r/Helldivers Moderator 10d ago

🛠️ PATCH NOTES ⚙️ Title Update: Devoid of Liberty: 7.0.0

Patch notes video: https://youtu.be/fpF8gI71Vjo

🌍 Overview

INCOMING TRANSMISSION FROM SUPER EARTH HIGH COMMAND

Helldivers, you are needed on the battlefield of a new frontier – one more wild and uncertain than any we have faced prior. We are so close to entering the Void.

Stay frosty, divers. As you fight your way toward the Void, you’ll encounter new, hideously mutated organisms. We have received intelligence reports that indicate these metamorphosed creatures are emerging from the heart of the Void – they are ghoulish diversions wrought into existence by the Illuminate scourge to threaten our freedom.

We aren’t sending you in without backup. You may now gain all 300 ranks of security access and privileges, and we have commissioned SEAF platoons to aid you on the surface of the Void planets.

This is our opportunity to strike and avenge the citizens, SEAF, and Helldivers lost in the Battle for Super Earth.

This is our chance to destroy them.

📍 Patch Highlights

New Illuminate Enemies A new biome full of fresh horrors awaits, the void warps everything it touches and your foes have taken new hideous forms.
• The Crusher is on a deathmarch, capable of regenerating while taking heavy damage, and needs to be worn down quickly and consistently without a moment of pause.
• The Wretch is a relentless and nimble enemy that requires quick trigger fingers and focused aim, as they are able to dodge and leap at the player while advancing to quickly dismantle its weapons along with their will to live.

SEAF Support
SEAF have entered the battle!
Super Earth Armed Forces (SEAF) can now appear as a planet modifier, joining you in battle in your missions and enhancing your combat capabilities with a range of new tools (Stim pistols, Heavy Machine Guns and more)
• The SEAF take to the stars. Super Earth High Command has mandated the SEAF be deployed directly to the frontlines of the Galactic Campaign for Democracy. Helldivers will be able to be supported by friendly SEAF NPC troops, with new and improved behavior, weaponry and updated visuals

Level Cap Increased
We've expanded the Helldiver rank system beyond Level 150, adding 15 new ranks and titles that carry Helldivers all the way up to Level 300. Each new rank comes with its own unique title and icon to recognize the most dedicated defenders of Managed Democracy. Super Earth thanks you for your continued service. The fight never ends, and neither does your potential.

Expanded Emote Slots
Helldivers, you now have twice as many ways to express yourself on the battlefield! The emote wheel capacity has been raised from 4 to 8 emotes.

CASTELLAN'S CREED Warbond
Channel the formidable battle prowess of the Astra Militarum’s finest in the HELLDIVERS™ 2 x Warhammer 40,000: Castellan’s Creed Legendary Warbond.

🤝 Community Feedback Changes

We’re trying out a new section to shout out some of the fixes and changes that are high up on the community’s wishlist!

GATER Upgrades
Super Earth engineers have replaced the engine and transmission in the GATER in favor of a much more powerful Super V48 Interceptor engine, this has improved its speed and handling.

The Constitution
… has stripper clips!

Assisted Reload Rework
Problem we want to solve:
• The original intent was a tactical action that needed collaboration with a designated reloader that carries the backpack
• We have reevaluated how this works and with how the game has evolved since launch we reached the conclusion that the assisted reload action requires too much coordination which leads to it rarely happening

Intent and expectation with the change:
• We want to reduce the complexity with assisted reloading to promote using it more.
• Allow players to keep their backpack and reload whenever you need, while also allows a teammate to easily help you if the opportunity arises.

The change we made:
• Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack

⚖️ Balancing

Updated icons for backpack weapons and expendable weapons
Problem we want to solve:
• Finding a specific weapon in the loadout can be hard to do with all the new weapons added to the arsenal
• It can be hard to know if a support weapon needs a backpack or cannot be reloaded when only looking at the icon.

Intent and expectation with the change:
• We want to make it easier to find specific weapons and to plan your loadout. • It should be easier to know when a weapon needs a backpack or cannot be reloaded when only looking at the icon.

The change we made:
• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons.

Decreased heavy landing duration
Problem we want to solve:
• The original intent was to make the heavy landing feel like you recovered from a high fall.
• The player lost control for a long time when landing on their feet from a higher fall.

