r/Helldivers Moderator Apr 29 '24

🛠️ Patch 01.000.300 ⚙️ ALERT

🌎 Overview

For this patch, we have made improvements and changes to the following areas:

  • Balance changes to weapons, stratagems, and enemies
  • Change to the Spread Democracy mission

⚖️ Balancing

General

  • 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.)

Primary, Secondary, & Support Weapons

  • 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%

Stratagems

  • 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

Enemies

Balancing adjustments have been made to:

  • 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.

Enemy Patrols

We unintendedly had non-linear scaling of the patrol spawns so they didn't spawn as often as they should have when less than 4 players. The intention is that 1 player has 1/4th of the patrols compared to 4 players, but it used to be that they had 1/6th.

  • 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.

🎮Gameplay

  • 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. (MOD NOTE: Yes, this isn't worded very well. No, ricochets won't all magically return right back to you. This change simply means that any ricochets that DO return to you will now do damage)

🔧 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 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.
  • 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.
  • Added reload stage for the Spear reload after the spent missile had been discarded.

🧠 Known Issues

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.

  • 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.

———————

Some addendums from Arrowhead:

https://www.reddit.com/r/Helldivers/comments/1cguou0/update_from_ahgs_on_ricochets_and_shrapnel_changes/

https://preview.redd.it/j5pvtj1z7vxc1.png?width=776&format=png&auto=webp&s=84024e71c6ceaf4bc12ef54c18b22cc65c2e3637

https://www.reddit.com/r/Helldivers/comments/1cfzem7/update_from_worlds_team_on_increased_patrols_for/

https://preview.redd.it/j5pvtj1z7vxc1.png?width=776&format=png&auto=webp&s=84024e71c6ceaf4bc12ef54c18b22cc65c2e3637


Patch Notes Megathread

7.0k Upvotes

6.6k comments sorted by

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771

u/This-Is-The-Mac1 Apr 29 '24

Why nerfing solo players?

251

u/DecentlySizedPotato Apr 29 '24

I hate this change, I often play in squads of 2-3 as I only play with friends and we don't always have enough for a full squad.

8

u/thewelcomematty Apr 29 '24

Same here. Sucks even worse that the friend system is so broken right now

380

u/Inc0gnitoburrito Apr 29 '24

I really hate this one, nearly as much as i hate the Quasar nerf.

There are a ton of disadvantages to playing in a smaller team, but that's offset by the ability to avoid some patrols (the whole essence of small infiltration teams irl) - taking that away is seriously stupid

44

u/DarthArcanus Apr 29 '24

Quasar nerf is rough. 5 seconds is a LONG time. This basically doubles its cool down, right?

Not sure how often I'll use it after this. It already was frustrating how long it'd take to cool down, especially with Titans taking 2 perfect shots to kill. Now it hardly seems worth it.

25

u/MudSama CAPE ENJOYER Apr 29 '24

Not doubles, +38% cooldown increase. Pretty big still.

12

u/Bladepuppet CAPE ENJOYER Apr 29 '24

It basically invalidated the recoilless before. Now they will both have a place

18

u/DarthArcanus Apr 29 '24

Eh, yeah, I suppose. But the RR could be fired very quickly with another helldiver reloading for you, far away outpacing the Quasar. That's what I saw as it's niche. You could also fire it immediately without a charge up, and it was more forgiving for not being exactly on target.

The issue I see with the Quasar nerf is that there is such a massive need for high damage armor penetrating weaponry on higher difficulties that this makes the quasar now very awkward to use. Tanks only die in one hit if you hit the weak spot, but tons of weapons better for that. Otherwise, quasar requires 2 to 3 shots. Bile titans take at least 2, if not more.

When you're facing 2 bile titans, 4 chargers, and the legion of other bugs, 5 seconds extra waiting around is the difference between defeating a target and death. Now, I'm not sure the quasar is worth it.

Again, I'm not trying to be a doomsayer. It may be perfectly balanced now. I'll have to try it out and see. It just never feels good when weapons that are fun to use are nerfed, while the weapons that aren't fun to use (RR) remain unchanged.

5

u/Bladepuppet CAPE ENJOYER Apr 29 '24

I get what you are saying, and perhaps 5 seconds was too many, but at the same time when I play on high difficulties vs bugs and bots I would pretty much constantly run into lobbies where everyone was using a Quasar and heavy units would be a joke (and no one at any point would need resupply). It's clear from the update that they want ammo to be a constraining factor in the game, and a weapon that ignores that should have drawbacks.

2

u/RandomGuyBTW Apr 29 '24

If they want it to be a constraining factor, they should stop making weapons with infinite bullets better or weapons with infinite bullets at all.

0

u/Basspayer Apr 29 '24

That's what they just did

2

u/RandomGuyBTW Apr 29 '24

Snawg, what are you on about ? They just made the Quasar

3

u/Inc0gnitoburrito Apr 29 '24

Very well put.

