Dethraivn

HD2 Patch Notes

Sep 17th, 2024
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  1. PATCH 01.001.100
  2. Overview
  3. Major Overhaul of Anti-Tank, Armor Penetration, Health and Armor Values
  4. Weapon & Stratagem Balancing
  5. Enemy Reworks
  6. Helldiver Health and Damage Mechanics Tweaks
  7. Gas Gameplay Mechanic Rework
  8. New Galactic War feature
  9. Emote Wheel feature
  10. Crash & Bug Fixes
  11. Major Updates
  12. Helldivers,
  13. Thank you for your valuable feedback. Many players have expressed feeling constrained in how they approach challenges, often relying on a limited set of tools while other options seem less effective. This has impacted your ability to play the game in a way that suits your preferences.
  14. So, what’s changing? For all the bugdivers out there, many situations were previously either resolved with your primary weapon or anti-tank weapons, which haven’t always performed as expected. With the overwhelming presence of Bile Titans and Chargers, many weapon choices therefore became invalid.
  15. To address this, we've reworked armor penetration, anti-tank weapons, enemy armor and health values. Our goal is to improve the effectiveness of weapons such as the Autocannon, Heavy Machine Gun, Flamethrower, and Anti-Materiel Rifle against heavily armored enemies. Although they may not be as effective as specialized anti-tank weapons, they are now more viable choices making your loadouts more versatile, fostering better team collaboration and planning.
  16. On the Bot front, Hulks have also had their armor reduced, making them more vulnerable to a wider range of weapons. Additionally, to improve the gameplay experience, the Devastator and Gunship will now have a limited supply of rockets, and those rockets won’t hit as frequently as before. This comes alongside the previously updated smaller impact radius for rockets, reducing excessive ragdolling.
  17. We’ve also made improvements to many primary weapons, bringing them closer in effectiveness to the most popular choices. This should offer more variety and flavor during your play sessions.
  18. We are adjusting damage mechanics to make the damage Helldivers receive more consistent over time by reducing 100% extra headshot damage to 50%. To maintain the overall challenge of the game, we've slightly increased the damage taken to other parts of the body. Our intent is to preserve the intensity of the gameplay while minimizing frustrating situations where sudden headshots cause large damage spikes.
  19.  
  20. With these changes, along with an upgraded Helldiver arsenal, enemy adjustments, and more consistent damage, the overall difficulty may slightly decrease. We'll be monitoring this closely and will listen to the community on how you think it feels.
  21.  
  22. We want to assure you that your feedback remains essential to us. Please share your thoughts on these updates, as we are actively listening. We plan to conduct another balance pass by Day 60 of our commitment to ensure we’re aligning with what you need for the best possible experience and to address any concerns or adjustments required. Your insights will be invaluable in refining these changes and making sure the game remains engaging and enjoyable for everyone.
  23.  
  24. Balancing
  25. General
  26. Previously, partial damage dealt 50% of full damage, which we found to be overly punishing and reduced effectiveness too much, leading to an excessive reliance on high armor penetration weapons. We’ve now increased partial damage to 65% of full damage to address this issue.
  27. The Helldiver now takes less damage from headshots, which previously dealt 100% extra damage but now inflict only 50% extra damage. Damage from hits to other body parts has been slightly increased depending on the area hit. This adjustment aims to normalize overall damage while maintaining detailed damage zones, reducing spike damage.
