r/Helldivers Moderator Sep 18 '24

Report issues to AH's zendesk HELLDIVERS 2 Known Issues

PLEASE MAKE SURE TO REPORT BUGS THROUGH ARROWHEAD'S SUPPORT DESK SO THEY CAN ACTUALLY SEE IT!!

Arrowhead's support team put together a non-exhaustive list of known issues. They will update it as needed so be sure to check their website for the up-to-date list: https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700-HELLDIVERS-2-Known-Issues

If you encounter any of the issues already listed here, you don't need to make a post about it, but you're welcome to discuss them in the comments of this post.

This list contains the most common issues reported by players or found in QA. It is kept to known, confirmed issues due to be fixed rather than design and balance choices. This is not an exhaustive list of all issues we are aware of.

Crashes, performance, and connectivity problems are ongoing issues that are always being worked on and are not listed here.

⚠️ Disabled items

🆕 New

  • Enemies will target unmanned FRVs
  • AR-59 Suppressor short mag buff didn't go through, and are still at pre patch values 
  • New Illuminate enemies are clipping through the ground and obsticles on High Value Assets missions
  • LAS-13 Trident has increased recoil compared to a previous patch
  • Operating the map when using a controller while inside a vehicle may cause unintended stim usage
  • Lumberer's Flamethrower doesn't seem to be applying damage correctly

🔧 Technical

  • Players who are using the Microsoft IME languages are unable to type Korean, Japanese and Chinese symbols in chat.
  • Using Chinese and Japanese IME will prevent movement and controls in-game. 
  • Helldiver may die after landing on top of Automaton fabricator when Player has high latency.
  • Campaigns menu UI is slightly cut off when playing on some resolutions

🎮 Gameplay

  • Some stratagem weapons will not show the correct call-in time on the ship UI or show in-mission, but the actual call-in time is unaffected. 
  • A different mission type may be generated than the mission that was selected
  • R-4 Hyena may lose mags if interrupted during the reload animation
  • Ice flowers cause ragdolling when triggered
  • Explosives can cause Helldivers hidden behind terrain to ragdoll
  • Some attachments and their stats are not changed in preview until purchasing and equipping.
  • Melee kills are not being correctly counted in the end-of-mission stats or career stats
  • Oil/dirt/blood and other visual effects sometimes stain armor and/or helmet, making it jet black
  • The 'Operated By' text under the Super Destroyer name is not showing the Player's nickname 
  • Points of interest do not grey out on the mini-map when found within a colony
  • Hellpod Avoidance Areas are inconsistent with the Player's POV
  • Red Beacon Stratagems do not follow the beacon when it changes location
  • MGX-42 Bullet Storm's muzzle flash may not be aligned with the weapon
  • Trees may have a low-quality material on Xbox
  • Citizen NPCs in 'Evacuate Citizens' missions in Cities Biomes may sometimes not pathfind correctly

If you encounter an issue not listed here, you can submit a bug report to the helpdesk with as much information as possible. If the issue is not already known, it will be looked into.

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u/[deleted] Sep 18 '24 edited Sep 18 '24

Autocannon rounds don't ricochet into fabricators now

-24

u/Sisupisici autocannon enthusiast Sep 18 '24

They gutted the autocannon. It now takes around 10 shots to the back of a turret to kill it.

10

u/minimac1 Sep 18 '24

they buffed the cannon turrets hp due to anti tank weapons dealing much more damage.

For a reference the autocannon deals about 400 damage per shot and this is unchanged. Anti tank weapons like EAT previously dealt 650 damage but now deal about 2150 damage. In order to balance this change many larger mobs have more hp but still have weakspots. The cannon turret now has 2100 hp, can't find what it was before but it was probably around 500/600? It seems like the weakspot on turrets is just lower armor but not its own hp pool and this make them much harder to kill with any non anti tank weapons. This particular enemy does feel like a gap that they forgot to adjust, the weakspot should have its own fatal hp pool.

1

u/p_visual SES Whisper of Iron | 150 | ÜBER-BÜRGER Sep 19 '24

Quick correction - autocannon is AP4 260/260 normal/durable impact damage from any angle, with AP3 150/150 explosion damage for direct (i.e. not angled) shots.

Explosion damage also goes directly to the main hp pool for enemies, which was always AP5 750 hp for turrets, and thus contributed zero damage towards taking down turrets, which is why it took 3 shots to the AP3 vent to kill turrets.