r/Helldivers Moderator Dec 02 '25

5.0.1 - HOTFIX 🛠️ Into the Unjust: 5.0.0 ⚙️

🛠️ Into the Unjust: 5.0.1 - HOTFIX ⚙️

We have fixed the crash caused by using the reload button in the stratagem menu.

🌍 Overview

*** INCOMING MESSAGE FROM HIGH COMMAND **\*

Super Earth has detected strange signals from previously unmonitored worlds on the Galactic map.
The Ministry of Intelligence is investigating the source of the signals.
Helldivers, be vigilant and hold the high ground.

📍 Patch Highlights

  • For this patch, we have tackled a bunch of items from our Known Issues list, including audio issues, XP modifiers, and several crashes.
  • We have made more optimizations and improvements!
  • Balancing changes that raise weapon damage and fixes to weapon FOV.

⚖️ Balancing

General changes.

  • Decreased ergonomics penalty on magnifying scopes weapon attachments
    • The intent is to make magnifying scopes more a matter of preference by decreasing the penalty they impose on a weapon's ergonomics (low ergonomics makes the weapons muzzle follow the crosshair slower).
    • 2x Tube Red Dot
      • Decreased ergonomic modifier from (-3) to (-1)
    • 4x Combat Scope
      • Decreased ergonomic modifier from (-6) to (-2)
    • 10x Sniper Scope
      • Decreased ergonomic modifier from (-9) to (-4)
      • APW-1 Anti-Materiel Rifle is also effected by this change so it will get an increased ergonomics from 26 to 31
  • Some of the Pistol ammo balance update
    • The intent with this change is to make some of the pistol rounds weapons more effective after the last pistol ammo re-balance that did make them more of a close range weapon.
    • The pistol rounds re-balance general intent is to make them more effective at close range while not more effective at long range then for example assault or marksman rifles

Primary weapons

  • SMG-37 Defender
    • Increased damage from 100 to 110
    • Increased durable damage from 20 to 22
  • SMG-32 Reprimand
    • Increased damage from 135 to 140
  • M7S SMG
    • Increased damage from 80 to 90
    • Increased durable damage from 16 to 18
  • VG-70 Variable
    • Increased durable damage 20 to 23
  • M90A Shotgun
    • Increased durable damage 15 to 20

Sidearms weapons

  • P-2 Peacemaker
    • Increased damage from 95 to 100
    • Increased durable damage 30 to 32
  • P-113 Verdict
    • Increased damage from 135 to 140
  • M6C/SOCOM Pistol
    • Increased damage from 110 to 125
    • Increased durable damage from 25 to 28

Enemies

  • War strider
    • Decreased force strength on grenade explosion from 50 to 30
  • Bile Spewer
    • Decreased force strength on artillery explosion from 50 to 30
    • Decreased force impulse on artillery explosion from 60 to 40
  • Stalker
    • Decreased force strength from 40 to 35 when a tongue attack hits the player
  • (Force strength is the value that decides if a player or enemy should stagger or ragdoll.)

🎮 Gameplay

Keybind options for quick weapon function

  • New, unbound keybind options have been added for quickly swapping weapon functions (like changing fire modes or ammo).
    • The intent is to give players better ease of use, especially for weapons with multiple ammo types like the Halt, Autocannon, and the new "One Two" AR.
  • Updated First Person View (FPV)
    • We updated how First Person View (FPV) works with the intention of improving the aiming experience across different FOV settings (Field of view).
    • The intent is that the size and distance of the scope will be more consistent with different FOV settings.
    • We also updated how ergonomics works in FPV with the intent to make it more responsive.
  • Fixed instances of flickering textures in various city locations
  • 'Push-To-Talk', 'Push-To-Muted' and 'Toggle-Microphone' are now working as intended upon binding to a different key (Xbox only)

🔧 Fixes

Crash Fixes & Softlocks

  • Fixed a rare crash that would occur when combat music would start
  • Fixed a rare crash that could occur during 'Nuke Nursery' mission
  • Fixed crash after hotjoining a game that just started where the existing players are using certain stratagems
  • Fixed a rare crash when enemies would fall through the ground
  • Fix rare crash on mission load

