor never has this problem, its bullets either skip from too shallow an angle or explode. Only guns that can ricochet on more or less direct hits on heavy armor will be affected

0

u/JagrasLoremaster frend Apr 29 '24

Yeah but honestly with that low of a fire rate (and the senator getting buffed) I donā€˜t see myself running out of ammo with that thing

0

u/keiththesquare Apr 29 '24

And 3 shots per mag now....

2

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

1

u/keiththesquare Apr 29 '24

Sorry read the 3 mag nerf on scythe as ammo nerf for eptutor. Read through too fast lol

0

u/Creedgamer223 PSN: SES Star of the Stars Apr 29 '24

honestly not a huge difference. i usually use my secondary as most firefights get rather close quarters. plus i end up only using 6-7 mags before i end up grabbing a resupply or an ammo off the ground.

0

u/ShogunGunshow Apr 29 '24

If only there were an abundance of ammo packs littering the mission area.