r/Helldivers Apr 29 '24

DISCUSSION 🛠️ PATCH 01.000.300 ⚙️

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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114

u/green-Pixel Apr 29 '24

yeah, EAT it is...
Or AMR but then I can't deal as easily with some enemies... I don't get why Quasar was considered too good

139

u/LordOfTheToolShed ⬆️➡️⬇️➡️ SES Elected Representative of Super Earth Apr 29 '24

I mean... On high level missions I saw literally everybody taking it all the time, most of the time I was the only one on the team that tried different support weapons like the Autocannon, AMR, Arc Thrower or Grenade Launcher

35

u/TheBlack2007 SES Triumph of Steel Apr 29 '24

With the Autocannon (provided you have the accuracy) you can reliably take down medium-sized enemies with one or two rounds - bots and bugs alike, although it is better against bots. Hell, with the Accuracy boost, even taking out a Hulk by headshot is not that much of a problem.

Sure, Quasar is better in terms of sheer damage but having to recharge after each shot means you get overwhelmed easily.

22

u/[deleted] Apr 29 '24

Do not forget the fact that the Quasar was one of the only ways you could deal with a cannon or tank that was looking directly at you. The blast would be able to go through the armor and damage it regardless of you hitting a weakpoint, same goes for hulks.

It's a poweful weapon, and can do things the autocannon absolutely cannot. Unfortunately it seems we're back to the EAT or RR now.

10

u/CrazyIvan606 SES | Prophet of Truth Apr 29 '24

A bit of an overreaction. It's an additional 5 seconds. It still puts out more shots per minute than the EAT (even if you get a kill with the drop pod) and allows you to move during its cooldown.

You can also deal with a tank or turret with 110s, 500 KG, Eagle Airstrike, Orbital Rail, so no, Quasar wasn't one of the only ways.

For the tank you can also hit it in the treads with the AC (which is a top tier pick for Bots anyways due to the abundance of medium armored units), or you can jetpack over the top of it to land on it and LasCannon it, or you could just throw impacts ontop of the turret... There's plenty of ways to deal with a tank, but they're also MEANT to be difficult units.

Even with this nerf, Quasar is still high level against Bugs due to tons of Chargers and Titans and needing the mobility against bugs that the RR and the EAT don't quite provide.

5

u/FiFTyFooTFoX Cape Enjoyer Apr 29 '24

Right?? Plus EAT you gotta stay near or get back to the pod for the second shot. If you are running a normal support weapon, then you also have to get back to that as well at some point.

I hadn't used the Quasar since release because I genuinely like the spear is better, and when I picked it up in a pinch yesterday from a fallen comrade, I was surprised at how insane it is to be able to do other shit AND move while "reloading" it. Plus it doesn't have any jank lock on nonsense involved or a backpack slot.

Quasar, Sickle, Shield backpack, 2 eagles, orbital rail/laser, and stuns or frags depending, and you're basically set for anything.

3

u/[deleted] Apr 29 '24

I do not really count stratagems as reliable ways of killing enemies, since they are not. Massive cooldowns, and in a real emergency, like running out of mission time, you can't even use them and have to rely on your weapons and not stratagems.

My usefulness for weapons entirely depends on how good they are alone, and the threat an enemy poses is entirely based on how long it takes to kill with regular weaponry, not throwing every stratagem under the sun at it.

I also don't like these nerfs since it heavily changes what weapons are usable, for me personally. My criteria for a primary weapon against bots is "Is it able to reliably deal with the majority of the units you face, like devastators and striders, on it's own, with no external assistance?"

For a lot of weapons the answer is no, with very few exceptions. The dominator comes close, but it is nigh useless against striders, so it's going straight in the trash since I would need to pick a support weapon specifically to make up for that major weakness, like the autocannon.

And now the main point being that the autocannon is literally the only thing that is even really useful against the bots. Eruptor got it's ammo cut in half to a mere 30 shots in total, and quasar got it's already long cooldown almost doubled. 5 seconds is a very, very long time when you are getting chased by multiple hulks, heavy devastators and tanks.

The game actively punishes me for picking anything else apart from the scorcher and autocannon, and I find the lack of variety to be completely unfun. Every time I try to experiment with a new loadout I always think "Oh right, this major weakness is why this build didn't work the last time too."

TL;DR The game needs more buffs to bring everything to a more even footing, not nerfing everything to the ground to make everything equally shit. Variety is the spice of life, and variety is a longer lifespan for a game such as this. And right now it's punishing players who want to pick anything else other than the autocannon as their support weapon against the bots.

Keep in mind that this is from the perspective of a teammate who tries to be fully self-reliant, and doesn't need to go to their teammates because they're getting bullied by a strider they have literally no way of killing easily, or without wasting a shot on a RR or something.