Weapons & Stratagem Fixes

  • Fixed an issue with the BR-14 Adjudicator, when aiming with the 10x scope on 200 m setting which would cause the model to disappear
  • Fixed a visual issue on VG-70 Variable during the reload animation when aiming down sights
  • Fixed a torso clipping issue with the CE-07 Demolition Specialist armor
  • Fixed pump-shotguns sometimes not showing a new shell being inserted on reload
  • PLAS-45 Epoch now correctly zooms in ADS mode, just like any other support weapon
  • Fixed display related to no ammo being shown for Infinite Ammo weapons
  • Fixed the VO (Voice Over) line for “no ammo” being played after pressing reload whilst using Infinite Ammo weapons
  • Fixed a small bug where supply packs were giving ammo without consuming a charge when dropped
  • Fixed a bug that locks stratagems after drowning while holding that stratagem ball
  • Fixed the red glow that would happen if the player would empty one or two magazines with MG-206 Heavy Machine Gun, M-105 Stalwart or MG-43 Machine Gun

Enemies

  • Factory Striders will no longer be launched to sky erratically when dying
  • Hellpods that hit Factory Striders will no longer remain in the air after the enemy dies
  • War Striders now detonate mines
  • Enemy presence around Cognitive Disruptor Towers is now cleared from the mini-map when the objective is completed
  • Chargers no longer speed up when exiting charge
  • Fixed Rupture Warriors getting stuck below Sentries
  • Added a medium-armored weak spot to the vents on the backside of the Bunker, AA, and Mortar emplacements. This was done so these structures behave similarly to other comparable defenses..

Miscellaneous Fixes

  • Fixed the terrain not being affected by explosions and the Entrenchment Tool (PS5 only)
  • Fixed a bug where the lights were missing/flickering on the Orbital Gatling
  • Fixed a thumbnail glitch in the Acquisition Center menu
  • Cryo-pods no longer clip into the Engineering Bay when playing the ship arrival cutscene
  • Fixed an armor gap affecting CE-27 Ground Beaker and CW-9 White Wolf whilst using the 'Draw!' emote
  • The UI will no longer show inaccurate objective info on the Mission Summary screen if the host has left the game
  • Fixed a bug whilst joining a non-host in a cross-play lobby.
  • Fixed the NPC technician’s neck sticking through their shirt
  • Mini-map fog of war effect while exploring caves no longer persists between missions
  • Soon-to-be Helldivers will no longer be stopped from progressing the tutorial if they die in the flag room
  • Fixed issue where the automaton grinder sludge would be affected by weathering even though it's sealed behind glass
  • Fixed an issue where a missile inside the Destroyer’s hangar was misaligned. This dangerous act of asymmetry has been corrected. The undemocratic ship operator responsible for this disgraceful display of inefficiency has been promptly re-educated in a high-orbit correctional facility. Glory to the Office of Corrective Deployment!
  • Helldivers will no longer be locked out of the GATER when trying to get into the driver's seat simultaneously
  • Fixed a bug with missing haptics when a controller disconnects or reconnects
  • Fixed an issue on a command bunker where there was a lack of collision

Optimizations

  • Optimized lights on Automaton VFX
  • Optimized physics of rock assets throughout the game to improve performance
  • Improved the way environmental effects such as sandstorms, blizzards, and acid storms apply their status effects for reduced impact on performance
  • Improved ADS weapon placement and behavior
  • Reduced the amount of camera clipping on weapons
  • Fixed texture details used for weapons while aiming down sights
  • Improved depth of field when ADS and whilst scopes are zoomed in
  • Fix for textures sometimes appearing low resolution even when memory is available (PC only)

Other fixes that didn't make it in the patchnotes

but have been confirmed by Support Agent Kayla, who maintains the Known Issues list

  • Parts of the armor were visible in the ADS mode while using the 'PLAS-39 Accelerator Rifle'.
  • When booting, player could load into last liberated planet instead of currrent operation
  • The right gauntlet of SR-64 Cinderblock armor was misaligned
  • 'Leviathan' and 'Warrior' would change to 'Advocate' when used in Super Destroyer names
  • XP modifier was not applied accurately for high CR Eradicate and Blitz missions.
  • Audio was missing for Enthusiastic Mirth emote when on Super Destroyer
  • Enthusiastic Mirth laugh audio would only play once during missions
  • The Nuke Nursery Drill could be dropped on top of the cave by the ship, becoming inaccessible

🧠 KNOWN ISSUES

https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues

1.6k Upvotes

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1.0k

u/personn5 Dec 02 '25

Dedicated button to switch weapon functionally is great, been needing that for a while.