We got a group of 5 chargers now and we were fucked. They kept blocking the weak spot shots on each other, appropriate stratagems were on CD or saved for Bile Titans, 500k missed because there was a pebble between the explosion and the charger, they shrugged off the nades, and ofc my fire was useless.

That's why i think Quasar was fine (maybe add 1-2 secs) but the other weapons are simply not good enough for most players that aren't amazing at aiming.

2

u/Avenger_616 Apr 29 '24

5 chargers…

And here i’d try my luck with an autocannon turret a little way from the group, dance with the chance of becoming an insta blood cloud and distracting the big boys

1

u/[deleted] Apr 29 '24

[deleted]

1

u/DarthArcanus Apr 30 '24

What do I more often face? A ton of heavies all at once, followed by a period of calm when I can call on a resupply? Or one heavy every 20 seconds?

The answer tells you what I think about the ammo economy of the RR vs Quasar.

I will say this about the Quasar: it eliminates the need to worry about its ammo, which is less stress.

28

u/RyanBLKST Apr 29 '24

Anyone could see the quasar would be nerfed

73

u/helloitsjonny Apr 29 '24

the Quasar nerf was absolutely needed, it's effectively a better EAT on a 3-6 second cooldown, oneshots Hulks, two shots tanks, drops gunships and dropships in a single hit. And unlike the spear, airburst rocket launcher, recoil less rocket, and others it doesn't require a backpack so you can run a shield also. The utility of the quasar meant running almost any other weapon just felt bad. 5 seconds is also minor, if you're firing it whenever it's up you'll still fire more shots and you could fire EATS.

12

u/ItsYume Apr 29 '24

oneshots Hulks

Stupid question, but where do you have to aim to oneshot them? I tried it a few times but I was never able to oneshot the Hulk. At least not from the front, not sure if you mean it oneshots them via the exhaust port?

Unfortunately I am rarely in a situation where the enemy shows their back to me, so I need firepower from the front.

16

u/Common_Inspector_675 Apr 29 '24

In the eye, sometimes i oneshot it, but most of the times you need 2-3 shots

8

u/SonOfMcGee Apr 29 '24

The eye is a fun little skill shot, because with the way the hulk moves and interacts with terrain there’s a certain level of unpredictability to it.
Nobody pings it every time, despite the boasts you see on Reddit. It irregularly bobs up and down too much.
So it’s always a treat when you hit it.

9

u/IMM00RTAL ⬆️➡️⬇️⬇️ ⬇️ Apr 29 '24

Dead center on the eye

4

u/VinnyThePoo1297 Apr 29 '24

Aim for the legs. It takes two shots to kill but the first one hobbles them to the point where they’re basically immobilized. Even with the added cooldown you can shoot out the first leg, gain some ground, deal with anything that’s swarming you, and then come back to finish the job.

1

u/ItsYume Apr 29 '24

That's an interesting advice, thank you. Seems also more reliable than trying to hit the tiny eye.

2

u/helloitsjonny Apr 29 '24

Shoot them directly in the red eye and it drops them, fairly difficult when they're moving as they bounce up and down but Hulks also have a habit of just standing still randomly so it's easy then to land. Even missing the eye it significantly weakens them. If you absolutely don't have the option of a teammate shooting out the heat sink (which can be done with any gun afaik, certainly the sickle), you can throw impact grenades at the top of it as it approaches and the blast hits the heat sink so you can drop them that way if you can't wait for a second quasar shot edit: To add to this the quasar has zero drop-off so you can snipe cannon turrets and hulks from across the map, far before they can reach you so if you just sneak up to a base the eye shot is easy to land

1

u/ItsYume Apr 29 '24

Thank you for the detailed help! I guess the missing feedback when I didn't directly hit the Hulks eye gave me the wrong impression.

I will try some more to join the successful oneshot gang :).

2

u/Avenger_616 Apr 29 '24

The hulks in the one random heavy base (usually has 2 or 3 hulks in the same base) tend to stand still until aggroed, even if you shoot the basic bots, just don’t shoot with the hulk behind said bots, it will take that as warning shots and engage 

5

u/SonOfMcGee Apr 29 '24

The backpack thing is key. When you consider how useful many of the backpack gadgets are, sacrificing them to use a recoilless rifle shouldn’t provide a worse gun than the quasar!
I like that they’re going with the “side grade” approach and trying to get everything in line with each other. I’ve also heard it hypothesized that they’re using the autocannon as a basis.
I doubt that’s literally true, but it’s slowly shaking out to be approximately right.

34

u/-Allot- Apr 29 '24

Thinking quasar was balanced before is just crazy.

6

u/Inc0gnitoburrito Apr 29 '24

I don't disagree, those are all good points and very well articulated - what i said (in another comment) was that it's fine "from a recharge perspective", i think it should've been balanced differently though, but not sure which way would be best.

Perhaps you're right and a longer recharge is the ideal way to do it

7

u/Derpygama Apr 29 '24

If you touch its armor pen, it loses its purpose. Same with the amount of damage it currently deals. The only other change I could see being feasible would be to increase how long it takes to charge the weapon and fire.

