Helldivers 2

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They have increased the recharge to the Quasar by 5 seconds.....

Patch notes below, quite the list

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

  • 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.

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.

That is one of the ones I'm slightly annoyed about, it was always a bit of a panic when it was reloading and you had stuff coming at you still.
 
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Yeah, Can blame all the people that said the cannon needed a nerf! lol
I honestly don't understand a lot of what the community have been going on about when it comes to saying certain weapons are OP. The sickle was one I kept seeing people saying was to OP, which I thought was ridiculous. Yeah, it can kill some basic bots with a few shots in the right place, but a devastator or bigger and your using a full freeze pack.
 
Soldato
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I honestly don't understand a lot of what the community have been going on about when it comes to saying certain weapons are OP. The sickle was one I kept seeing people saying was to OP, which I thought was ridiculous. Yeah, it can kill some basic bots with a few shots in the right place, but a devastator or bigger and your using a full freeze pack.
agreed, I find weapons are good for basic mobs but when it comes to heavies and above they are not any better.

Not too sure how this patch is going to pan out as there is a lot of changes to the amount of ammo you can now carry and some weapons have had their damage fall off reduced as well.

On the automation levels I have been using the auto cannon a lot more and dropping the shield as this seems a good all rounder
 
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Got a few missions in this afternoon in the first proper session for a number of weeks, feels nice to be able to just drop back with basically no consequence to being away.

The ARC-12 Blitzer getting 50% more fire rate seems pretty nice from those notes, I might run that on a few bug missions and see how it feels. Arc thrower and Blitzer combo sounds fun to me.

I didn't notice the drop in mags for the Sickle against the bots, if you're mindful of the build up and have a decent secondary then you can get through whole missions without reloading, it will probably be a different story against the bugs though.
 
Associate
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agreed, I find weapons are good for basic mobs but when it comes to heavies and above they are not any better.

Not too sure how this patch is going to pan out as there is a lot of changes to the amount of ammo you can now carry and some weapons have had their damage fall off reduced as well.

On the automation levels I have been using the auto cannon a lot more and dropping the shield as this seems a good all rounder

I have seen that they may be implementing different ammo types from a leak, so that will make things a lot more interesting.

I pretty much play automatons all the time now. I do like the Autocannon, but I like to use the light armour so I can get in and out of a base quickly, so having no shield on difficulty 9 it becomes a much bigger challenge for my play style. I used the AMR instead which you can kill a hulk, gunship etc in one clip. The only annoying thing is the clip size, but it is a sniper rifle so kind of expected.
 
Man of Honour
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13 Oct 2006
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Quasar change seems a bit of a lazy fix to me and I don't think the buffs really do enough to make other weapons feel viable - there doesn't seem to be a happy medium when it comes to stuff like chargers and bile titans where the Quasar could 1-2 shot them from the front vs stuff like the autocannon which you feel should be good against them but actually struggles with a charger from the front and takes so many shots against a bile titan you might as well not bother, though there is the recoilless and EAT but they are best suited to when you have a complimentary team rather than trying to play with randoms.
 
Man of Honour
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Part of the problem is the range they have to balance weapons over as well - stuff which feels good at medium difficulties struggles at helldive, but making them good for helldive would make them ludicrously over powered at medium difficulties, while helldive is intended more as a team effort but then a lot of people are going to be playing it more often with randoms than people on the same page and/or having to carry people through.

And some of the weapons are just a joke like the HMG.

Does anyone use the spear?

I used it for a couple of rounds - targetting was too broken and the number of enemy it locks on to far too limited to make it worthwhile, though it will handily dispatch a charger.
 
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Man of Honour
Joined
13 Oct 2006
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Something which has turned me off a lot of games lately is the whole "everything should be equally terrible" (to quote someone else) mentality so many developers/publishers seem to have, and this patch seems to be going towards that territory :(
 
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The other issue I've had with this patch is very high CPU temps - using "optimise" in NVIDIA control panel and limiting to 60fps seems to fix it.
 
Soldato
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This has become yet another game with constant nerf/buff/nerf cycles driven by an obsession with metrics. Decisions aren't based on if anyone is actually having fun, but instead what the metrics and algorithms say.

It's a PVE game. What does it matter if players feel a bit overpowered at times if they are having fun? Obviously no-one wants things to be totally out of whack or open to exploits. But the constant tinkering, then drop more poorly tested content and repeat the cycle all over again, so tedious.

Most of the weapons and abilities in the game aren't worth the loadout slot. Players tend to stick to a small subset until they get nerfed, move on to whatever might have got buffed until it becomes too popular, then that gets nerfed. A constant merry-go-round.

So many games have made this mistake of ridiculous cycles of nerfs and changes for the sake of changes. Was hoping this one might be different, but nope. Same old.
 
Soldato
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Most of the weapons and abilities in the game aren't worth the loadout slot

Yeah this is definitley a problem at the moment, there are a lot of weapons I really like - but it's like ******* in the wind on difficulty 8+ trying to use the assault rifles, pretty much every single player I see is rolling with a breaker + shield or Quasar.

The assault rifles really need a big buff imo.

When they dropped the heavy machine gun, I was like "hell yes" but it just doesn't put out the damage, it just feels like the others - I may as well just grab the Stalwart as it's at least faster to reload and operate.
 
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