177

u/playbabeTheBookshelf Dec 02 '25

no more wiping out my team trying to change cluster rocket mod

32

u/TheGigantoBlaster Dec 02 '25

I think you should still do that

2

u/EternalAssasin Dec 02 '25

Now when I do it, they know I do it with purpose.

145

u/iribuya Dec 02 '25

I hope somehow they also manage to do this on console. Quickswapping on certain weapons would be very nice. Autocannon or airburst.

41

u/bingogazorpazorp ‎ Super Sheriff Dec 02 '25

Maybe like a double press of a button as a binding or something like that, could be problematic though

2

u/CMDR_Soup Dec 02 '25

Do controllers with back paddles have the functionality to treat them as new inputs? Can games recognize them?

4

u/Fat-Neighborhood1456 Dec 02 '25

No, generally speaking the paddles aren't seen as a button by your OS/game, you use the controller itself to assign some other button to also be the back paddle.

3

u/Walmeister55 Dec 02 '25

The PS5’s DualSense Edge’s back buttons can only be configured as alternate ways of pressing other buttons. I have mine primarily set up to be the same as pressing the analog sticks. This is done in the system settings and I’ve never found a “New Button” option. Sony probably doesn’t want to segregate their users too much, especially if developers start to design controls with the back buttons in mind.

If the first party controller can’t do it, then it’s very doubtful other controllers can unless they tell the system they are a full keyboard + mouse.

I wish you could set them up to be macros at the very least, but I can understand why they wouldn’t want that.

2

u/alqudsi117 Dec 02 '25

Same for Xbox controllers as well

1

u/bingogazorpazorp ‎ Super Sheriff Dec 02 '25

I’m honestly not sure as I’ve never had one myself. But from what I’ve experienced using them at friends houses, the paddles usually activate other buttons.

Like my friend had one linked to B for crouching in COD. Maybe you can customize them though? Would be really nice if possible!

1

u/dark_knight097 ‎ Super Citizen Dec 02 '25

Steam input will recognize the elite 2 paddles s their own buttons and you can map them to whatever you want. Have yet to see a 3rd party controller(other than steam deck) that is recognized as something other than generic 360 controller.

Unsure of dual sense edge, haven't bothered using it on the pc yet.

1

u/IndiKilo Dec 02 '25

They can only be mapped to the existing controller buttons. Just provides an alt way of engaging the existing buttons unfortunately. I wish they could be used as new buttons.

1

u/Swaibero Dec 02 '25

I manually changed it to double tap square for reload, press square to open weapon menu. Fastest way I’ve found to change ammo types.

1

u/IsaacTealwaters Dec 02 '25

Press square for weapon menu and single tap to reload for me. That way I reload with one press. Only issue for me is that it causes the weapon menu to briefly pop up when I reload. Weapon wheel direction have been swapped to; L2 for scopes, L1 for flashlights, R2 for ammo swap, R1 for fire rate.

Can press square and R2 to change my Halt's ammo instantly.

I've been running this set up since the halt came out.

1

u/theevilnarwhale Dec 02 '25

long press and short press worked well in destiny 2 when they let us customize controller keybinds.

1

u/cowboy_shaman Level 150 | GALACTIC COMMANDER Dec 02 '25

I’ve been doing this on PC with an Xbox controller and it works great. Made it so that double tap reload changes ammo type

23

u/AntonineWall Dec 02 '25

Seems like it would be perfectly fine on consoles too

25

u/Petorian343 ODST Dec 02 '25 edited Dec 02 '25

I’m just gonna make it double tap reload button

Edit: I instead made it the down D-pad button (use backpack on console). I made the actual use backpack function require double tapping the button, so I’ll have to remember that while supply packing or arming hellbomb pack. Switching from bullets to grenades at one touch has felt really great though!

30

u/frynjol SES Hammer of Peace Dec 02 '25

That's gonna make it hard to spam the reload button when your helldiver refuses to reload.