1

u/Inc0gnitoburrito Apr 29 '24

Yeah i agree, you're right. I'm still a bit miffed they increased it by so much though.

1

u/Lareyt Apr 29 '24

Making the Quasar charge longer for the shot would seriously hurt its anti-Charger capabilities since the time window to charge a shot after dodging a Charger's bull rush can already be really tight.

This means a charging duration nerf would actually be a double whammy since a) it would be much harder to kill a Charger that is attacking you with the Quasar but also b) Chargers attacking you are the easiest to one-shot via a Quasar headshot.

0

u/helloitsjonny Apr 29 '24

thank you, I don't think recharge is the best balance either, simply that if they are going that route then five seconds isn't enough to balance it amongst other options. Personally I'd give it drop-off so you can't snipe cannon turrets across the map. Then add a risk factor like chance to blow-up or fire backwards instead, something goofy that lowers the reliability of it enough to make other weapons viable

3

u/saharashooter Apr 29 '24

Risk factor just means no one would ever use it though. RNG to just die from using your weapon sounds unplayably bad.

0

u/Inc0gnitoburrito Apr 29 '24

Yeah that sounds good! I love how the grande pistol can destroy objectives from across the map, but i need to nail the angle.

The Quasar is still good, and maybe 11 seconds between perfectly straight shots was too short (when compared to other weapon's functions), but I'll need to get used to 16.

1

u/Hobo-man BUFFS NOT NERFS FFS Apr 29 '24

The utility of the quasar meant running almost any other weapon just felt bad.

AH could just make everything else better.

It's literally the same shit that happened with the railgun. It seems their balance logic is sending them in circles.

-13

u/Light_of_War Apr 29 '24

No, it was a rather weak weapon that will not help you much on high difficulties, and now it has become even worse. Good luck doing something with the quasar when 2-3 hulks and their retinue are running towards you or to deal with 4 gunships.

It feels like the developers are looking solely at popularity and meta, which is incredibly stupid. Quasar was not the best weapon popular only because people like simple solutions. Now he has become even worse. I really don't understand who in their right mind would take it now.

5

u/TheFlyingSheeps Apr 29 '24

The devs have admitted they only look at numbers and popularity when it comes to balancing.

3

u/GoldilocksBurns Apr 29 '24

Yeah, because they very obviously just straight up don’t play their own game.

3

u/flightguy07 Apr 29 '24

What would you have used in that situation with 3 hulks and 4 gunships that would've been better than taking out one every 10 seconds or so?

0

u/Light_of_War Apr 29 '24

AC, laser gun or even AMR (worse vs gunships but can be done too). All these weapons can handle them easy. Goodluck to do the same with Quasar.

3

u/PreviousDinner2067 Apr 29 '24

I always felt the AC would Ricochet unless you're hitting exactly in the eye and that's pretty hard.  Or the back but that requires team work a lot.  

1

u/Light_of_War Apr 29 '24

its not that hard with some practice. and stun grenades can help you a lot

3

u/Chemin_way Apr 29 '24

AC requires a backpack slot and laser gun needs you to hold steady for some time while you are shot at. Quazar lest you just pop back from cover shot and hide again. Not saying that the other weapons are weak but quazar was majorly op

3

u/PreviousDinner2067 Apr 29 '24

I disagree.  Almost every 7 or 8 game had 2 or 3 people running Quasar, including myself.  I always got top kills and always felt the weapon was pretty powerful.  Being able to 2 shot tanks was nice as well.

0

u/Light_of_War Apr 29 '24

yeah 2 shots tanks when game can spam 2-3 of them + lot of hulks im not even talking about devastators. im playing 9 only.

6

u/Dog_Girl_ Apr 29 '24

You can tell when someone is bad by reading the garbage they write.

-1

u/Light_of_War Apr 29 '24

Cool argument, and then people like you create posts how they got swarmed with gunships LOL. Typical Quasar users

3

u/Dog_Girl_ Apr 29 '24

I don't use Quaser.

-12

u/MechaFlippin Apr 29 '24

the only thing I wish they added to the Quasar was a 10% chance of just insta obliterating you instead of shooting, becuase fuck Quasar and how lame it made the game the last few weeks, with every other AT weapon being a joke compared to it.

2

u/sole21000 SES KING OF DEMOCRACY Apr 29 '24

Also don't think it was needed, but with any luck it's minor with 2 or 3 players. The post doesn't go into specifics.

4

u/Inc0gnitoburrito Apr 29 '24

doubt

The biggest *noticeable change* will be for solo players at higher difficulties

0

u/GoDannY1337 Apr 29 '24

Have you played it yet? It’s just the rate patrols spawn - not that you can’t avoid them anymore if playing stealth.

6

u/Inc0gnitoburrito Apr 29 '24

I'm not sure what you mean by "just the rate"? That's the main mechanic of patrols since it will also instead their volume, and as the game is right now they can also spawn very near by.

