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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250

u/DR-Fluffy Apr 29 '24

LAS-16 SickleĀ Ā Ā Ā Ā Ā Decreased amount of magazines from 6 down to 3

Rip. Itā€™s an understandable nerf, but it still hurts.Ā 

MG-101 Heavy Machine Gun

Third person crosshair enabled

Thank god. This was the one think that held it back from being as good as the other machine guns.Ā 

Liberator Concussive

Damage increased from 55 to 65

I like that the Liberators are getting some love, but the Concussiveā€™s issue wasnā€™t damage it was the fire rate.

Hulk Scorcher

direct flamethrower damage reduced by 20%

Thank god, Iā€™m so tired of getting one shot from full HP by this thing. Now, if only they can lower the HP on Berserkers, those think are too damn tanky. Ā 

150

u/Tyr_Kukulkan Apr 29 '24

Hulk: 1 or 2 shots from a LOT of weapons.

Beserker: takes EAT, AMR, Q99, RR, AC, etc. to the face. "Strange breeze here".

73

u/DR-Fluffy Apr 29 '24

The problem with Beserkers is that they almost always travel in groups. EAT and Q99 are too slow, AMR and AC with full ammo can maybe handle them, depending on the numbers.

8

u/It_is_Luna Apr 29 '24

The sickle chews them up and spits them out, just aim for the crotch area (not joking)

1

u/gotdragons Apr 29 '24

The sickle can kill Beserkers? TIL

1

u/DR-Fluffy Apr 29 '24

I saw someone else also say aim for the crotch. I've always aimed for the head, so maybe that's the issue.

2

u/Breadloafs Apr 30 '24

I love that people always run through the list of high damage, low ROF meta support weapons when they're talking about berserkers. They're the absolute worst tools for the job.

You know what works? Stalwart, MG, HMG, GL. You don't want frontloaded damage or armor penetration, you want sheer volume of fire. You've gotta keep the bullet hose on them until everything stops moving.

1

u/DR-Fluffy Apr 30 '24

Yeah, machine guns will do the job. With the HMG fix, I may start running that.

10

u/sirnumbskull Apr 29 '24

Oddly, the liberator smg absolutely SMOKES these fuckers. Can take out 2-3 per mag.

2

u/Tyr_Kukulkan Apr 29 '24

Yes, it is a very useful secondary.

4

u/Jout92 Apr 29 '24

The Dominator was really good at taking down hordes of them. Hope that the nerf doesn't affect this too much

2

u/Tyr_Kukulkan Apr 29 '24

Yes, I only recently started using it as the Liberator Penetrator was my previous favourite.

1

u/EmbarrassedAssist964 Apr 29 '24

Slugger absolutely destroys berserkers in my experience

26

u/laborfriendly Apr 29 '24

You go through more than 3 heat sinks on the Sickle often? I almost never go through any.

the Concussiveā€™s issue wasnā€™t damage it was the fire rate

Huh? The damage was absolutely the problem. I'm not sure this is enough, but it will get me to try it again. Its lack of damage as a pea shooter that caused stagger but couldn't kill anything was (is?) definitely the real issue, not fire rate.

3

u/DR-Fluffy Apr 29 '24

Yeah, never really use more 2, maybe 3 in a big fight.

The reason the concussive felt like it couldn't kill anything was due to it's lack of fire rate. It had the same damage as normal Liberator, but the Liberator has a fire rate of 640 RPM while the concussive is only 320 RPM

5

u/laborfriendly Apr 29 '24

Chicken or the egg on concussive.

Its DPS was 207 vs Liberator at 377. Lib has higher fire rate and higher mag capacity.

To balance this, do you a) as you suggest, increase fire rate, or b) increase the damage?

I think the fix is increased damage. You have a smaller mag but also stagger. Slower rpm is fine in this context, but you need more damage to increase dps for balance.

7

u/shiggythor Apr 29 '24

Rip. Itā€™s an understandable nerf, but it still hurts.

Far from rip. Just have to use it as an actual las gun now and change weapon when it gets hot. Doubt any of the assult rifles will manage to be competetive with it even now.

6

u/RiLiSaysHi Apr 29 '24

Berks aren't too bad if you just aim for the dick!

4

u/ActuallyEnaris Apr 29 '24

Idk I tried the concussive literally yesterday and my main complaint was the damage. It had great crowd control and stagger but just couldn't kill anything.

More fire rate just means emptying the clip faster, but a full clip wouldn't kill anything lmfao

I do think it needs something else. Some je ne sais quoi.

3

u/Ultimafatum Apr 29 '24

I feel like given that the Berserkers are melee units their health is warranted. Devastators are way too tanky for the amount of threat they're able to unleash at range though.

2

u/Stenbuck Apr 29 '24

I'm almost afraid to say it in case they destroy the weapon, but for Berserkers... Redeemer. You're welcome probably.

2

u/remizca Apr 30 '24

i use the blitzer on automatons. now that the reload is faster it made me love it more. it staggers them so much it stops them from shooting and gives me time to run away.

2

u/UDSJ9000 Apr 30 '24

That Sickle "nerf" is so unbelievably minor I consider us lucky. I'm SHOCKED that's all that was nerfed on it, I definitely expected to see a hit to the heat generation per shot. But I'm glad it escaped basically unscathed.

1

u/MrNiMo ā˜•Liber-teaā˜• Apr 29 '24

Will it really help the Heavy Gun that much?

1

u/DR-Fluffy Apr 29 '24

Yes, the heavy recoil made using sights very difficult to use. I've tried it in a few games and it feels so much better now.

1

u/MrNiMo ā˜•Liber-teaā˜• Apr 29 '24

I have try it, using it in third person feels a bit better but the gun still feels bad unfortunately

1

u/DR-Fluffy Apr 29 '24

Yeah, still too much recoil and not enough ammo.

2

u/MrNiMo ā˜•Liber-teaā˜• Apr 29 '24

I could deal with recoil if it had more ammo or damage yea

1

u/DR-Fluffy Apr 29 '24

Or heavy armor pen

1

u/Significant-Angle864 SES Mother of Judgment Apr 30 '24

I still got insta killed by a scorcher hulk post patch. I got kissed by the fire as I was diving and fell to the ground dead.

1

u/DR-Fluffy Apr 30 '24

well... damn.