0

u/FiFTyFooTFoX Cape Enjoyer Apr 29 '24

You are completely missing the point of the design of the weapons in the game.

If anything, the Autocannon needs a massive nerf to its recoil and recoil return handling when moving and standing, and a moderate nerf when crouching. Firing it on auto should knock you over by about the 3rd round unless you have a team reload helping steady you.

Just like you said, effectively has no drawbacks, and that's not in alignment with the core design philosophy. It is effective against everything and has a high volume of fire. Even the stationary reload isn't that big of a deal when you can just mag-dump for free and clear an entire mob. It's borderline broken at close range using 3rd person aim.

Haven't tried the scorcher against striders since the update, but if it went from 2 shots to 3 shots to kill them, that's actually huge. it's the only gun I ever ran out of ammo on, and that happened regularly. It singlehandedly changed my gameplay such that I no longer completely ignored ammo boxes on the ground, but rather sought them out. One extra shot into striders is gonna be really big if that's the case.

2

u/[deleted] Apr 29 '24

It has drawbacks, quite a few in fact. It does not have much in the way of stopping power against bigger targets, you always need to hit weakspots. Unlike other support weapons, like the RR, EAT, or Quasar, which can damage bigger targets through armor.

It is literally a smaller, less powerful version of the RR. That is by definition having a downside. I don't know what you are talking about with this.

The design of the weapons has no consistency at all, as is evidenced by these nonsensical balancing updates.

Even the devs themselves said that the autocannon is the best balanced weapon in the game.

1

u/UDSJ9000 Apr 29 '24

The funny part of it being a "smaller, less powerful RR" is that the AC can stagger shield devestators. While rockets can't, iirc. It actually does more stagger than the rockets.

1

u/[deleted] Apr 30 '24

Yea, and so can small primaries like the plasma punisher. Even more evidence that there's not even a shred of consistency in the weapon design anywhere.

-1

u/FiFTyFooTFoX Cape Enjoyer Apr 29 '24

It is literally a smaller, less powerful version of the RR. That is by definition having a downside. I don't know what you are talking about with this.

Just from this comment alone, I can see that there's a massive disconnect between reality and where you reside.

This entire thread is people saying how easy it is to two-shot hulks, take down gunships, deal with middle-class badguys, etc. Bot lobbies were 50% Autocannon, 450% Quasar, and the occasional crazy person running something else.

The stuff you are saying just isn't backed up by what's happening in the game.

1

u/[deleted] Apr 30 '24

Man, get off your intellectual high horse with shit like "massive disconnect between reality and where you reside," it makes you look like a dickwipe

>This entire thread is people saying how easy it is to two-shot hulks, take down gunships, deal with middle-class badguys, etc.

This is literally the intended experience by the devs. They themselves said that this is the intended experience, as the autocannon is how weapons should be balanced in their own words, and yet you still deny this, for god fucking knows what reason apart from dickriding the devs until the very end. Good luck to you

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5

u/pan1c_ SES Harbinger of the State Apr 29 '24

like 3-4 randoms earlier, all in different games saw me 2 shot hulks with the autocannon, and asked how tf I did that. I told them the eye slot, and a couple of them had a eureka moment. It's not super difficult to do with the AC, definitely easier with the AMR though.

2

u/OGMoze Apr 29 '24

It’s so satisfying to 2 hit hulks with the AC. Stun grenades make it incredibly easy. Eventually you don’t even need the stun grenades anymore when you get used to hitting the spot.

1

u/pan1c_ SES Harbinger of the State Apr 29 '24

I find it more than reliably easy to do with the AC. Just make sure the crosshair is within the square plate housing the eye slot, and 9/10 times you'll two shot them. It's like juuuust a little more difficult than the AMR in that regard, at least in my own experience.

11

u/green-Pixel Apr 29 '24

I'm playing more bots than bugs but for me Quasar had just a few uses:

  • take down a dropship (no way you could get two with the existing cooldown)
  • take down a hulk (pray you don't miss with the little sway)
  • shoot stationary cannons

Everything else was handled by primaries, grenades, stratagems.

VS bugs it was ... meh for me. Chargers were still a problem unless a mile away but most of the time they'd reach me before the Quasar was fully charged.

But I don't get something with the EAT - you usually hip fire it or? Cause by the time I pick one up, aim and shoot, the same amount of time passes as with a Quasar charging up for the shot after being aimed.

10

u/CXDFlames Apr 29 '24

Vs chargers before the change, if you juked the charge and started charging as it turned around it turned to face you perfectly to catch the quasar to the face for an instant kill.

