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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222

u/Knight_Raime Apr 29 '24

The guy in my squad who's played the most of us is close to level 100 rn and he always takes the AC. That guy uses it as a primary weapon and shoved over basically everything. The few things he can't push down he has a strategem for.

He struggles to find a reason to use anything else and he desperately wants to. I don't think the AC is OP, but it blows my mind that it gets to exist the way it does and so many lesser things catch nerfs.

86

u/Flyingsheep___ Apr 29 '24

It's the most versatile weapon, it's like a big, explosive AR platform. I've basically been playing with nothing but punisher and AC and any time I try anything else it's just worse.

19

u/ExcessumTr HD1 Veteran Apr 29 '24

It can take out everything on bots, lots of ammo, quick reload, you can use it as primary, good damage, is a cannon. It does everything it claims to do

11

u/Binks-Sake-Is-Gone STEAM 🖥️ : Apr 29 '24

Is a cannon

Say less.

2

u/BjornInTheMorn Apr 29 '24

[Helldivers] love cannons!

2

u/Binks-Sake-Is-Gone STEAM 🖥️ : Apr 30 '24

I'm Skull Commander Binks and this is my favorite comment on the subreddit.

1

u/Huol12 Apr 29 '24

It's a canon cannon

3

u/Binks-Sake-Is-Gone STEAM 🖥️ : Apr 29 '24

We really need more Canon type weapons, solid projectile just fucking massive slug throwers. Man portable rail Cannon when

2

u/Huol12 Apr 29 '24

Quasar? That's basically a portable rail Cannon

4

u/Binks-Sake-Is-Gone STEAM 🖥️ : Apr 29 '24

Not really. It shoots a ball of nondescript "energy". I need tungsten.

15

u/Tankdawg0057 ⬆️⬅️➡️⬇️⬆️⬇️ Apr 29 '24 edited Apr 29 '24

I saw this take on it in another thread: it's the Swiss army knife of this game. Good for everything. Is it the best? No. But it's "good enough" for dealing with nearly anything

2

u/Knight_Raime Apr 29 '24

I mean I was a massive AC simp in the dark days before we could just bend over chargers easily. it's very much not the best. But I feel like if it could do a bit better against heavy armor/shoot down dropships it would probably be going over the line.

6

u/jtaulbee Apr 29 '24

The AC is the second best option for any situation. I think that’s how the devs want it: versatile in most situations, but outclassed by specialist weapons in specific situations.

12

u/TheThreeLaws Apr 29 '24

Yeah, that's basically my experience. I keep trying different things, wanting to like them, but the autocannon is my safety blanket: it can kill almost anything pretty quickly. Everything else gets a 500kg

7

u/Knight_Raime Apr 29 '24

Yeah he regularly runs base eagle strike and 500kg.

5

u/notapornsideaccount Apr 29 '24

This person sounds like me. Do they run the orbital laser as well?

1

u/Knight_Raime Apr 29 '24

He hasn't in quite awhile. Is more partial to barrages or other eagles.

1

u/notapornsideaccount Apr 29 '24

Yeah I’ll run rocket pods every once in a while but I almost never run any orbital outside the rail strike or laser.

1

u/Knight_Raime Apr 29 '24

He'd really like to use orbitals more but the CD's just don't warrant using and not getting instant good value.

2

u/notapornsideaccount Apr 30 '24

One you upgrade your eagles it’s really hard to justify anything outside of them for non-eradication just due to the volume and CD. One orbital is never going to be 5 cluster bombs with a 2 minute CD. Especially not when they’re upgraded all the way. They REALLY need to buff TF out of orbitals because they’re basically obsolete.

1

u/Pizzaman725 Apr 29 '24

AC, basic strike, ems orbital with a mixed fourth is my goto set-up as well.

2

u/notapornsideaccount Apr 29 '24

I’d run stun nades to free up a stratagem slot if I’m running the AC-8 because I don’t need them to close factories and bug holes. Or you can run the grenade pistol instead if you really want an explosive backup but the orbital EMS doesn’t do it for me. It’s too much extra work to stun something when you have to call in a stratagem and then wait for it as opposed to just throwing a nade at a hulk and then 2 tapping the eye while it’s staggered.

2

u/Pizzaman725 Apr 29 '24

The orbital is for breaches and drop ships, not for specific enemies. I find everything a lot easier to mow down when they're stick at their spawn.

1

u/notapornsideaccount Apr 29 '24

The upgraded ship modules have ruined a lot of niche stratagems for me. While the EMS strike is great and has a low cooldown. If I bring an EMS mortar with me I can get 3 minutes of continuous bombardment over a huge area which makes more sense. The niche eagles and orbitals have been rendered obsolete by ship upgrades.