  28. Primary Weapons
  29. Liberator & Liberator Carbine
  30. Damage is increased from 60 to 70
  31. Durable damage increased from 14 to 17
  32. Stagger force increased from 10 to 15
  33. Max spare magazines increased from 7 to 8
  34. Starting spare magazines increased from 5 to 6
  35. Knight
  36. Damage is increased from 50 to 65
  37. Durable damage increased from 5 to 7
  38. Magazines now fully refill when picking up resupply
  39. Reduced recoil
  40. Liberator Concussive
  41. Now comes with a drum magazine which holds 60 rounds
  42. Number of mags reduced from 10 to 6
  43. The number of mags have been reduced due to larger magazine capacity
  44. Tenderizer
  45. Number of rounds in its magazine increased from 30 to 35
  46. Starting magazines increased from 4 to 5
  47. Breaker
  48. Now comes with an extended magazine which holds 16 shells
  49. Stagger force increased from 10 to 15
  50. Spray and Pray
  51. Now has a duckbill muzzle making its spread very horizontal but less vertical
  52. Total Damage increased from 192 to 240
  53. Scythe
  54. Cooldown is faster
  55. Adjustments to the heat VFX
  56. Scope changed to a low powered scope
  57. Removed recoil
  58. Sets enemies on fire faster
  59. Crossbow
  60. Explosion radius increased by 50%
  61. Explosion damage increased from 150 to 350
  62. Eruptor
  63. Shrapnel projectiles amount are set to 30
  64. Shrapnel damage is set to 110
  65. Explosion damage decreased from 340 to 225
  66. Shrapnel is back! We heard your feedback and re-introduced the shrapnel. We have replaced the original shrapnel with the Frag Grenade shrapnel to no longer instantly one-shot Helldivers with the exception of the occasional unlucky headshot. We also increased the amount of shrapnel
  67. Explosion radius increased by 33% (17% for inner radius and 50% for outer radius)
  68. Defender
  69. Damage increased from 70 to 75
  70. Durable damage increased from 7 to 8
  71. Liberator Penetrator
  72. Damage increased from 45 to 60
  73. Diligence
  74. Damage increased from 125 to 165
  75. Durable damage increased from 32 to 42
  76. Counter Sniper
  77. Damage increased from 140 to 200
  78. Durable damage increased from 14 to 50
  79. Stagger force increased from 15 to 20
  80. Blitzer
  81. Now has a weak stun effect that builds up per shot on its targets
  82. Torcher
  83. Damage increased by 50%
  84. Flamer mechanics reverted to before the Escalation of Freedom update
  85. Increased AP from 3 to 4
  86.  
  87. Sidearms
  88. Peacemaker
  89. Increased max spare magazines from 5 to 6
  90. Dagger
  91. Gains heat more slowly
  92. Removed recoil
  93. Damage increased from 200 to 250
  94. Sets enemies on fire faster
  95. Adjustments to the heat VFX
  96. Crisper
  97. Damage increased by 50%
  98. Flamer mechanics reverted to before the Escalation of Freedom update
  99. Increased AP from 3 to 4
  100. Support Weapons
  101. Dedicated anti-tank weapons like the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets have all received significant damage boosts to enhance their effectiveness.
  102. These weapons generally fall into three categories:
  103. Strong and Reliable: The Recoilless Rifle and SPEAR can afford to be less accurate when firing at armored targets since most hits will eliminate enemies the size of a Charger
  104. Strong: The Expendable Anti-Tank and Quasar are highly effective, often killing targets with a single hit to a weak spot; otherwise, two solid shots will handle a Charger, or one shot for a Hulk
  105. Less Strong: The Commando and Patriot Exosuit Rockets typically require 1-3 shots to take down a Charger or Hulk, depending on your aim
  106. Grenade Launcher
  107. Starting spare magazines increased from 1 to 2
  108. Max spare magazines increased from 2 to 3
  109. Explosion radius slightly increased
  110. Laser Cannon
  111. Cooldown is slightly faster
  112. Removed recoil
  113. Sets enemies on fire faster
  114. Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  115. Adjustments to the heat VFX
  116. Arc Thrower
  117. Range increased from 35 to 55
  118. Now has a moderate stun effect that builds up on its targets
  119. Jumps additional times
  120. Durable damage increased from 50 to 100
  121. Railgun
  122. Durable damage increased from 60 to 225
  123. Fully overcharging damage increased from 150% to 250%
  124. Stalwart
  125. Damage is increased from 60 to 70
  126. Durable damage increased from 14 to 17
  127. Stagger force increased from 10 to 15
  128. Machine Gun
  129. Stagger force increased from 15 to 20
  130. Anti-Materiel Rifle
  131. Durable damage increased from 135 to 180
  132. Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  133. Stagger force increased from 20 to 25
  134. Heavy Machine Gun
  135. Stagger force increased from 20 to 25
  136. Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  137. Commando
  138. Demolition strength against structures has been reduced; it can no longer destroy Automaton Fabricators in a single shot. However, since the fabricators now have health, it can still take them out with two shots
  139. Flamethrower
  140. Damage increased by 33%
  141. Flamer mechanics reverted to before the Escalation of Freedom update
  142. Increased armor penetration from 3 to 4
  143. Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  144. Autocannon
  145. Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  146. Grenades
  147. Frag Grenade
  148. Shrapnel damage increased by roughly 50%
  149. Max amount increased from 4 to 5
  150. Refill increased from 2 to 3
  151. Explosion radius increased
  152. Thermite Grenade
  153. Explosion damage increased from 100 to 2000
  154. Shorter time until it ignites the thermite
  155. Time until it explodes slightly reduced
  156. Max number decreased from 4 to 3
  157.  