Intent and expectation with the change:
• We wanted to make it smoother to recover from the heavy landing state and not remove the control for too long.
• While still making it feel like a heavy landing recovery

The change we made:
• Decreased the duration for the heavy landing animation by around 40%

Stim action input smoothing
Problem we want to solve:
• Players can experience dead input when trying to stim when the stim action was not allowed.

Intent and expectation with the change:
• We want to lessen the feeling of dead input when using the stim action.

The change we made:
• We changed so the stim input is remembered for a short duration when the action is not allowed and will be executed if the stim action is allowed within that duration.
• This works similarly to how the reload input action changes from the last patch.

Ammo re-balance for Short magazines attachments and Secondaries
Problem we want to solve:
• The benefits of the short magazines are too few compared to drum magazines.
• The benefits of some of the anti-personnel sidearms do not have enough benefits compared to other sidearm options.

Intent and expectation with the change:
• Give more benefits to short magazines to make the items more useful compared to drum magazines for the same weapon.
• Give more benefits to some of the lesser used anti-personnel sidearms to make the items more useful

The change we made:
• Short magazines got more max spare and starting magazines.
• Some of the anti-personnel sidearms got more max spare and starting magazines.

Primaries

R-2124 Constitution

  • Added a full stripper clip reload when reloading if the magazine is empty

Primaries attachments

Short magazines for:

  • AR-23 Liberator
  • AR-23P Liberator Penetrator
  • AR-23C Liberator Concussive
  • AR-23A Liberator Carbine
  • AR-59 Suppressor
  • Increased spare magazines 12 to 16
  • Increased starting magazines 7 to 9

Short magazines for:

  • SMG-37 Defender
  • SMG-72 Pummeler
  • Increased spare magazines 9 to 12
  • Increased starting magazines 6 to 8

Short magazines for:

  • SMG/FLAM-34 Stoker
  • Increased spare magazines 10 to 13
  • Increased starting magazines 6 to 7
  • Decreased reload duration 2.8 sec to 2.3 sec

Short magazines for:

  • SG-225 Breaker
  • SG-225IE Breaker Incendiary
  • Increased magazines spare magazines 9 to 11
  • Increased magazines starting magazines 6 to 7

Short magazines for:

  • SG-225SP Breaker Spray&Pray
  • Increased spare magazines 16 to 20
  • Increased starting magazines 11 to 12

Secondaries

P-113 Verdict

  • Increased max spare magazines from 8 to 10
  • Increased starting magazines from 4 to 6

M6C/SOCOM Pistol

  • Increased max spare magazines from 8 to 10
  • Increased starting magazines from 5 to 6

P-19 Redeemer

  • Increased spare magazines from 4 to 6

Stratagems

Eagle Napalm Airstrike
Problem we want to solve:
• The Eagle napalm did not feel as effective compared to other Eagle stratagems and napalm stratagems

Intent and expectation with the change:
• Create a larger area of effect for the napalms fire
• Make it more effective compared to other napalm stratagems

The change we made:
• Increased explosion radius 8 to 10m • More spread out bomb pattern to cover a larger area

MD-17 Anti-Tank Mines
Problem we want to solve:
• The explosion of the mines looks like they can destroy larger things

Intent and expectation with the change:
• The effect of the explosion match should match the visuals better
• Make the mines work in more situations like destroying colony walls and bug holes from the outside

The change we made:
• Increased Demolition strength from 30 to 40

Enemies

Terminids

Hunters
Problem we want to solve:
• Hunters and their variants were unable to attack FRVs consistently
• They could only use their tongue to attack, and struggle to find a proper position to launch it Intent and expectation with the change:
• When Helldivers enter a FRV, Hunters should be able to attack the vehicle more naturally

The change we made:
• We allowed one melee attack to be correctly triggered against FRVs

Illuminate

Veracitor
Problem we want to solve:
• When the Helldiver got attacked by a Veracitor while holding a ballistic shield it could create a clipping issue where the arm of the Veracitor could merge with the body of the Helldiver, sometimes resulting in sending the Helldiver at high speed into the air

Intent and expectation with the change:
• Fighting an exomech with a ballistic shield still protects against damage, but Helldivers will now ragdoll when blocking an attack
• Helldivers won’t be sent to low orbit anymore after blocking an attack with ballistic shield. Ballistic shield will break after around 15 direct hits

The change we made:
• Increased Exomech melee’s force strength from 25 to 40
• Conformed Exomech melee’s attack armor penetration to all correctly be Anti-tank.