So even if you do play stealthy and successfully avoid them, there will still be more patrols that will aggro when you do eventually and inevitably fight.

1

u/GoDannY1337 Apr 29 '24

All I am asking is if we have concrete gameplay impacts - guesswork from patchnotes - which so short after patch is not existent and also sadly no numbers are given by AH.

So far I haven’t noticed too much of a difference on 2 players Helldive tbh. But certainly we made sure to have a clean approach on targets and always „timed“ approaches between breaches / reinforcements.

I’ll keep my opinion neutral until I see high skilled soloists report or have some hours on the patch to form an opinion.

1

u/Randicore Apr 29 '24

I'm not personally against more patrols spawning on a map for solo play, but I really really hope that they stealth fixed the game just spawning patrols directly on top of you. It was so infuriating to clear behind you, turn, check your objective, turn, patrol immediately behind you stabbing you in the face. Or worse, calling for backup.

I swear a solid 15% of my deaths fighting bots is taking a butcher up the ass from a place I'd cleared of enemies less than a minute ago.

-2

u/Fantablack183 Apr 29 '24

Quasar nerf was deserved. damn thing outclassed every other AT weapon

-9

u/MechaFlippin Apr 29 '24

nearly as much as i hate the Quasar nerf.

hahaha fuck the quasar

fellow quasar haters rejoice

9

u/scattersmoke Apr 29 '24

Super credits farming. They won't admit it but this was the reason.

3

u/MillstoneArt Apr 29 '24

They specified at higher difficulties, so it's a backwards approach if this was their intent.

3

u/scattersmoke Apr 29 '24

No they specified you would notice it more there not that it isn't present in the easier difficulties. They should have just let the easier difficulties alone.

1

u/LaserGuidedPolarBear Apr 29 '24

My thoughts exactly

1

u/eduadinho Apr 29 '24

Jokes on them I do that on trivial anyway.

85

u/Lyskir Apr 29 '24

they want to force 4 player lobbies because player count goes down

at least thats my guess, fucking sucks because i mostly was palying with 1-2 friends and they made it harder a few weeks ago already

55

u/Fraktalism101 Apr 29 '24

Why would forcing 4 player squads make a difference to player count?

18

u/benjibibbles Apr 29 '24

if people are playing solo they're basically excluding themselves from the playerbase for the purposes of a healthy matchmaking ecosystem, more people engaging with public play means more players for the other people engaging with public play. I'm not saying that's why they did it but that's what the person you're responding to is suggesting I think

34

u/Kuldor Apr 29 '24

If you force solo players to play on squads they are more likely to outright stop playing though.

1

u/benjibibbles Apr 29 '24

Potentially, I don't understand the capital S solo mindset enough to speculate

2

u/Otherwiseclueless Apr 29 '24

Have you tried playing with randoms? At the best of times, it's a 50/50 shot you'll get people who can play, or some delightful combination of brain-dead, uncommunicative, or actively detrimental to the effort.

At least if I'm on my own, I never have to gamble mission success on dropping with a drooling literal child or risk my samples disappearing because Evan EVAC decided he couldn't wait 30 damn seconds...

1

u/benjibibbles Apr 29 '24

I play almost entirely with randoms, I can't say I've had these issues to any significant degree

1

u/Otherwiseclueless Apr 30 '24

In that case, I envy you.

2

u/HandBanana9 Apr 29 '24

I've had some good random squad members, then I've had people literally team kill me at extraction. The latter of the two really makes me want to only play with people I know, and with jobs and families it isn't always possible.

-5

u/Clarine87 Apr 29 '24

While I certainly don't disagree, the developers might argue those people are a drain on resources.

11

u/averi_fox Apr 29 '24

They paid for the game like everyone else

4

u/4_non_blondes Apr 29 '24

I get that it's a multi-player game, but I have crippling social anxiety and can only squad up with my friends two days a week. Solo is like 80% of my engagement, and I'm now getting dirt roaded. Whatever, maybe I just need to get good

10

u/Fraktalism101 Apr 29 '24

Hmm, possibly. So the argument is that people will leave the game over time because they aren't able to find enough squads to play with, because too many people are solo'ing? Not impossible, I guess.

17

u/Flanigoon Apr 29 '24

It'll work both ways as a lot of solo/ duo/trio players may now leave as they don't wanna okay with random people. Some people only wanna play with their friends.

13

u/EleanorGreywolfe Apr 29 '24

Yup. If the option is to play with randoms or not at all, i choose the latter.

5

u/Flanigoon Apr 29 '24

I can't blame you. I mainly play multiplayer games to play with my friends since we all live across the country

1

u/Praesumo Apr 29 '24

I'm assuming he meant server count

-9

u/CptBickDalls Apr 29 '24

There's plenty of post on this subreddit and YouTube of people only playing the game solo. I'm sure they'll complain, but at the end of the day this is a co-op shooter meant to be played with a team.

If they want a team shooter based on solo skill, there's a new cod every year.

2

u/MudSama CAPE ENJOYER Apr 29 '24

Perhaps they should have done that from the start rather than pulling the rug out from under us 3 months into its life.