  158. Gameplay
  159. General
  160. New Galactic War feature
  161. The Galactic War map can now display the location of strategically important assets. This will make it much easier for the Helldivers to take them into consideration when deciding on their next move.
  162. Emote Wheel feature
  163. Players can now equip up to four emotes in the armory and access them using the new Emote Wheel feature by holding the Emote button. Additional separate key binding options are available for the Emote Wheel in the settings.
  164. Added Dolby Atmos support on PS5
  165. Enemies
  166. Automaton Fabricators
  167. Automaton Fabricators now have health and armor in addition to their existing destruction system. This means that while many high armor penetration weapons can still destroy them, it may take multiple hits to do so, depending on the weapon used
  168. Added effects to clearer showcase their health state
  169. Hulks (All versions)
  170. Armor reduced from 5 to 4
  171. Back weak spot slightly more durable
  172. Back weak spot health decreased from 1000 to 800
  173. Hulk Bruiser
  174. Replaced the rocket launcher for an energy based cannon
  175. Increased how frequently the Hulk Bruiser shoots
  176. Tank
  177. Front armor increased from 5 to 6
  178. Berserker
  179. Head health reduced from 150 to 125
  180. Main health reduced from 1000 to 750
  181. Abdomen is now a weak spot
  182. Chainsaw damage increased
  183. Devastators (All versions)
  184. Main health reduced from 800 to 750
  185. Devastators now flinch when hit, causing their aim to worsen, similar to the Conscripts. The intent is to make them easier to manage if you keep applying damage
  186. Rocket Devastators
  187. Now has a limited number of rockets, and you can see them disappear when they are spent
  188. Added a reload mechanic from their backpack to replenish their rockets once
  189. Rocket physics collision is smaller, making them easier to avoid
  190. Gunships
  191. Gunships now have a limited amount of rockets
  192. Rocket physics collision is smaller, making them easier to avoid
  193. Charger (All versions)
  194. Armor reduced from 5 to 4
  195. The butt weak spot health is decreased from 1100 to 950
  196. The butt weak spot is slightly less durable
  197. The belly armor reduced from 4 to 2
  198. A damage multiplier has been added to the Charger's exposed flesh of the main body, now dealing 300% damage
  199. Now turn slightly slower, when charging and moving normally
  200. Now charge less often
  201. Charge damage increased by 50%
  202. Sideattack damage increased by 50%
  203. Charger Behemoth
  204. The butt weak spot health is decreased from 1200 to 950
  205. Hunter
  206. Health is reduced from 175 to 160
  207. Scavengers
  208. Health is reduced from 80 to 60
  209. Bile Titan
  210. Armor reduced from 5 to 4
  211. We have reworked the Bile Titan’s belly gameplay
  212. Belly armor reduced from 4 to 2
  213. Introduced a separate belly health pool once the outer belly layer has been destroyed
  214. Destroying the exposed belly health pool kills the Bile Titan
  215. Impaler
  216. Armor reduced from 5 to 4
  217. Previously the Impaler could only retract its tentacles once during its entire lifetime when threatened, now it can do it several times
  218. Its tentacles pursue you over a shorter distance from the impaler and prioritize players nearer to the impaler
  219. If the impaler can’t see an enemy it will retract its tentacles after a brief period
  220. Impaler Tentacles
  221. Tentacle damage is increased
  222. Reduced camera shake of the tentacle attack
  223. The tentacles require less damage inflicted on them to retract
  224.  