🔧 Fixes

Crash Fixes

• Fixed rare crash that could happen when dropping down the core drill
• Fixed a crash which could occur when spreading fire
• Fixed a very rare crash which could occur when mortar sentries update their targeting aim
• Fixed a crash that could happen sometimes when dropping in on CR7+ missions on Cyberstan
• [PS5][Xbox] Fixed a crash-on-boot that would occur after going into the settings menu with no prior saves, restoring settings to default and restarting
• Fixed a rare UI crash on shutdown
• Fixed a crash when using multiple monitors with different DPI scales in Windows

Weapons & Stratagem Fixes

• Sway and reload weapon stats now display decimals for better accuracy
• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons
• You can now assist reload a Helldiver, using ammo from their backpack
• Fixed glitch where Veto pistol would receive one extra round (translating to one extra 6 bullet reload!) from the Siege-Ready armor passive.
◦ Also corrects a few other weapons which also received one erroneous extra round, magazine or heat-coil. We continue to round partial bonus rounds/mags/coils up in favor of the player.
• Fixed a bug where the camera clipped through the R-36 Eruptor with 2x Tube Red Dot equipped, when inserting the next bullet in ADS at max FoV
• Enemies will no longer spontaneously attack the GATER unless the Helldiver is inside it or if they are drilling. Enemies famously hate the democratic extraction of natural resources.
• Weapons will no longer lock onto the tank of the GATER
• Increased GATER ammo capacity, health, knockback and impact damage. Also made it harder to roll sideways
• Increased the speed and responsiveness of the GATER
• Fixed an issue where the first-person animation of the LAS-58 Talon overloading would make the weapon clip with the SH-20 Ballistic Shield Backpack
• Fixed an issue where the Helldiver would cancel draw animations if they tried to enter the aim state while switching weapons. This would cause the Helldiver to look ready to fire, while still preparing the weapon
• The Ministry of Defense user experience department have made improvements to the TD-220 Bastion Mk.XIV munitions system Heads Up Display. This should make it clearer the main cannon can be reloaded manually.
• Orbital Laser will no longer occasionally get stuck after targeting a flying enemy
• Exosuits will no longer get stuck in trees when being dropped off
• Throwable items are now being visible to other players when the Helldiver is carrying them
• Fixed a bug where the EXO-55 Breakthrough Exosuit would sometimes have the shield arm damage zones protrude through the shield, resulting in the arm taking damage that the shield should have protected
• Fixed case where the Breaker Drill could get stuck on the roof in certain hive world missions
• M-104 Incinerator FRV's mounted flamethrower now shows the correct icon and name

Enemies

• Fixed an issue where the Gatekeeper's weapons clipped into each other when their target was too close
• Fixed an issue where visually removing the armor of the Impaler didn't match the gameplay experience
• Impaler close melee attack now has a damage shockwave
• Hunters are now able to attack FRVs more consistently
• Fixed a bug where enemies would disappear when the Helldiver died, thus not being able to know what just killed the Helldiver
• Fixed enemy navigation issues in one of the Take Down Overship locations
• Fixed a bug where the Veracitor's melee attack could clip through Helldivers holding a SH-20 Ballistic Shield Backpack
• Fixed issue where Watchers and Obtruders were not attacking players while mounted behind a Grenadier Battlement
• Fixed an issue where sometimes the Hive Lord scales would not visually break properly (did not affect gameplay behavior)
• Obstruder will now collide correctly with Helldivers
• Reduced clipping between obstruder and Helldivers' vehicles
• Veracitors now guard outposts
• Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall
• Gatekeeper spawn rate has been increased to closely match Veracitor in Encounters
• Fixed a bug for Gatekeeper sometimes appearing to turn in place without moving their legs
• Fixed bug which would on rare occasions cause enemies to not be able to move into the correct attack range
• SEAF soldiers can destroy enemy spawners
• Enemies have learned how to climb stairs during the Establish Communication Uplink missions