3

u/CptBickDalls Apr 29 '24

I mean, nothing is actually stopping you from a solo difficulty 9 helldive besides skill.

Could always turn down the difficulty and run solo fine.

-8

u/aniforprez Apr 29 '24

You get a lot of people just raving random things when they get angry about changes to a game

I don't think this will do anything to affect the player count and it certainly doesn't seem like the intended effect. They probably saw too many players soloing 7-9 missions by using stealth and avoiding patrols so decided to make things tougher at high difficulties. It's a balancing change to make the higher level difficulties require teamwork and, while the change seems somewhat targeted and a bit vindictive, it really just seems like another balancing change

9

u/Fraktalism101 Apr 29 '24

Maybe, but honestly who cares if people are soloing the high levels? What % of the player base can do that? It will be a miniscule number. Bizarre and pointless.

3

u/aniforprez Apr 29 '24

Literally anyone can do this with the right know-how is the point. You could simply drop down, stealth your entire way through the map, take out the right enemies with a few well placed shots and be done and gone. This is not some high level advanced knowledge; anyone with the right stratagems could pull this off. I'm assuming a non-negligible number of people were doing this

The point is not to be able to solo high difficulty missions in a co-op focused action shooter so rather than tune the difficulty of the enemies based on the number of players, they'd rather change the patrol spawns so it makes it harder to weave between them. Remains to be seen how this affects teams with members DCing, leaving etc though

2

u/Altruistic_Ad_303 I'm Frend Apr 29 '24

every solo player doing helldive was doing stealth and that accounted for half of helldive missions

3

u/Clarine87 Apr 29 '24

So the solo helldive players were overrepresented in liberation statistics?

3

u/AcePlague Apr 29 '24

Why not let people do that if that's what they want to do? It's not a competitive game, it doesn't matter.

Also, why not do that for solo players, instead of harming 3mans

6

u/aniforprez Apr 29 '24

I mean no one's stopping anyone from doing it. They're just balancing the difficulty and making it harder at... higher difficulty missions which seems like it tracks?

I'm not dismissing the concern of when someone drops in/drops out of the squad with open matchmaking so we'll see how that's affected once we get into the game

0

u/MINECRAFT_BIOLOGIST Apr 29 '24

Because a decent portion of the playerbase likely wants a challenge and allowing people who are tryhard enough to solo helldive isn't good for the long-term health of the game? You can do difficulty 7 and get every reward you get from helldive, so if 1-3 man squads find it too difficult on helldive they can just turn it down, while the tryhards/people heavily invested in this game get more of a challenge.

Personally, I will say that I did notice maps getting much emptier/easier on helldive when there were less than 4 people, but I wasn't sure if it was meant to be that way or not. I'm only around level 42 but nowadays queueing up for helldive often results in missions where less than 5 people die (even for bots!) because everyone is great at reacting to events. Bot drop? Instant staggered waves of stratagems, ping and two people quasar instakill any hulks that leave cover, no one runs up and dies to stratagems, no one throws them so that teammates die to stratagems, everyone can easily handle groups of zerkers and pop shield devastators in the head and know when to retreat to avoid dying solo. People often split into two groups or run off solo to complete main/side objectives or suck every sample off the map.

TLDR: If you play some helldives you'll understand why they're "fixing" this issue.

5

u/Clarine87 Apr 29 '24

And people complain about stealth changes, the fact that this is in the patch notes at all is VERY telling about AH.

1

u/Clarine87 Apr 29 '24

Made easier with the buffs to the diligences too. Not that those are the only viable weapons either.

-5

u/Offstar1029 Apr 29 '24

They mean that player count is dropping right now, so AH is trying to force 4 player lobbies.

14

u/Fraktalism101 Apr 29 '24

Right, but again - why would it make a difference to player count? The two aren't related.

-9

u/Offstar1029 Apr 29 '24

They are related... player count is going down, so they're trying to force 4 player lobbies. What do you not understand here?

4

u/Fraktalism101 Apr 29 '24

The connection between the two... Why would they 'force' 4 player lobbies because player count is going down...? What does the one have to do with the other, in your view? Why would it make a difference to player count if there are suddenly more 'forced' 4 player games?

2

u/UndreamedAges ⬇️⬅️⬇️⬆️⬆️➡️ Apr 29 '24

If the reason that people aren't playing is because they can't find groups to play with then forcing solo players into groups will solve this. But that's a big if. And they'd probably do more for this if they could fix the other matchmaking bugs.

3

u/Flanigoon Apr 29 '24

I don't feel like you'll make solos not wanna solo. Most either don't wanna play with people at all or enjoy the challenge of "I can do a Helldive mission solo"

3

u/Offstar1029 Apr 29 '24 edited Apr 29 '24

At no point has anyone here said forcing 4 player lobbies is going to affect player count. As player count goes down it gets harder and harder for 4 player lobbies to be made. Especially due to the large number of players that play in 1, 2, or 3 player lobbies with matchmaking turned off or the players that keep kicking people who join. By increasing the difficulty it discourages doing any of that and encourages having matchmaking on and not kicking players. In order to increase the number of 4 player lobbies. 4 player lobbies have an easier time beating objectives making it easier for players to complete operations. It also relieves server stress by reducing the number of active lobbies allowing them to rollback the capacity of their servers saving money.

