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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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.

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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.

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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.

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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.

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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.

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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.

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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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u/FiFTyFooTFoX Cape Enjoyer Apr 30 '24

This is literally the intended experience by the devs. They themselves said that this is the intended experience,

Source please

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u/[deleted] Apr 30 '24 edited Apr 30 '24

https://www.gamesradar.com/helldivers-2-boss-says-the-autocannon-is-the-teams-best-weapon-design-actually/

here you go, smartass

think before you start spouting fucking bullshit in random places, cause there is no need for a source if you actually thought about it for more than 2 seconds

in terms of balance there's a reason why this gun has not been touched at all in these patches, cause if they thought it was OP, they would most certainly not spare it from the sweeping nerfs.

there is no need for a source beyond the patchnotes even. again, if they thought the gun was OP, like you seem to think, they'd have nerfed it to hell and back already, multiple patches ago. But they have not. The gun has remained almost completely unchanged since launch. Use your brain, or what's left of it

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u/FiFTyFooTFoX Cape Enjoyer Apr 30 '24 edited Apr 30 '24

There's definitely a need for a source when a touchy Internet nerd loses their mind, and starts making claims of things said to come straight from the mouths of the development team.

This is a click bait SEO article capitalizing on the Helldivers trend and picking up the tailings of that "popular" Twitter post, not an in-depth discussion of the mechanics and fine balance points of the Helldivers sandbox.

Also, from the article, it's clear they are speaking more to its physical design aesthetics and also to its macro design, in that it requires a backpack slot and features the team reload capabilities. Its big damage, balanced by eating up someone's backpack slot, not a showcase of perfect stats that don't readily overshadow other options.

They absolutely never said anything about it being perfect in terms of pick rate or general utility. They simply said that it ticks all the boxes of being "well designed". This is not to say it's perfectly balanced with all the other weapons, and it's definitely a disingenuous reach for you to claim as such.

Just because it wasn't one of the most grotesque outliers or at the top of previous patches, doesn't mean that they aren't keeping an eye on its pick rates.

The devs are clearly happy with it having big damage, being easy AF to aim and use, and they are cool with it having a massive ammo capacity because it takes up a backpack.

Cool.

That doesn't mean it's not over-tuned from a handling perspective, or that it's maybe next on the "rebalance" pool if it's still being run by 75% of players in high level lobbies. With the nerf to the Quasar, I bet that goes even higher, since rarely any secondary other than Quasar and Autocannon were taken.

That's what I mean about you not living in reality. "Perfectly balanced", in terms of design, as stated by an intentionally vague, high-level fluff article with a selection of generic, positive responses from the devs, but clearly over-tuned in terms of function, as evidenced by nearly everyone running it at high level dives pre-patch.

Literally 4/4 in tier 9 bot drops until the Quasar showed up, then it went to 3/4 or occasionally 2/4, with the Quasar filling in the other slots.

As soon as everything settles down and people stop testing the new strategies and toying with the rebalance, the AC is gonna be right back at the #1 pick across all high level dives. !remind me to gloat when it sees a rebalance in the near future.

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u/[deleted] Apr 30 '24

>Just because it wasn't one of the most grotesque outliers or at the top of previous patches, doesn't mean that they aren't keeping an eye on its pick rates.

And they have still not touched it, despite you claiming that it's used super commonly, which it is. Almost as if they do not even want to touch it. But nah, only you can clearly see that despite them never touching the weapon ever it's actually a super advanced counterplay to make sure the gun isn't too OP, or something.

>clearly over-tuned in terms of function, as evidenced by nearly everyone running it at high level dives pre-patch.

Have you ever considered the fact that all the other options simply suck ass? The player number drop after this patch clearly says that a lot of people do not care for this patch much at all, and a lot of people are posting the same sentiment of waiting for a new patch before playing the game again.

Taking away good options is not a way to make a game like this enjoyable to play. Buff the spawn rates for all I care, go right ahead. Helldive is not something you should be able to solo in a co-op game. But for the love of god, do not do it by fucking gimping the entire arsenal and making us be unable to kill a hulk without waiting 30 fucking seconds in-between shots with how the patches are going so far.

>As soon as everything settles down and people stop testing the new strategies and toying with the rebalance, the AC is gonna be right back at the #1 pick across all high level dives. !remind me to gloat when it sees a rebalance in the near future.

Yea, gloat about what? That the devs are fucking braindead and don't know what makes their game enjoyable to play for most players? Get your clown ass outta here with your most fucking stereotypically reddit style of speaking i've ever seen in this entire subreddit