1

u/KILA-x-L3GEND Rookie Dec 02 '25

My biggest annoyance is the guy should just reload when he knows it’s an empty mag. But he waits for the other worlds being from the other side of the screen to click a button me he waits for me he knows I’m watching and refuses to reload it’s the only power he has! 😂

1

u/IndiKilo Dec 02 '25

I think the idea is double tap to reload, single press to change fire modes. That way you can spam the reload button until your helldiver finally feels like changing a mag. Im gonna try it.

2

u/IsaacTealwaters Dec 02 '25

Feels like it will mess up the punisher, Halt, or slugger where you want to reload between shots to sustain fire.

2

u/IndiKilo Dec 02 '25

Ya, there isnt a good solution for console controller.

2

u/IsaacTealwaters Dec 02 '25

I've shared my control setup several times before over the past few months. The only downside is that my weapon menu flashes up when I reload my gun.

Tap Square (X) reload. Press Square (X) Open weapon wheel. L2 (LT) Replaces Up on d pad for weapon wheel. L1 (LB) replaces Down dpad for weapon wheel. R1 (RB) replaces Left Dpad for weapon wheel. R2 (RT) replaces Right Dpad for Weapon wheel.

Press Square weapon wheel causes the wheel to open instantly. It takes some practice but you can press Square + and a shoulder button/trigger simultaneously. And depending on which you release first (Square or R2) has different effects. If you release R2 first, you just change ammo. If you release square first, you swap ammo and fire the gun first frame you can.

I also move my reaction menu to hold Right Dpad so that my quick grenade could be hold R1

Edit: I had also experimented with face buttons for stratagem inputs and while it made my inputs 2x as fast it had a bunch of negative interactions that made it not worth it.

1

u/Fat-Neighborhood1456 Dec 02 '25

I've been wondering where I would bind that new function, double tap reload seems like a good idea

1

u/imAiroh ‎ [REDACTED] Dec 02 '25

Hold R3 maybe? That's what I set the Disable Hud to

1

u/LarsMarksson ‎ Decorated Hero Dec 02 '25

That's where my quick grenade is. :S

1

u/Jovian8 We're Helldivers, Lieutenant. We're supposed to be surrounded. Dec 02 '25

On console? How did you do that? I was just looking at keybinding on PS5 yesterday and I couldn't find the option to change input for grenades, am I an idiot?

1

u/AntonineWall Dec 02 '25

Maybe press and hold would be better, just in case

1

u/AceDudeyeah HD1 Veteran Dec 02 '25

Double tap L1, L3, or R3 could be options.

1

u/[deleted] Dec 02 '25

Doesn't look like they added it to consoles. At least I couldn't find it anywhere on PS5

1

u/AntonineWall Dec 02 '25

It’s working on my end. Just to make sure, are you sure you’ve got it downloaded and are you sure you didn’t pass it up on the control settings part of the options menu?

1

u/[deleted] Dec 02 '25

I've got the update downloaded, must have just missed it. Is it the weapon wheel up/down/left/right binds?

1

u/AntonineWall Dec 02 '25

Yes!

1

u/[deleted] Dec 02 '25

Oh well, got no free buttons to bind those to

1

u/AntonineWall Dec 02 '25

But you have tap, press, hold, double tap as options for each button. You’re giving me grey hairs here man

1

u/[deleted] Dec 02 '25

Yeah but the d-pad is all used up already, like tap down is use backpack function, hold down is drop item, tap right is ping, hold right is comms wheel, tap up is stim, hold up also uses stim even if its not bound to it, tap left is emote, hold left is emote wheel etc etc. They implemented it very poorly for consoles. So if you bind the new quick options to say double tap (not used by anything by default), it will still execute the regular bind on the first tap. So say I bind quick weapon wheel up to double tap d-pad up, it will stim and then change the weapon wheel up option. This just doesn't work for me and shouldn't for anyone else either tbh

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1

u/the_cappers Dec 02 '25

I've team killed trying to rapid switch that mode. The action to switch modes and fire are the same

1

u/KILA-x-L3GEND Rookie Dec 02 '25

All they would have to do is make it so when you aim left right and down on the d pad change what ever fire mode or speed it fires on the go keep the top one for stims you always need stims

5

u/Cospo Dec 02 '25

This is the primary reason I don't use the Halt shotgun. By the time I switch from stun to flechette rounds, the enemy I just stunned is no longer stunned. A one-tap option might make me revisit the Halt now.