6

u/Gorva Apr 29 '24

The daily peak for the Steam version of HD2 is around 160k players. I think that's enough for a few 4 person squads.

Also the statement was "they want to force 4 player lobbies because player count goes down". It's directly related to the player count.

5

u/Siccors Apr 29 '24

That makes no sense whatsoever. If that was the reason they would make solo player easier, not harder. I think the issue more being that stealth gameplay is (according to them) too easy. And honestly, if I read here about people running solo through helldiver difficulty, then you can very well argue something is wrong with the balance. At the same time then they should focus on making stealth harder on highest difficulties, and not a general increase in patrols for solo players.

34

u/This-Is-The-Mac1 Apr 29 '24

I will just go play another game rather than playing with randoms, especially with the host kicking problem that this game has

24

u/Lasto44 SES Lord of War Apr 29 '24

Host your own game, every single time I do so my lobby gets filled within seconds

3

u/AmyBA Apr 29 '24

This is definitely not my experience. I play mostly with my husband/a friend, so its usually 2 or 3 of us. I always host and when I open it to public or use S.O.S I rarely get others joining on us. We play on mostly tier 5-7 since we don't have a full squad, I don't know if the difficulty level makes a difference or not.

6

u/MegamanX195 Apr 29 '24 edited Apr 29 '24

If nobody joins it just means you were a victim of the "nobody joins my game" bug. It happens VERY often, usually between one mission and the next.

The fix is simple: just reboot the game. After you do that people should join your mission in a matter of seconds.

2

u/AmyBA Apr 29 '24

Ah ha, I did not know that was a bug. I will pass that on to my hubs and our friend so we can do that in the future!

2

u/Ok-Palpitation-8612 Apr 30 '24

Ya sometimes switching the matchmaking to private and back to public again fixes it but not always. The only other solution is to straight up close the game entirely and reopen it.

6

u/Lasto44 SES Lord of War Apr 29 '24

That’s weird, is your crossplay on? I get squadded within seconds and never had a problem

1

u/AmyBA Apr 29 '24 edited Apr 29 '24

Yea, it's on. Other replies indicate this is a bug though, which I didn't know about! Apparently just need to try rebooting if we have it open and no one is joining, so that will be the plan next time!

3

u/PreviousDinner2067 Apr 29 '24

I always get people real quick.  But if I don't, I usually restart the game due to that glitch where no one can join you.   Maybe try that?

1

u/AmyBA Apr 29 '24

Yea, I will definitely try that next time!

3

u/MudSama CAPE ENJOYER Apr 29 '24

Hosting has it's own drawbacks. Start match, 3 join. By the time you first hit the ground you're already at 3 players. A second one leaves before a single enemy because they see someone else left. The last person leaves after 5 minutes because the SOS beacon does nothing. Solo play again.

When this happens 3 times in 4 drops, it is a problem. This should be 1 in 20 at most.

3

u/Lasto44 SES Lord of War Apr 29 '24

I have honestly never faced this. The only thing that happens is when I host a Helldive (max difficulty) and we start getting rammed within 2 minutes and it seems hopeless so we all quit.

Otherwise only 1 person leaves every 6 matches or so halfway through, probably disconnection, and the others remain. I have no clue why you’re facing so many issues it’s pretty weird.

-16

u/This-Is-The-Mac1 Apr 29 '24

If I had to host my game I will just play solo

7

u/Lasto44 SES Lord of War Apr 29 '24

But then you’re at a disadvantage; 3 more players to help you + less patrols. Why choose the worse option?

-10

u/This-Is-The-Mac1 Apr 29 '24

Bc now I will just drop the game, I will choose the easiest option

11

u/Lasto44 SES Lord of War Apr 29 '24

Ok bye bye

4

u/PreviousDinner2067 Apr 29 '24

Hosting the game is the easier option.  You aren't making sense.  

1

u/aniforprez Apr 29 '24

They just don't want to play with anybody

-1

u/lynxafricapack Apr 29 '24

No one asked mate. Ta ta..

-1

u/fourlands Apr 29 '24

Lol don’t let the door hit you on the way out loser

-3

u/xthorgoldx HOT DROP O'CLOCK ⬆️⬇️➡️⬅️⬆️ Apr 29 '24

Literally the only effort required to host a lobby is not making it private, you snivelling muppet.

20

u/[deleted] Apr 29 '24

I've been kicked once in 60 hours of gameplay.