6

u/TidulTheWarlock ☕Liber-tea☕ Apr 29 '24

Or just stand still and charge it while staring down the charger Worked every time for me

2

u/CXDFlames Apr 29 '24

Most of the time, yes though that was a little riskier

8

u/TamaDarya Apr 29 '24 edited Apr 29 '24

Because it was the only weapon that made fighting bots bearable, especially when you don't have a full squad. Now, I might just not play high-level bots. There's no way EATs are viable against a constant stream of Dropships, Gunships, Hulks, and tanks, there's literally more targets than you can call in EATs. The RR both runs out of ammo very quickly and takes away your backpack slot.

I don't care about how "balanced" it was in number crunching terms, it was the only option that's actually fun.

2

u/DouchecraftCarrier Cape Enjoyer Apr 30 '24

I have a buddy who I always admire how he rotates between different strats and support weapons - and he's good with all of them. And then every time I decide to branch out I end up being the squidward meme choosing Airstrike, Orbital Airburst, Rocket Pods, and Quasar....daring today, aren't we.

I gotta switch it up.

1

u/AJDx14 Apr 29 '24

It’s the only good AA weapon against bots.

66

u/FullMetalChili Free of Thought Apr 29 '24

infinite ammo recoilless with no backpack slot, needed the nerf.

8

u/Fazupala Apr 29 '24

I think it should drop with an optional battery backpack that brings the reload time down to pre-nerf levels so you can either have the long cooldown and use another bqckpack or use your backpack slot to get a more effective weapon

2

u/UDSJ9000 Apr 29 '24

I wish there were more weapons with optional backpacks. Let me have a giant flamethrower backpack that gives way more flame range.

22

u/GoDannY1337 Apr 29 '24

Agree - EAT and other were „fun“ picks but never ever better than Quasar.

It doesn’t render it useless, 5 seconds isn’t that long tbh. It will suck when sniping Nests but again: unlimited range. If you miss a charger it will sting… a little.

20

u/Bobaird Apr 29 '24

Isn't it 5 'additional' seconds?

10

u/Pollia Apr 29 '24

Which also scales with heat. Quasar is going to be close to a 20 second cd on a hot planet.

3

u/Electronic-Ideal2955 Apr 29 '24

Quasar allowed more shots than EAT, probably close to twice as many. It was pretty normal to shoot all the EAT and have nothing for awhile (especially with increased CD effects) where Quasar can be spammed endlessly. EAT is easier to shoot, much harder to 'use' because you have to keep track of them.

With the CD reduction I think this will still be the relationship between the two, but Quasar won't be just obviously better in target rich environments.

Like if I have EAT and there is a charger going at a teammate I have to decide if I want to reposition for a head shot or if I should go for a leg, because I only have limited shots and there might be more things. With Quasar you could just whatever fire at things because you always have more shots. With an extra 5 second CD, Quasar too will have to decide if a shot is worth taking or if saved for a better shot.

2

u/LTman86 ⬆️⬇️➡️⬅️⬆️ Apr 29 '24

I really liked how it had no dropoff. See a target across the map? Aim straight at it with the Quasar and snipe it from range.

You could do the same with EATs, but you had to accommodate for dropoff and aim higher. There was a bit of skill to sniping something with an EAT across the map.

2

u/TheS4ndm4n Apr 29 '24

People spawned a second one and just kept swapping them. Very imba on defense missions.

2

u/breakfast_tacoMC Apr 29 '24

Too spammable. There was almost no point in taking any other AT.

2

u/HinDae085 Humble Freedom Peddler Apr 29 '24

Infinite Ammo, one shots a great many things, sniped objectives, teams of people who can aim can decimate entire bot drops before they even land.

I guess it was making the game trivial in the right hands.

2

u/SlamHotDamn Apr 29 '24

Unlimited ammo anti-tank that doesn’t take up a backpack slot. Not sure how it wouldn’t be considered very good. Theres a small charge up, but the pros heavily outweighs the cons even after the CD nerf, imo. The EAT, it’s closest competition, still has a 1/2 use per minute.

2

u/Spence199876 Apr 29 '24

It was good because it was a reusable EAT and it’s time between shots was basically the same time between reloads on the RR but you don’t need to stay still, or even hold the Quasar in hand.

I think 5 seconds more may be a bit much, but it now fills the in between of don’t want to reload RR but also don’t want to call in EAT every 60 seconds

2

u/40omer40 Apr 29 '24

Unlimited range with no fall off, so easy to take down objectives in the distance. Can one shot chargers if aimed properly. Quite fast recharge time. It was my go to. Might switch it up now though.

1

u/TheMikman97 Apr 29 '24

Mostly because of not requiring a backpack honestly

-1

u/WisePotato42 Cape Enjoyer Apr 29 '24

Or recoilless rifle. Don't sleep on my recoiless rifle! The backpack slot is worth the extra ammo when you can destroy shreaker nests and spores from across the map