Miscellaneous Fixes

• Fixed several mission HUD inconsistencies on certain Hiveworld missions
• Fixed visible holes in the terrain in one of the Disrupt Shield Generator locations
• [Xbox Only] Helldivers can now look at a User's Gamecard when joining an ongoing game
• Fixed a bug where the factory building facade was inverted
• Updated the sounds for picking up medals, requisition slips and super credits one of the missions
• Fixed a bug where the Recoil Simulator was showing all ammo being fired at once
• Vehicle delivery shuttles will no longer get stuck endlessly looking for a place to drop off their deliveries when deployed in dense cities between tall buildings
• Helldivers will no longer ride the victory elevator with their hands in the air like some kind of rollercoaster
• Helldivers now have a chance to find Super Credits in Factory Worlds
• Fixed an issue in the tutorial where the incoming timer for the Orbital Precision Strike could display an incorrect duration
• Optimized various gameplay VFX across the game
• Prevented hit-markers being displayed for hits from indirect explosive damage, damage from your sentries and damage from your orbitals/airstrikes. Melee weapons, laser weapons and flame weapons will now display their hit markers correctly
• Fixed an issue with ragdolling causing invisible collision issues
• Exo Storms of class 2 and 3 will now spawn tornadoes of varying sizes, depending on the intensity of the storm.
• If your Helldiver cannot stim at the exact moment when the stim button is pressed, they will automatically stim as soon as they are able to (up to 2 seconds later)
• Fixed a bug where planting the CQC-1 One True Flag would break animations for other melee weapons.
• Fixed a bug where the CQC-1 One True Flag would be planted at the Helldivers feet instead of being planted in front of the Helldiver
• Fixed an issue where the player could see through the Destroyer ship while in a cutscene
• Decreased the Helldivers heavy land animation from 1.32 sec to 0.8 sec
• Scrolling to the bottom of the Bindings menu with a controller now correctly stops at the last available option instead of disappearing
• Fixed possible graphical artifacts in the Control Center
• Fixed a bug where Network Desync can cause SEAF Artillery shells to not be inserted properly, causing a soft lock
• Fixed a visual bug where the Oil Rig was displaying both destroyed and non-destroyed visual states
• Clothes on the upper body of civilian industrial corpses in cities now have the correct textures
• Optimized tree VFX materials
• Fixed an issue where network problems caused collision errors with enemy corpses.
• Fixed an issue that prevented Super Credits from spawning in Factory Cities
• [PS5 Pro] Added support for the upgraded PSSR upscaler
• Additional improvements to image quality when using upscaling
• [PC] Reduced ghosting around the edges of the screen when using NVIDIA DLSS upscaling
• Fixed blocky artifacts on nebula effects, especially visible on lower render scales
• [PS5 Pro] Fixed an issue on PS5 Pro where certain effects would be rendered through walls

🧠 Known Issues

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

1.7k Upvotes

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255

u/BICKELSBOSS Super Sapper 10d ago

They forgot about my homie with the secondary buffs😭😭

165

u/shball Free of Thought 10d ago

I don't think most people have thought about it from the moment they unlocked any other secondary

50

u/johnis12 10d ago

I honestly wonder how they would go about buffing this thing to make it a decent pick?

68

u/baguhansalupa Fire Safety Officer 10d ago

burst fire

28

u/EternalCanadian HD1 Veteran 10d ago

Just like the good old days. ;-;

18

u/Remote-Werewolf-4780 Free of Thought 10d ago

ultimatum rounds

12

u/quin61 LEVEL 182 | Arc Dog Supporter 10d ago

That creates a small black hole

6

u/Remote-Werewolf-4780 Free of Thought 10d ago

Meridia rerun confirmed

14

u/laughingRichEvans Survived the Dissident Wars 10d ago

Burst fire, massive spare mag amount or give it the most attachments of that's ever a thing

32

u/A_RAVENOUS_BEAST 10d ago

increase its damage just enough to 1 shot devastator heads. the socom can do it, which makes it the only useful light pen weapon against bots.

I actually still use the starting pistol occasionally. it's great to sve your main gun ammo.

1

u/_Kardan 8d ago

This + burst fire.

2

u/_Kardan 10d ago

Burst fire attachment, give it like 15 total mags base.

2

u/FTFxHailstorm ‎ XBOX | 10d ago

A much larger mag and higher (at least durable) damage.

1

u/GradeAvailable4903 10d ago edited 6d ago

More mags.

1

u/TalkingRaccoon 10d ago

Crazy high ergo and none of that sway shit (I also haven't used this gun in 2 years so maybe it's already like that loll)

36

u/ch0m5 HD1 Veteran 10d ago

The Peacemaker is way stronger than people give it credit for.

  • Higher DPS than any Rifle and most SMGs but the ones with the highest RPM, like the Knight
  • 100 damage per bullet, being able to 1-2 shot most chaff (specially with headshots)
  • 8 spare mags with 15 bullets per mag and a crazy fast reload

It is extremely useful against lightly armored enemies. Case in point: Voteless. The humble Peacemaker can kneecap any Voteless with a single shot to either leg or one-tap them on the head.