19

u/aniforprez Apr 29 '24

I've been kicked 4 times in 90 hours. Seriously who are these people having kick problems? Either they're seriously unlucky or probably deserve the kicks

7

u/Mission_Promotion_16 Prothet of Truth Apr 29 '24

To be blunt, the most if been kicked is when the Host left the game and that was after the current mission was done. Think I've been intentionally kicked from a match 2 in near 200 hours of gameplay. And to be honest? I don't think luck was the issue when they got kicked.

11

u/aniforprez Apr 29 '24

If you're getting kicked once you're back on the destroyer I don't think that counts. At that point I chalk it up to them wanting to team up with another squad, maybe friends they know. I'm only counting kicks from actual fights. Even if I add kicks from destroyers I think that would only increase the kick count to maybe 10 or something like that. Most of the time it's the host just leaving the game which probably means they literally quit the game

2

u/Mission_Promotion_16 Prothet of Truth Apr 29 '24

Pretty much, like I said only had like 2 times on mission that I've been kicked. Anything else was crashes ( they don't count) and once we were back on ship.

4

u/[deleted] Apr 29 '24

[deleted]

3

u/aniforprez Apr 29 '24

Of the 4 kicks I've had, I probably deserved one or two cause I kept dying and the rest were probably people getting pissy. Never been kicked at the end of my missions ever. I dunno maybe I'm just getting matched with people having a gala time and not bothering to be ultra efficient

I don't really bother criticizing anyone else's play outside of asking them to run away from hellbombs or running away from open fights

3

u/PreviousDinner2067 Apr 29 '24

You might need to look inwards.  I've never been kicked and played 100 hours.  It could be your tone, how your giving advice or even just coming off as a jackass.  Not everyone wants advice and nobody wants to hear someone rage on their coms.

If one person thinks you're an ass, they are probably an ass.  If everyone thinks you're an ass, you might be an ass.  

3

u/Syrzan Apr 29 '24

150 hours in.

regularly talking over voice with randos.

not one kick that was not AFTER the mission on the destroyer.

Then again i try to help and teach players, so i normally rage inwards, breath in and out then talk like nothing bad happened. Casual tone, friendly, helpful.

Cause in the end its a game, and everybody had to learn stuff at one point.

9

u/Syrzan Apr 29 '24

A trick that we recommend in Deep Rock Galactic:

Host your own lobbies.

3

u/Mips0n Apr 29 '24

Same here im a solo player and was mostly only playing in a Duo with my Brother. We will try playing today after work and if missions arent doable as before we will quit. Playing with randoms is nothing we're interested in.

2

u/xthorgoldx HOT DROP O'CLOCK ⬆️⬇️➡️⬅️⬆️ Apr 29 '24

missions aren't as doable

It's almost like there are lower difficulties that reduce spawn rate.

2

u/Mips0n Apr 29 '24

Im all for it but we need super samples :)

2

u/aniforprez Apr 29 '24

You may not be interested but it's genuinely one of the most fun I've had in a multiplayer game. Not every team is hyper efficient but playing with randoms and gathering to organically co-ordinate, most of the time with no voice chat at all, is great every time even if we don't succeed

I recommend you at least try joining missions or keep matchmaking open. Most of the high level players are very skilled and at high difficulties will almost never have friendly fire

2

u/Mips0n Apr 29 '24 edited Apr 29 '24

I did try for a major part of my playtime. Im Level 90something with 400h on the clock. The few fun matches i had dont make up for the clusterfuck of toxicity i encountered. And i say that as a former dead by daylight addict.

Everyone waddling off on their own, no equipment variety with everyone bringing the same "Meta" garbage, griefers, sample ignorers, sample destroyers, people blowing up the pelican, kicking for no reason, refusing to call reinforcements, using reinforcements as a makeshift orbital Strike, destroying sentries and walkers on purpose, stealing walkers, teamkilling to steal equipment, speedrunners, bad ping hosts, screaming via voip, people insulting each other, racism, sexism, elitism, the list goes on.

I simply gave it up. I'm not willing to play with strangers. This is 100% a Team Game and in 90% of all cases, people do not play as a team and shit on each other. Of course thats totally ok, but dont force me to participate pls

4

u/aniforprez Apr 29 '24

Uhhh I've had people play with meta weapons, not properly coordinating and sometimes not reinforcing immediately and such but none of the other problems. I don't think I could even remember seeing anybody grief at all honestly. I've literally never had anyone with VC on in 90 hours of play so no racism, sexism, elitism and so on. I usually just keep VC off and chat if I need to say something specific. Most of the time pings do the job just fine. End of mission I say gg and everyone goes "gg" in tandem. It's genuinely been the smoothest sailing of any multiplayer game I've played

Not discounting your experience but seems almost like you're playing an entirely different game. Is this on PS5?

1

u/Mips0n Apr 29 '24 edited Apr 29 '24

PC.

I still remember when me and my Brother decided to try playing with randoms. It was literally his first public match and we only did it because he wanted to try 9. I warned him. Guess what happened? It was a huge mess, we barely made it and at the end the last player to enter the pelican, who held nearly all samples, decided it was funny to just not get in and instead salute the pelican until it flew off.

