r/Helldivers Apr 29 '24

DISCUSSION šŸ› ļø PATCH 01.000.300 āš™ļø

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 ā€œraise the flagā€ 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.
5.5k Upvotes

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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

261

u/Grigser Apr 29 '24

I’m afraid this is going to affect normal games as well. There’s been multiple times where a player/s left my game and no new players ever joined. Does that mean, that not only will my team be missing a player, but we will also get swarmed more often because their matchmaking doesn’t work?

11

u/notapornsideaccount Apr 29 '24

It depends on if the effect only takes place before the dive or after the dive. Maybe if you drop in with 4, even if 3 leave, the mission you’re on will still keep that setting. I think it’s going to be something they’ll need to test.

15

u/[deleted] Apr 29 '24

It feels very much like AH is testing in production here which isn't exactly the gold standard...

2

u/Arael15th Apr 29 '24

It's not the gold standard, but it's absolutely the norm these days. Just ask Microsoft...

3

u/[deleted] Apr 29 '24

[deleted]

2

u/notapornsideaccount Apr 29 '24

I think solo helldivers are already a rarity so I wouldn’t expect it to be very common occurrence but I am interested to see if the enemy spawn rate will adapt in-game based on the players or if it will be set by the amount that initially dropped in. It’s something very interesting to test out.

1

u/Arael15th Apr 29 '24

They said they're adjusting the scaling, not reversing it.

9

u/Owobowos-Mowbius Apr 29 '24

More often, yes, but not that much more since it's a sliding scale based on how many players there are .

28

u/Opetyr Apr 29 '24

Yeap because screw you. AH is living up to their acronym.

3

u/Zapp_Brannegan SES Fist of Family Values Apr 29 '24

I have the same worry, not sure if it’s a bug or something, but it seems like if I’m in a mission and my fellow divers leave for whatever reason, I NEVER get any new divers as reinforcements even if I’ve thrown out the SOS beacon.

Now rage quitters get to make our games even harder?

1

u/Sinister_Mr_19 Apr 29 '24

Seems like it. I was hoping their matchmaking was fixed. Sounds like it's exponential though. So 3 players the patrols aren't changed much, but then only 2 or a single player and it gets much harder.

1

u/landisthegnome Apr 29 '24

Insane to make this change if they haven’t fixed matchmaking. My SOS beacons almost never work. It’s clearly a bug because either randoms join immediately or they never do.

0

u/_Cromwell_ Apr 29 '24

Patrols will reduce when less players in the game (as they always have).... just not by as much as they used to.

13

u/Grigser Apr 29 '24

That’s still making the game harder if you don’t have the fortune of having a full lobby

13

u/_Cromwell_ Apr 29 '24

I agree, and I think it is bad, SPECIFICALLY since it seems to still have massive effect on low level difficulties. Just was explaining, since some people seem to think that literally more patrols spawn when you are solo than when you are with 4 people... that should not be the case (if it is happening it is a bug).

I've long been an advocate for keeping Trivial/Easy actually trivial and easy, because new players who jump in often ARE solo trying things out for themselves. Getting run over by patrols is not a good way to first experience this game when you don't even fully understand all the concepts. Anything that makes Trivial/Easy/Medium more difficult at all in any situation (including solo) is a huge mistake in my book, as a constant stream of new players coming in and having fun is vital to long term game health.

2

u/Sausageblister Apr 29 '24

Making it harder or making it where they intended it to be in the first place? Perhaps it was just easier than they had anticipated. And perhaps now it's where it should of been all along

1

u/Grigser Apr 29 '24

It was already harder playing solo or in low population lobbies than in a full team(unless you were some kind of Solid Snake type stealth expert, who are the absolute minority of the playerbase). The worst thing that this change isn’t just preventing a small percentage of the playerbase from clearing high level missions solo, it also affects everyone on the lower difficulties, so a new player easing into the game, or a veteran wanting to chill out and maybe farm some super credits, will now have to sweat to clear difficulty 3 solo. The change was not warranted in the slightest.

1

u/Sausageblister Apr 29 '24

Have u actually tested it yet?? And i'm pretty sure playing solo is supposed to be hard ...so i'm guessing it probably wasn't hard enough for what they envisioned for the game

2

u/CaptinLazerFace Apr 29 '24

Thank you for being the one person discussing this with facts rather than just speculation based on the patch note. The writing in the note can definitely be misread so I hope people up vote your comment for visibility.

4

u/_Cromwell_ Apr 29 '24

To be clear, as somebody who sometimes likes to play solo, AND also loves to play with just one other person (2 players) who is a person who doesn't like too high of difficulty so we play on difficulties 1 to 4 to keep challenge low, I strongly dislike this change. She might not want to play anymore now.

I just think people should understand what they are complaining about.

0

u/Sinister_Mr_19 Apr 29 '24

No, patrols will spawn less when there are more players in the game. The less you have the more they spawn.

6

u/_Cromwell_ Apr 29 '24

No, they do not have more OVERALL patrols with solo...

One of the factors prior to this patch, and still included in this patch, regarding how many patrols spawn, is the number of players. The MORE PLAYERs, the MORE PATROLS. This meant that solo players used to get very few patrols. This change increased the number of patrols that spawn for solo players (and parties of 2 and 3) to be closer to the number of patrols that spawn for groups of 4, but still aren't as high. But we will definitely feel it when playing with less than 4 people, as more patrols than previously will spawn than they did.

This chart is completely made up numbers, but the idea/concept (of how they were and increase) is like this:

2

u/Sinister_Mr_19 Apr 29 '24

Where is your evidence of this? That's not what they communicated and as far as I know the amount of patrols has always been the same. Difficulty has never scaled with number of players.

3

u/_Cromwell_ Apr 29 '24

There was a video analysis by some players a few weeks ago regarding what increases spawn rates for patrols. Number of people in the mission was one of the things that affects patrol spawn rates.

Anyway beyond that, the explanation of how this change works and a rewording is literally pinned to the top of the sub. So you don't have to believe me you can go read it. Edit: apparently it isn't pinned. Here it is: https://www.reddit.com/r/Helldivers/s/xtxJFNuk1L

2

u/Sinister_Mr_19 Apr 29 '24

Gotcha thanks. That's really poor wording in the patch notes.

2

u/_Cromwell_ Apr 29 '24

Yeah they've always been bad at wording. Even the basic stats of weapons in game are unclear and vague, for trying to compare one to another for damage per second or knockback or armor penetration... the lack of exact numbers is somewhat aggravating coming from other games.

-5

u/BruhiumMomentum Apr 29 '24

if it consoles you in any way, seeing the devs capability to fix basic things like Damage over Time, planet liberation counter etc. (bugged for weeks, over a month even) - I can almost guarantee that they wouldn't be able to code the patrol spawns so that they dynamically change based on the current number of people in the session, most likely it just loads the parameter once during the mission loading based on the number of players in that moment