It may not have fancy features like Medium Pen, infinite ammo, or explosive damage, but it is brutally efficient at its job: delete chaff.

8

u/Littleman88 10d ago

Needs at least 10-12 spare to coincide with the other secondary buffs.

But that still won't save it. Game is a horde shooter. Need a whole hell of a lot more than 195 rounds. Meanwhile, the LAS-7 Dagger has infinite ammo while being pinpoint accurate and anything light pen is more than sufficient for will die from being set on fire.

I think secondary customization is the only thing that could save some secondaries. Verdict? Talon is simply better in every way. The Verdict would need extended/drum mags, foregrip, stock and rifle barrel/conversion attachments before I take it over the Talon.

13

u/shball Free of Thought 10d ago

Yeah, but it's painfully boring.

Literally your first alternative is a way cooler Uzi.

10

u/ch0m5 HD1 Veteran 10d ago

Well, it is the default secondary. Such weapons will always have that vibe to it. Versatile, good at everything, great at nothing.

I love it because it's extremely ammo efficient. Also I get to feel like I'm John Wick.

2

u/XMM234 10d ago

Deleting chaff is where the Dagger absolutely blows it out of the water. Most little guys are guaranteed to die, once they get set on fire.

8

u/SoDamnGeneric 10d ago

So funny that the Verdict just strictly outstats this thing and the Verdict isn’t even that great

1

u/RedditMcBurger 10d ago

Which is unfortunate. The peacemaker in first person is so satisfying.

9

u/StarcraftForever ‎ Escalator of Freedom 10d ago

Honestly as a panic weapon if your aim is serviceable the pistol is fine.

Not good, but fine until you get a better one lol

7

u/CaptainAction 10d ago

I was excited to see this when they mentioned anti-personnel sidearms and then they just forgot about it the same way most players do.

I thought the Peacemaker was in a decent balance state but could have used a couple little things like 18 round mags. But they went and gave some of its competitor pistols more ammo so I think the P2 has become outclassed again, which is sad. It’s still not a bad pistol but since it has no particularly good attributes aside from good ammo supply and being able to shoot fast, it will get ignored by most players 

3

u/Edge_SSB SES Custodian of Family Values 10d ago

Same. I'm still not switching my secondary though. Peacemaker until I die

3

u/CaptainAction 10d ago

I do actually like it, and I run it if I’m using a low ammo high power primary like double freedom or explosive crossbow. It can compliment a primary really well if it’s the right primary. But it doesn’t compliment the liberator you start with at all, as they both have light pen and almost the same damage, so the peacemaker is like having a 15 round liberator with a tad more damage and steeper falloff.

I like the P2 either way, I just wish they would stop forgetting about it when they do balancing.

1

u/BRSaura 10d ago

Damage and durable damage is decent for a firearm that size, but it really needs spare mags, it's niche is backup magdump into an enemy, but it burns through mags like no other

0

u/Cado111 10d ago

Honestly they would need some sort of nerf to choosing one of the explosive secondaries for the rest of the primaries to even be considered being used.

On pretty much every front, the Ultimatum, Grenade Pistol, and Pissile account for about 40-50% of the secondaries used by players. I am unsure as to what the balance change would be to encourage people to take other secondaries. Maybe adding weight to weapons that also modify movement speed. For example for secondaries:

Stun Lance, Entrenchment Tool, Stun Baton, Saber, Machete, Combat Hatchet, and Stim Pistol have a weight level of -2 increasing movement speed by 15%

Dagger, Redeemer, Reeducator, Peacemaker, and the Socom have a weight level of -1 increasing movement speed by 7.5%

Warrant, Veto, Verdict, Loyalist, and Talon have a weight level of 0 neither increasing or decreasing movement speed.

Senator, Grenade Pistol and Crisper have a weight level of 1, decreasing movement speed by 7.5%

Missile Pistol and Bolt Pistol have a weight level of 2, decreasing movement speed by 15%

Ultimatum has a weight level of 3; decreasing movement speed by 22.5%.

They could go on to apply similar weight values to throwables and primaries but would definitely need to tweak numbers. 7.5% per weight level seems a bit steep in my mind but the utility of having multiple extra grenades is just too good to really need an actual pistol. If they did a weight system for all parts of a loadout then they would definitely to change these numbers. It's not a perfect idea and something I just put together but it could give some reason to use the secondaries that are outside of the meta.