  225. Stratagems
  226. Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies. The goal with this change is to have the Stratagems on a similar or higher power level than before. In addition to that, we have made the following changes as well:
  227. Eagle 500kg bomb
  228. Explosion radius increased to match visuals better
  229. Eagle Rockets
  230. Damage slightly increased
  231. Gatling Sentry
  232. Stagger force increased from 15 to 20
  233. Machine Gun Sentry
  234. Stagger force increased from 15 to 20
  235. Tesla Tower
  236. Increased stagger force to match other Arc weapons
  237. Now has a moderate stun effect that builds up per hit on its targets
  238. Heavy Machine Gun Emplacement
  239. Stagger force increased from 20 to 25
  240. Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  241. Patriot Exosuit
  242. Gatling stagger force increased from 15 to 20
  243. Emancipator Exosuit
  244. Autocannon durable damage increased from 60 to 150
  245. Rate of fire on its weapons increased from 125 to 175
  246. Ammo increased from 75 to 100 per arm
  247. Orbital Laser
  248. Damage slightly increased
  249. Orbital Railcannon
  250. Damage slightly increased
  251. Orbital Gas Strike
  252. We are reworking the gas gameplay mechanics to become more crowd control focused in preparation for the Chemical Agents Warbond
  253. The gas effect has been reworked to cause blindness and confuse enemies and Helldivers alike at the expense of reduced damage over time
  254. Planets and Modifiers
  255. The Intense Heat and Extreme Cold modifiers are no longer static throughout the entire mission, and may now change based on time of day or different weather conditions
  256. Some desert planets will now only have the Intense Heat modifier active during the day. This means that during night the planet will either have no modifier, or in some cases have the Extreme Cold modifier
  257. Arid planets (similar to the Hellmire planet) will now only have the Intense Heat modifier active during fire tornado storms
  258.  
  259. Fixes
  260. Fixed per weapon aim mode not saving correctly - NOTE: This patch will clear all the saved aim modes but everything should work correctly afterwards
  261. Crash Fixes and Soft-locks:
  262. Fixed a crash that could occur if shutting down the game during boot
  263. Fixed a crash caused by players with unique skins timing out
  264. Fixed a crash when vehicle skins are not properly synced
  265. Fixed a crash caused by players leaving the game shortly after being reinforced while using unique hellpod skins
  266. Fixed a rare crash produced by Bile Spewers attacks
  267. Fixed a crash when interacting with the galactic war hologram
  268. Fixed a crash when joining another super destroyer
  269. Fixed a crash that could happen when you were participating in a secondary objective
  270. Fixes crash when booting the game on PS5 with an unsupported systems language (such as French-Canadian)
  271. Fixed a potential crash when new players hotjoin
  272. Fixed a potential crash when other players were leaving the game
  273. Fixed a rare crash when using the Hologram map and looking at the operations
  274. You should no longer crash when interacting with the Galactic War Map when an update is required
  275. Fixed a rare crash which could occur when joining a game session which has cycled through at least 32 unique players
  276. Fixed an issue where objective stratagems cannot be completed if host migration happens
  277. Fixed an issue where already joined players would be getting kicked when other players join the game
  278. Fixed a bug where closing Steam overlay in the middle of the super credits purchase would stay in a broken state for any purchase after that (it previously needed a game restart to work again)
  279. Fixed inaccessible shuttles after hosts leaving the game right before its landing
  280. Fixed soft-lock during mission summary if the host left the game
  281. Fixed an issue where emotes would not exit properly if you canceled them using sprint
  282. Social Menu fixes:
  283. Fixes to PS5 friends list
  284. Miscellaneous fixes:
  285. Evacuate High-Value Assets Objective
  286. Fixed issue where enemies would spawn on top of the extraction
  287. Enemies can no longer shoot generators from spawn points or from far away
  288. Fixed enemy pathing where they would sometimes try to enter the base from the mountain on the side
  289. Added more protection for the generators to prevent enemies shooting them from far away
  290. Heavy and flying enemies now prioritize attacking the player before the generators and the gates
  291. Fixed an issue where enemies would stop spawning for a period of time when the host leaves the mission
  292. Conduct Geological Survey Objective
  293. Fixed issue in “Conduct Geological Survey” mission in which the Seismic Probe could become inoperable if a player called it in and left the game or disconnected
  294. Tweaked enemy spawns
  295. Impaler
  296. Fixed a bug where Impalers didn't receive explosive damage in their exposed weak areas
  297. Fixed Impaler's tentacles not being pingable
  298. The three following instances have been largely resolved, and the issues are now mostly fixed. Although rare occurrences may still happen with the Impaler in exceptional cases, they should be significantly less common.