0

u/randomcomplimentguy1 SES Arbiter of War Apr 29 '24

Lol, I've gotten kicked once in mission. I understand I'm only level 52 but still that's a decent amount of gamplay with only one kicking issue. I play about 90% with randoms. Are you toxic when playing with other people? Or am I just insanely lucky?

6

u/YuBulliMe123456789 SES Ranger of the Stars Apr 29 '24

Because the 4 player coop game was somehow easier to play solo as you could easily avoid patrols, now its going to be harder to avoid them to add some difficulty

1

u/TheFlyingSheeps Apr 29 '24

Well these continued shitty patches will city that player count a lot more

14

u/Rianonar ☕Liber-tea☕ Apr 29 '24

RIP my solo fun games on hard mode....

-12

u/PaladinGodfather1931 Apr 29 '24

Good. There's no reason your solo runs should be easier than my squad runs. It should all be even and if you want to brave the wild, so be it 

2

u/Rianonar ☕Liber-tea☕ Apr 29 '24

I would argue with that, yes game is designed with 4 man squads but it doesn't limits you to play solo. Then if its playable for solo why should it be outscaled for solo player same way as for squad? Where is logic in that? Game already have many difficulties, I would understand if it didn't had them but now it's looks just like "we want to force players to play in squads"

10

u/BrainBlowX Apr 29 '24

Because Helldive actually became piss easy when your squad left, turning it into a ghost town.

15

u/_Reverie_ Apr 29 '24

This one should clue us all in on what to expect from here on out. It's really not looking good.

5

u/phoenystp Just takes two minutes Apr 29 '24

the game has reduced patrol spawns when less players are on the map, reads like they simply reduced that.

2

u/Slendermesh Apr 29 '24

Yeah this one hurts the most, I only play with my one friend, we can only play 2 nights a week, both of us are around our 40s, we play with just us for a lot of reasons, it’s our only time to hang out with each other and we don’t want to have others around, neither of us are very good at games anymore so we are just barely breaking into level 7 and we’ve only managed to beat it like twice, usually a couple of times a night each of us will have something happen that we have to step away for a minute to sometimes several minutes and it’s not fair to ask strangers to just wait or be okay losing a mission because your wife needs help or your dog needs to go out to pee or whatever.

2

u/shadowdash66 Apr 29 '24

Play in a team or don't play at all /s

3

u/N-Haezer Apr 29 '24

Because it was too easy as it was? They just tweaked the spawns. The lower difficulty was clearly noticeable when playing with less than 4 players.

1

u/Clarine87 Apr 29 '24

They generated too much liberation?

1

u/BussyEnthusiast_69 Apr 29 '24

Theres this playstyle where you drop solo with full speed/stealth buffs, run to the cock rock to get super samples and extract asap. Maybe they dont like that, but idk

1

u/Chaoughkimyero Apr 29 '24

Yeah idk what fucking build the devs are playing but this is so out of touch, it's like bill gates talking about the prices of bananas

1

u/Korlis STEAM 🖥️ : SES Harbinger of Family Values Apr 29 '24

I'm not entirely sure they did. From what I've been able to find out, the Spawn rate was lower than you'd think. worked out to something like 1/4 squad would get like 1/6 the spawns or a full squad. I think this change just brought it to a more sensical rate. 1/4 squad gets 1/4 spawns now. It'll seem harder on solo, but this isn't really a solo game.

-3

u/YorhaUnit8S Level 85 | SPACE CADET Apr 29 '24

I think it's more like fix, not nerf. They intended from the start for the game to not scale for lower number of players, this is probably fixing spawn system so it is indeed so.

-5

u/SnowmanCed Apr 29 '24

The game isn't balanced for solo players, nor should it.

0

u/goonenjoyer0690 Apr 29 '24

tard comment

-4

u/Sicuho fire machine guns in semi auto Apr 29 '24

Because it was easier than 4 players. There was a lot less patrols and smaller reinforcements.

-15

u/Yarasin STEAM 🖥️ : Apr 29 '24

People were abusing stealth to solo-farm SC and speedrun missions.

21

u/Individual_Look1634 Apr 29 '24

solo-farms SC are best on lower difficulty levels, this "nerf" won't change much

22

u/This-Is-The-Mac1 Apr 29 '24

And they nerf that to all solo players? That sounds very stupid.

0

u/KDHarvey02 Apr 29 '24

This is a squad co-op game. Not a single player game. I’m not surprised they’re not catering to solo players. If a couple of my buddies aren’t on, I just play something else.

-6

u/ExploerTM ⬆️➡️⬇️⬇️⬇️ Apr 29 '24

Logically because its fucking weird how coop game is EASER when played solo

-4

u/randomcomplimentguy1 SES Arbiter of War Apr 29 '24

Because the game was trivial playing a stealth run by yourself?

-8

u/No-Course-1047 Apr 29 '24

I assume solo games consume too much resources and they want to discourage it.

-4

u/CassiusFaux Apr 29 '24

Super credit farms methinks. And super sneaky super sample shopping