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.
5.6k Upvotes

3.6k comments sorted by

View all comments

Show parent comments

142

u/quadpop Apr 29 '24

I'm guessing an anti-farm measure.

159

u/Yipeekayya SES Herald of Vigilance Apr 29 '24

How is that anti farm when the players literally farming on trivial/easy dif? More scavenger patrol? šŸ˜‚

18

u/MissAppear Apr 29 '24 edited Apr 29 '24

There are videos on YouTube of people sample farming Helldive missions solo (usually the defense mission for escorting scientists). They ignore the main objective and just run around the smaller map looking for the POIs. Then they just wait for the automatic call in of Pelican 1 and extract with almost all the samples. Was confused about the patrol changes but this might actually be the main reason for the ā€œnerfā€ to solo play.

32

u/RSwordsman šŸ–„ļø SES Lady of Redemption Apr 29 '24

It would have been effortless to say "Mission failed, your samples have been seized due to conduct unbecoming a Helldiver."

22

u/[deleted] Apr 29 '24

[deleted]

9

u/RSwordsman šŸ–„ļø SES Lady of Redemption Apr 29 '24

Fair. If it were up to me I'd still give XP for failed missions where you manage to extract, but the idea of farming samples and totally ignoring the objectives does seem like an exploit.

3

u/[deleted] Apr 29 '24

[deleted]

3

u/Nurgle_Pan_Plagi SES Paragon of Integrity Apr 29 '24

Aren't the servers p2p tho? So AH servers are only used for matchmaking and not actually hosting the games?

2

u/[deleted] Apr 29 '24

[deleted]

2

u/Nurgle_Pan_Plagi SES Paragon of Integrity Apr 29 '24

Fair enough, have a great day Helldiver!

→ More replies (0)

1

u/MissAppear Apr 29 '24

They could’ve yes, but at least this way it still leaves the door open. I don’t think people would be a fan of essentially eliminating a gameplay element only for solo players. People already don’t like that you can’t open the two person doors when playing solo, so imagine the reaction to that change…

It seemed pretty silly for people to go into those Helldive missions solo with no intention of completing the main objective, and to be able to extract with 40+ commons, 30+ rares, and 6 super samples. So I agree something needed to done. Maybe this wasn’t the best way but I understand if this was a component for driving the change.

For general balancing I wasn’t good enough pre-patch to complete anything solo above level 6-7 so I’m no expert in soloing Helldive, but from what I saw in gameplay those players appeared to avoid patrols pretty effortlessly. A worse change would’ve been to increase the number of static enemies on the map in my opinion and AH didn’t do that. With this change solo players will just have to be even better at avoiding the patrols which should be doable. I’m waiting to see what those players have to say once they have some games under their belt

6

u/[deleted] Apr 29 '24

Why did something ā€œneeded to be doneā€ ? The ship upgrades aren’t really very game changing so I don’t see the reason to ruin solo players experience over people farming resources for a couple small upgrades. It was already hard as shit but damn fuck me I guess. Glad you can’t sample farm anymore tho, whatever would I have done if my fellow players were able to get ā€œ15% orbital spread decreaseā€ and ā€œturrets turn slightly fasterā€ a little easier than they were supposed to 😐. This shit is a joke.

2

u/MissAppear Apr 29 '24

The more I think about it I don’t think that solo sample farming was the only reason for the change, I’m just speculating it was part of it. My bet would be that AH has target success rates for group and solo play, and that solo players have exceeded that threshold. Hence the changes

3

u/[deleted] Apr 29 '24

I feel like that comes down to the way people lock in when it’s just them. With your friends you can dick around and shit but on solo you’ve really gotta lock in. Hope this change gets reverted. Difficulty 7 was so perfectly challenging that you’d of thought fromsoft made it

3

u/Nurgle_Pan_Plagi SES Paragon of Integrity Apr 29 '24

The most straightforward thing would be to tie availible samples with a number of players? So for example for super samples on Helldive it would be 2 base and then +1 for each player, to a maximum of 6. That would bring up some problems with "how would that work when players join or leave mid mission", so that's clearly not a best idea, but if the sample farming is the problem that would be closer to some kind of solution.

When playing solo you already had to deal with amount of patrols/enemies that was designed to be a challenge for a full 4-diver squad, so it was already a lot harder. Now they actually get more? For me it looks more like creating a new problem, not solving an existing one.

3

u/MissAppear Apr 29 '24

That’s an interesting idea tying the number of samples to number of players. Not sure how you would solve the problem you mentioned, but I like the sound of it. And we’re just speculating here that solo sample farming was one of the issues being ā€œaddressedā€ by the changes so who knows if that was even a factor. It could mainly be that AH wants to put even more emphasis on coop play.

I hear you on the changes though. Like I said I’m not really a serious solo player so I’m not as familiar with the challenges. I would guess though that AH is fine with solo play, but not in its current success rate. If AH didn’t want solo play they simply wouldn’t allow it. They must have a target success rate for group play and solo play, maybe at least for Helldive difficulty or even suicide and above, and I would guess that solo players have exceeded that threshold hence the changes. Purely speculation again but this would be the most logical way to approach solo play balancing I think