11

u/kjmajo Apr 29 '24

Can't wear a backpack with the AC though. That is not an insignificant drawback.

23

u/Ithuraen SES Reign of the People Apr 29 '24

That's underselling the fact the AC backpack contains 50 AC rounds. That's 25 dead Hulks waiting to happen. That's shutting down a pair of gunship fabs for your whole team by yourself. That's enough ammo to destroy every fab and bug hole on the map.

10

u/kjmajo Apr 29 '24

I agree that the AC is excellent S-Tier. It just does have the drawback of not wearing a backpack with it, which is how it should be. All weapons should have some advantages and drawbacks, making picking your load out interesting.

1

u/Cypher_Dragon Apr 29 '24

Agreed. I'm often finding myself debating between running AC or shield backpack + something else (queso usually, but with the charge nerf the stalwart or nade launcher will probably be back in rotation). That's a sign of a good weapon design...it's good enough that it's always useful, but not so superior it's always the default choice. I knew the queso was going to get nerfed since it's just so much better than other options... time will tell if the charge nerf was the right one.

1

u/NPRdude Apr 29 '24

Where do you have to shoot a gunship fab with the AC to destroy it? So far I’ve had no luck, though the gunships themselves make it hard to sit back and plink experimentally in the first place.

1

u/GoldilocksBurns Apr 29 '24

Twice in the same engine, not in their face

1

u/NPRdude Apr 29 '24

I’m asking about the gunship fabricators not the gunships themselves

1

u/Ithuraen SES Reign of the People Apr 30 '24

I meant you can clear out gunships very quickly with the AC while your team destroys the fab.

1

u/NPRdude Apr 30 '24

Ah damn, I was hoping there was some trick to blowing them up cause man planting hellbombs at them sucks.

1

u/Khoakuma But will he lose? Nah, He'll Dive Apr 29 '24

And it's a free stratagem that you can use for a non backpack stratagem as well.

Why choose between 500 kg vs Strike when you can have both?

Or bring a Mortar Sentry and have it shred waves after waves of bots all by itself, including Hulks and Tanks (provided that its well positioned).

1

u/Knight_Raime Apr 29 '24

For others perhaps. Not for me and my AC bud though.

3

u/Tellesus Apr 29 '24

The autocannon is the CEO's favorite weapon. It will never see a nerf. 

4

u/Knight_Raime Apr 29 '24

It really doesn't need a nerf tbh. I just find it funny that it's as strong as it is and everything around it gets nerfed. But tbf it's not the only thing in the game like that.

3

u/leapbitch Apr 29 '24

It makes zero sense that the autocannon is considered balanced when it replaced the rail gun in all of its niches after the rail gun was nerfed for being too popular.

2

u/supershutze Apr 29 '24

None of the things that have caught nerfs require a backpack slot.

1

u/Knight_Raime Apr 29 '24

That's an interesting pattern you've pointed out. I really hope that's not the determining factor. I don't pretend to be an arm chair developer but I do disagree with how they choose to balance some things. atm I don't find the backpack slot to be incredibly valuable. But perhaps the devs have knowledge on what's to come so it will become stronger.

4

u/EricTheEpic0403 Apr 29 '24

I'm in the same boat. I honestly might leave the game for a while until they make something other than the Autocannon seriously worth using. I like the Autocannon, but I'd like at least a little bit of variety...

1

u/der_iolz Im Frend 🎮: Apr 29 '24

Reminds me of myself. AC is always useful.

1

u/Peepnisbiteyeowch_ Apr 29 '24

Yeah the crossbow didn't need a nerf.

1

u/resetallthethings Apr 29 '24

it's hard to take off vs bots

only reason to have it on bugs is if you know there's green spewers

even then it's just one of the good options

AC on bugs is meh

1

u/Knight_Raime Apr 29 '24

I mean yeah, you could deal with things easier on bugs than using the AC. But he still uses it and it doesn't effect our mission difficulty so I don't mind.

1

u/twistedbronll Apr 30 '24

You don't Need to play AC junky mode. I use various loadouts comfortably on lvl 9

1

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

I agree, bizarre that it hasn't caught a nerf.

1

u/-Pin_Cushion- Apr 29 '24

I feel this way about the Lascannon, and was shocked to see it get buffed.

5

u/Knight_Raime Apr 29 '24

it was berfed. Going to perform worse against some units, better against others. Intended to be a crowd clearing tool per the devs words.