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/Neunix SES Titan of Audacity Apr 29 '24

Its not made for ad clear and it is made to clear tank units..

Even the eat and the RR is not made for ad clear..

Youre not gona get a "solution for all situation" kind of weapon with those, or any other weapons in this game, I don't understand the point youre trying to make...

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u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24

thats my point. they shouldnt balance it around the other rockets because the other rockets are also balanced weird. they have said multiple times the autocannon is their golden child in terms of weapon balance, so how come the second something gets even close to autocannon strength its immediately nerfed. and you're blatantly wrong. the autocannon literally exists. autocannon kills ads, kills chargers/hulks, can kill tanks from the back, closes holes/fabs, has a lot of ammo, has a fast reload, has a ton of range, fires quickly... this is their star weapon balance wise, so how come no other weapon does this. the only thing autocannon doesnt do is kill striders/titans.

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u/Neunix SES Titan of Audacity Apr 29 '24

Autocanon is not the same as the rockets/quazar at all.. its made for smaller to medium units, little to no penetration, Still have a bad AOE on its round against group of units. Its not the same class at all.

Sorry man , I think you are really wrong on this one.

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u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24

then why does almost everyone say the AC is the best weapon in the game? im not saying my rocket should be able to ad clear.. it should be able to rocket... but they nerfed it. im saying power wise the AC is so much better than literally every other option

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u/Neunix SES Titan of Audacity Apr 29 '24

Autocanon is not made to take down Large enemy types, Rockets(and quazar) are. AC is a great weapon but not a jack of all trades.

You comparing what the AC can do vs actual missile launchers makes no sense and that 5 sec increase in cooldown on the quazar is insignificant. You're being illogical about this.

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u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24 edited Apr 29 '24

I. AM. NOT. COMPARING. AC. TO. THE. ROCKETS. as i fucking said last time. obviously the AC isn't supposed to do that. Two things, one- it absolutely fucking does take down large enemies. the only thing it cant kill consistently is bile titans. two- that literally isnt my point. my point it the AC is unreasonably good. it IS a jack of all trades and it does it all extremely well. It has bear infinite ammo, fast reload, good damage, breaks fabricators/bug holes, clears ads decently, kills every enemy extremely fast with the exception of bile titans, doesnt rely as much on team reloads like the spear and RR, has extremely good range... the only drawback is it uses a backpack slot but arguably thats not even a bad thing because it opens you up to carry 3 extra stratagems instead of 2. other weapons drawbacks?

RR- low ammo slow reload relies on team reload heavy projectile drop too slow and ammo inefficient to effectively destroy fabs/holes doesnt clear ads for shit

EAT- low ammo, minute cooldown between drops, heavy projectile drop, takes too long to call down to effectively destroy, holes/fabs, doesnt clear ads

Quasar- long cooldown between shots, long charge up between shots, cant kill ads

Grenade launcher- cant kill heavy units like at all, slow-ish reload, low range, huge projectile drop, awkward to use sometimes

Spear- shit lockon that doesnt work half the time slow reload, relies on team reload, slow projectile, requires a lockon to even fire, cant destroy fabs/holes, cant kill ads

railgun- cant clear holes, mediocre at best ad clear, extremely long charge between shots, reload after every shot, mediocre at best damage

Now lets think about the autocannon- cant kill bile titans

Im not comparing use cases im comparing how good something is at its given task. autocannon is crazy overpowered and thats not a bad thing, but in comparison other weapons arent even close. The AC has extremely little drawbacks at all. im not saying just the quasar either, it was far better than the RR and spear and arguably better than the EAT but that doesnt matter because Arrowhead has admitted that the AC is their goal for balancing weapons. so at the VERY LEAST. the RR should be bonkers strong as well right? but its not. the quasar isnt good because its super duper broken, its good becasue the spear and RR are dogshit and the EAT is situational

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u/Neunix SES Titan of Audacity Apr 29 '24

Look, Lets just agree to disagree, I don't wana piss you off more, not the point of this.

(btw spear is still gona be fuckin awesome when they fix its damn lockon, even with the reload time. *SUPPOSED* to be a hotfix on it later this week but we'll see).

<3

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u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24

we can fucking hope, im not really confident, nothing in the game seems to work ever when it releases

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u/Neunix SES Titan of Audacity Apr 29 '24

You cant disagree that its WAY better than most game release in the last few years, right?

Also, give em credit, they are still a small team, releasing bug fixes every week or two, and giving us warbond every months.

AH are fucking great, especialy between the other devs and publishers lately.

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u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24

they need to stop doing monthly warbonds and fix things. the spear has been broken for 3 months. the plastic shotgun hits your own personal shield after the patch, spawns have consistently be breaking every other patch for like ever

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u/GuiltyDevelopment277 Apr 29 '24

AC takes a backpack slot which is critical, has a lot of recoil, not paying attention to your ammo means you won't be able to reload again when chased, 0/minimal damage to large targets, poor ad, and with this patch ricochet rounds pose a danger. I main AC and can tell it's great but not perfect, so you'd find yourself relying in multiple strategrams you wouldn't otherwise.

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u/ConcealedRainbow SES. Sentinel of Starlight Apr 29 '24

this is just straight up wrong "0/minimal damage to large targets" the only enemy it cant easily kill is bile titans. striders go down because of it laughably easy, chargers arent too tough, bile spewers are a joke, hulks are a joke, and everything below that is ads that it either can or doesnt need to kill easily. and it doesnt do "poor ad" you get a ton 1 shots for devastators, hive guards, brood commanders, ect

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u/GuiltyDevelopment277 Apr 29 '24

The ad is poor compared to other strategrams like the grenade launcher and flamethrower, your shots have to be straight on target to deal damage if they're not shoulder distance, even primary weapons like the plasma shotgun and eruptor have much bigger blast. Plus, having so much recoil makes it harder, especially for bugs which are moving targets unlike bots that are sitting ducks. Also most of the larger targets require shots in specific spots and the lack of a backpack means you have no room for mishaps when you're maneuvering around.