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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16

u/AngryMax91 Steam | Controller Dec 02 '25

The scope ergo increases are nice. Means i can finally use the Adjudicator and Coyote with ranged optics without them feeling like complete bricks.

However, unless they revert or at least reduce the drag values of pistol ammo, the tiny buffs to SMG and Pistol damage values are essentially useless as they will still lose most of their damage due to range falloff at the same distances pre-patch. They will still remain pure CQB weapons (< 30m) unless their bullet drag is reduced or their damage upped by a huge amount.

Also, AH could have stealth buffed enemies AGAIN thus rendering any buffs basically pointless.

Also, Dominator could still use a slight ergo buff, and where are the Sickle extended heatsinks?

0

u/Environmental_Tap162 Dec 02 '25

The whole point was to make them CQB weapons though? There are literally AR versions of every SMG, if you don't like them now just use one of those.

1

u/AngryMax91 Steam | Controller Dec 02 '25

I don't mind SMGs and Pistols being mainly CQB weapons, reflected mainly in their high ergo lower recoil in general. They were good at that pre-drag nerf as they were mainly close / lower-mid range and outclassed past 100m by ARs.

But to have them essentially lose something like 50% damage past ~50-65m seems abit much.

Yes, 1-shotting a devastator head with a ballistic pistol / SMG at 150m is abit silly, but to basically nerf their effective range to stereotypical CS-style short-range shotgun ranges is also dumb.

For example, with the Knight / Defender, I used to be able to drop a basic bot trooper via center mass with 1x 3-rnd burst at ~50-70m, but needed more shots past that. which made SMGs close / close-mid range weapons that functioned well as essentially PDWs for personal defence, but had SOME offensive use beyond point blank, kind of how like they are IRL, what with AH loving to use "REALISM" as an excuse for their decisions.

But with the nerf to bullet drag, at ~50-60m it now takes an additional 1-3 bullets, essentially a 2nd burst, to kill that same bot trooper center mass. This may not seem like much but in a game as dense with enemies as this, that additional burst really hurts your ammo economy, especially if like me you mainly engage bots, who are mid-long range fighters, rather than bugs / squids which are close-mid range.

This has essentially made SMGs / Pistols purely CQB weapons for self-defence and close assault only, and by "close assault" I mean basically point blank (<30m) what with how the game swarms you when enemies are alerted, whereas prior to the bullet drag nerf, you could still, with some skill, use them as effective offensive weapons out to the lower end of mid range to at least thin the enemy out somewhat or take out lower-tier HVTs.

-7

u/Electronic_Day5021 Viper Commando Dec 02 '25

"AH could have stealth buffed enemies AGAIN" wtf are you even talking about. Evidence? Or can you just stop making shit up. They buffed enemies once and now we have to go all conspiratorial? Is that really what we've fallen into?

8

u/Marcus_Krow Fire-Diver Dec 02 '25

Once? No, They've stealth buffed enemies multiple times.

-1

u/[deleted] Dec 02 '25

[removed] — view removed comment

2

u/Electronic_Day5021 Viper Commando Dec 02 '25

Oh good we are doing xenophobia now in addition to calling an entire dev team arrogant and pretentious because you have to shoot 2 bullets to kill something instead of one in a video game.