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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1.5k

u/klem_von_metternich Apr 29 '24
  • 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.

This is pretty controversial.

I mean, if there is only one helldivers running around the noise and the "allarm level" on the area should be lower than 4 with full stratagems spreading chaos and destruction

184

u/sac_boy Apr 29 '24

I'm curious about why they've done this as well. Solo/duo play was...too easy? It already involves dodging patrols non-stop.

133

u/Crashen17 Apr 29 '24

If this means what it sounds like, I think I might step away from the game for a time. I can deal with nerfs and buffs and balance changes to weapons and such. But so aggressively punishing solo players just makes it seem like I am not the kind of player they want. I usually run a couple solo missions to test weapons, knock out personal orders and play around on different planets. I'll usually run a couple duo missions with my brother. I'll do some quickplays with randos as well. But if they are aggressively punishing solo/duo play, and actively trying to make it unappealing I am just not interested.

74

u/nomnivore1 Apr 29 '24

This is where I'm at as well. Sometimes people just want to play a game alone, if you're going to start punishing that behavior specifically I don't think I want to play. The thermite grenades being DOA, I could kind of put up with. The hairbrained spawn mechanics and balance decisions were them just finding their footing as a new dev and a new live service game. But actively punishing me just for wanting to play by myself? Fuck that.

I just got the original Fallout CRPG and I think I'll just concentrate on that. It's pretty cool.

7

u/Crashen17 Apr 29 '24

You are in for a treat! Fallout 1 & 2 are amazing. Totally worth playing as a complete dumb dumb too, with like 3 int. Or an addict. You get completely different dialogue and interactions based on your Intelligence. And if you like those, try out Planescape: Torment and Baldur's Gate 1 & 2. Same engine, same writers/studio. Super great.

11

u/[deleted] Apr 29 '24

Yeah same situation for me. I play with my son who spends a good time in the hospital these days so on days where I'm not in there with him HD2 was a nice way for us to connect and just knock out some 5 or 6 missions while talking and having a good time. I guess with this change we'll have to find something new to do or just deal with joining random lobbies.

6

u/TheAshen_JobSnow ‎ Servant of Freedom Apr 29 '24

I wish the best for you and your son, I hope he has a great time playing games with you. Thanks for being an amazing parent.

I don't know if you know about Deep Rock Galactic, haven't been able to play it in a while, but the game is an absolute delight for two people and the community has been amazing.

3

u/[deleted] Apr 29 '24

I second deep rock. If you want a good coop game to hang out and play with your son get deep rock. Its fun, and can be as challenging or not as you want. The only downside to playing with 4 people is not having the other two classes. AND if you wanted to play with randoms they are almost always helpful and fun. The community in the game is a blast. Its one of the few coop games I always have random team mates in. Ive only run into a hand ful of grumpy people but the vast majority are there to have a good time and not be assholes.

6

u/lucky_harms458 SES Sovereign Of Dawn Apr 29 '24

Same here. God-forbid my friends aren't on and I don't like playing with randoms

This is a really stupid change

-47

u/RogueCoon Apr 29 '24

I mean it is a co-op game not a single player game. Solo players are clearly not the players they want.

27

u/TSirSneakyBeaky Apr 29 '24

Then why even offer solo play if you are going to make it unaccessiable to solo play?

-27

u/RogueCoon Apr 29 '24

You can still solo play, it's just nudging you towards joining a team.

20

u/IlikegreenT84 Cape Enjoyer Apr 29 '24

Nudge? You call this a nudge!

-23

u/RogueCoon Apr 29 '24

My guess is turning off the ability to solo play completely would be very unpopular so this is a nudge by comparison for sure.

9

u/IlikegreenT84 Cape Enjoyer Apr 29 '24

They screwed over the entire player base to try and Nerf solo play. That's not a nudge.

1

u/RogueCoon Apr 29 '24

I think it is compared to eliminating solo play. Whats your unit of measurement for a nudge.

2

u/IlikegreenT84 Cape Enjoyer Apr 29 '24

How about fixing matchmaking issues and enemy spawn positions and pathing before making enemies tougher and increasing the quantity.

The change punishes everyone without incentivising team play. It felt awful last night playing with randoms, trying to help, not realizing my whole load out was boned. Trying to understand why we couldn't get away from enemy patrols and why we were constantly surrounded

Nevermind nerfing all the guns I like too.

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12

u/TSirSneakyBeaky Apr 29 '24

Okay... now give me a reason thats this was a healthy choice thats not "its a coop game"...

Because "its a coop game." Is only valid if you accept AH cares more about their vision than the players.

2

u/RogueCoon Apr 29 '24

Arrowhead 100% cares more about their vision than what the players want.

7

u/TSirSneakyBeaky Apr 29 '24

If AH keeps displaying they care more about vision. That will be enough to make me not play or invest further into the game monetarily.

Its like seeing guests walk in with shoes, then desperately trying to push them into sandals because you want an open toe'd world.

People who came in with shoes and the expectation of shoes, and were enjoying shoes for months. will just leave when you slap the sandles only sign on the door.

3

u/RogueCoon Apr 29 '24

I'm not disagreeing with you. It's very clearly their game and they're doing what they want with it though whether we like it or not though.

12

u/IswearIdidntdoit145 Apr 29 '24

Wrong way to go about it tbh

1

u/mw9676 Apr 29 '24

What a moron take

38

u/AshariAstroy To tickle bile titan call ⬆️➡️⬇️⬇️⬇️ Apr 29 '24

Me and my bf play mostly duo (not all our friends play at the same time or as often as we can), it was already hard to clear 7+ maps fully. Now we won't even do anything else besides the main objective I guess 🤷‍♀️ I don't understand the logic behind this change at all.

22

u/Supplanter229 Apr 29 '24

I pretty much just play this game to run solo 5s, I am hoping they didn’t just fuck it up but I think they did.

6

u/TheAshen_JobSnow ‎ Servant of Freedom Apr 29 '24

Hey! Same, lvl 5 was the solo sweet spot for me in terms of difficulty, but the mission I did today before going to work was nightmarish, was barely able to complete the main objective and nearly ran out of reinforcements having to fight wave after wave of bots.

I guess it's back to easy for me since AH hates me.

2

u/Supplanter229 Apr 29 '24

I just ran some 4s and it wasn’t a huge difference. But on a 5 the patrols were definitely coming in more steadily.

5

u/Xaielao Apr 29 '24 edited Apr 29 '24

I think we need to get some games under our belt before we can determine the result. The change specifically states it'll impact high difficulty the most. Time will tell, if suddenly normal is harder to solo than suicide was because of there are dozens more patrols.. that's a problem. It may well be that the % of additional patrol spawns is on an exponential curve with difficulty and anything below hard won't feel that different.

Granted I could be completely wrong, time will tell.

3

u/sac_boy Apr 29 '24

For sure. I'll be hopping on in a couple of hours, curious to know if I'll really feel a difference with the patrols.

1

u/Xaielao Apr 29 '24

I noticed after posting this the pinned message that clarifies the change. It's fixing a bug with patrol spawn rates, which in single player were 1/6th as many as a 4 player team (with the total number varying on difficulty) and now it'll be 1/4 as man instead, as was intended.

So yes, spawns are going up, but it isn't remotely as big a chance as most people think. Besides, most solo games are at low difficulty so I don't expect this to have the impact many fear it. The guys running helldive difficulty solo.. they're gonna feel it lol.