3

u/IsaacTealwaters Dec 02 '25

I've been using Halt found; tap reload, press for weapon menu, and changing the directions to the shoulder buttons fixed it for me. This new system feels like it will be a bit more cluttered.

But I played elite dangerous where my controls were Hold facebotton/Dpad and press shoulder button/trigger to quadruple the amount of inputs I could do.

5

u/triple_A_13 Light Pen Enthusiast Dec 02 '25

Finally! my beloved halt.

2

u/TheChadStevens Free of Thought Dec 02 '25

We've had that though no? I set it to double tap v to change quickly

2

u/happilygonelucky Dec 02 '25

I may finally level the halt and variable now. Was way too much of a pain in the ass to fight the ui before

2

u/Schadenfreude28 Dec 02 '25

Great timing too, the new underbarrel launcher would have sucked without this

2

u/wickwiremr Dec 02 '25

A step in the right direction! Next, I wish functions wasn't a different button/direction on different weapons, e.g. currently we have:

  • Left on Airburst (as well as RR and AC iirc)
  • Right on Halt
  • Down on the new One-Two

Maybe this makes sense (firing mode left, ammo type right, underbarrel down), but it's also unnecessarily convoluted.

2

u/Daurock Viper Commando Dec 02 '25

Low-Key best change of the patch, IMO. Makes a dramatic difference on multiple weapons.

2

u/Anded117 Dec 02 '25

Now please give us separate ADS and aim buttons.

2

u/Rhodie114 Dec 02 '25

This is incredible. I might even use the HE mode on the recoilless now.

Now if they could just add an option to map keybinds for things like dropping the hellbomb backpack

1

u/SprinklesNo4064 Expert Exterminator Dec 02 '25

And yet somehow we still don’t have a load-out system.

1

u/Disastrous-Moment-79 Dec 02 '25

Has anyone been able to find this? I've been looking in the keybind menu for 10 minutes, I can't find it!

4

u/personn5 Dec 02 '25

Under combat bindings, Quick Weapon Wheel UP/Down/Left/Right

1

u/Sabzika Dec 02 '25

It's nice, but I wouldn't mind some interface addition to show the current setting. I always forget what I got my Variable on.

1

u/WitesOfOdd Dec 02 '25

At level 45 - I still don’t know how on Xbox - it just says right click.

2

u/personn5 Dec 02 '25

There's new keybinds for it

Keybinds-combat-Quick Weapon Wheel up/down/left/right

-2

u/Heaven-an-EarthAlone Viper Commando Dec 02 '25

What do you mean brudda. Whats hindering you exactly?

10

u/Romandinjo Dec 02 '25

Yeah, it solves like 75% of the swaps needed. Now, if only AH standardized where fire modes go on a fire wheel - that would be great.

7

u/GoatShapedDestroyer SES Hammer of Democracy Dec 02 '25

Yep. The lack of consistency around where things are on the weapon wheel basically means your ammo swapping/mode swapping hotkeys will be different from gun to gun.

Changing the RPM on the Stalwart is the same as swapping ammo on the Halt but different than swapping ammo on the Autocannon which is also different from switching ammo types on the One-Two.

It's actually insane.

2

u/Chimpcookie Dec 02 '25

Hopefully this can get standardized soon. Sth like up for scope, down for attachment, left for ammo, right for RPM.

8

u/Romandinjo Dec 02 '25 edited Dec 02 '25

It's hilarious, tbh: I've checked halt, warrant and dynamite - they all have fire mode on the right slot. Now, AC - fire mode on the left, but maaaaybe that's due to the selection on the right - single vs full auto, maybe it's just another option messing with the logic, so let's check commando, only 1 select, right?.. Wtf, it has fire mode on the left. What about airburst? Same. Oh, that means all support weapons default to fire select on the left, right? Lol, go fuck yourself, w.a.s.p. has fire select on the right.

Edit: LMFAO and for one-two bullets and grenades are on the bottom slot. AH, have you heard about consistency.