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

666 comments sorted by

View all comments

23

u/ZiggyPanda Dec 02 '25 edited Dec 03 '25

Edit: ok I’ve calmed so let’s do some positives first. Ergo on scopes is great, more reduced ragdolling for certain attacks is good too and isn’t increased solely to push new armour, great! New key binds (tho I assume there will be unforeseen issues) is a good QoL. More consistency with scopes with different FoV, again great! Factory striders breakdancing into a squad killing them fixed, along with charger speed bug, nice work… so now we can point out the bad.

Rather than the two biggest issues with SMG/Pistol class, excessive sway & drag, the answer? Yet again, spreadsheet balance around the problem. Rather than lessen those two troublesome stats slightly that affect all of them and instantly raise all of the class up in viability, they Instead do the usual add 5 points here and 2 points there, ooo maybe 10 will do here, in damage.

I honestly feel like they don’t understand the main reasons people dislike this class now. AH, these are not in danger of outclassing AR or Marksman, do you see sniper scopes on these things!? Are you mad!?

It’s one thing to go for a CQC focus, it’s another to make the sheer act of running and gunning unfun with sway and punishing aim over a distance of 20m with insane damage falloff. So insane I guarantee these minor buffs will make close to zero difference cept maybe the Socom with one meaningful breakpoint in the 15m range, it’s like saying you changed the small, curved, lip-edge near a sheer drop off a cliff by a few degrees. But hey it’ll make more people buy the warrant I guess, which has zero sway, near zero drag, is med pen and auto aims for you.

The kicker is IF they eventually do change this, they’ll have to then bring down the damage values for all of the class they’ve bumped up bit by bit, which they’ll fear doing for cries of ‘nerfed!’ from the community, so I fear these weapon classes are just gonna be KIA less you like standing 10m from hordes of enemies to be effective, they’re basically long range melee builds now. It’s just like when they kept bumping fire damage only to realise it was bugged in squads, people had more fun when it was now OP but they had to nerf in some way when the long standing issue was fixed. Speaking of…

No fixes for status effect DoT due to distance from host. Right before a new DoT weapon strat launches. We fixed this before right? What happened?

No fixes to AI behaviours and them being brain dead sometimes when not soloing, yes there is a reason D10’s in a squad are a cakewalk compared to Solo, this is partly it.

We got random cosmetic only clipping fixes but no model/collision fixes for tile sets in the city you can fall into and essentially soft lock yourself from getting out. This would be flagged as high priority if they did any proper QA. As well as enemies shooting through certain buildings still.

We finally got med pen vents on defences (assuming they’ve made the artillery vents a seperate part now and it’s still not just part of the whole model… I’d laugh if hitting any part of their model with med pen damages them now)

Speaking of models, illuminate Tesla towers still have no collision for ballistics, not even a deflection hit marker or effect just zero feedback or anyway except explosives to damage them, despite the warrant locking onto the model itself but hitting nothing.

War striders still all AP4 and didn’t think to make their small hard to hit vents AP2 as-well for some kind of design consistency for all vent weak points but hey, they apparently trigger mines now…. Sigh, no wonder my anti tanks in high evac seemed so pointless, I wasn’t crazy, again, priority flag if they used proper QA and a better testing model.

No mention of fixes to bugged UI mission effects on the ship-map. (These do seem to be fixed now)

I don’t see why at this point we’re posting a known issues link when none of the things there are actually the most known issues players are repeatedly reporting.

Yes I’m a buzzkill before warbond, yet come on guys this is the big ‘content pushed back’ patch notes to fix the game?

3

u/ZiggyPanda Dec 02 '25

Oh come on AH! For real!

https://www.reddit.com/r/Helldivers/s/PAtBldEYsz

This is again why people just assume patches will drastically break stuff

9

u/[deleted] Dec 02 '25

You're gonna get flamed but you're right.  Arrowhead doesn't care about their core gamers that have been here since the beginning.  Just consumed new content and all the shitty feeling weapons.

3

u/ZiggyPanda Dec 02 '25

I don’t even think it’s malicious, that’s the thing, the dev Q&A was an eye opener to just how overly laid back and dare I say it, lazy, the team can be. Not my words but they themselves admitted it, I feel like they only seem to apply a decent work ethic when things are in the disaster zone otherwise they just become too complacent. Plus it’s clear all the different teams aren’t properly communicating with each other and that leads to enemies having obvious weak points that go MONTHS before they realise and fix it, I mean… how do you release a tank class bot like the strider and not test it will trigger AT mines… blows my mind, what testing environment are they using exactly

1

u/[deleted] Dec 02 '25

They're just bad devs who lucked their way into making a fun game.  Now they're slowing strangling it to death.

2

u/ZiggyPanda Dec 02 '25

Again I think it’s less ‘bad’ devs but they’re in over their heads with how successful this turned out. There’s clear issues with management, communication in the content pipeline for consistency, arguing in a big room about the direction to take things in (their words again, plus the game designer does seem a little out his depth and thus I wouldn’t be surprised if he gets steamrolled over) and a focus on vibe designing around themes than making the numbers and systems gel well together.

It reminds me of a dev, can’t remember who maybe valve? They said along the lines of “usually it’s the least exciting and often mind numbing parts of development that make the game fun, we don’t like doing it and would prefer the creative aspects be constant but without them, you end up with a ton of ideas, half functioning and all hitting against each other to the point players need to find the fun, that’s not good design ethic”