  299. Fixed a bug where standing near the Impaler's head during the tentacle retraction could cause Helldivers to be launched high into the air
  300. Fixed a bug where tentacles spawning beneath players could occasionally launch Helldivers into the air
  301. Fixed a bug where the Impaler’s tentacles could sometimes launch the Exosuits into the air when the player was inside
  302. Fixed enemies not receiving damage properly when more than 10m away from the player
  303. Fixed issue where Bile Titans may sometimes not take damage to the head
  304. Fixed issue causing most weapons to shoot below the crosshair when using aim down sight
  305. Fixed cases where the Hive Breaker drill might become inaccessible after being called in
  306. Fixed issue where first-person view was misaligned with weapon sights when using the Ballistics Shield Stratagem
  307. HMG scope is no longer misaligned
  308. Fixed lens cutting issues in scopes
  309. Fixed bug where multiple confidential data pickups could spawn in the same stronghold when only one is intended
  310. Fixed two-person emotes getting players stuck in an animation lock
  311. Fixed intro cinematic missing audio in German
  312. Fixed an instance of Automatons shooting through walls
  313. Fixed a bug where sometimes prerequisite objectives would be shown above the primary objective in the HUD
  314. Fixed broken menus when opening the main menu right before entering the Hellpod (when the Loadout menu opens)
  315. Fixed weapon preview in loadout not being visible right after inspecting armors/helmets/capes
  316. Fixed Eagle payloads sometimes not blowing up in swamp biome
  317. Fixed stronghold outposts giving (only visually) 0 rewards on the mission summary objectives screen
  318. Fixed time-outed players still visible on the UI with the white player color
  319. Fixed long player title names text now scrolling instead of overlapping with other texts
  320. Fixed Reinforced Scout Strider showing the wrong name
  321. Removed the deprecated Orbital Flare Stratagem from Stratagem hero
  322. Fixed a bug where some of the stratagems did not have data being shown in the Loadout
  323. Fixed reinforcements called and stratagems used numbers on mission end
  324. Fixed issue of drill objective floating in air when hot joining an ongoing 'Nuke Nursery' mission
  325. Disabled invite/join functionality when players are playing in a different game version
  326. Fixed player names not showing on ship after a mission
  327. Fixed a desync issue in how many civilians have been extracted in "Emergency Evacuation" mission
  328. Fixed unexploded Hellbombs on the terrain not being pingable
  329. Fixed not seeing teammates equipment when hot-joining a mission
  330. Fixed 'Failed to Extract' text incorrectly shown when extracting with the shuttle scene
  331. Solved the issue where the player will not unlock the new difficulties after fulfilling the requirements for it
  332. Binding Stratagem inputs to other buttons should not block terminal inputs
  333. Fixed other players helldivers showing over the weapons/armors when they are joining and the player is selecting equipment selection in Loadout
  334. Fixed a bug when starting the mission even if exiting loadout. Going back to the briefing screen will now unready the player
  335. Fixed the issue where the players can click on entries through the tabs on the bindings menu
  336. Pinged enemies and objects now display correctly after changing language
  337. Fixed stratagem canceling purchase experience where moving mouse up and releasing the mouse button would not stop filling the button and the purchase process
  338. Fixed an issue in our ragdoll optimizations where the wrong collision filters were used for some physics actors, leading to queries hitting unintended shapes
  339. Fixed a bug in our ragdoll optimization code which caused some explosion types to deal incorrect damage
  340. An incorrect message about removing a friend will no longer be displayed in the player information popup
  341. Fixed multiline text sometimes being misaligned
  342. Fixed issue where it scrolled down/up 2 Warbonds in the Acquisitions menu when scrolling with the left controller stick
  343. Fixed motion controls while aiming when the "Motion Sensor Enable Mode" option is set to "Aiming" regardless of Aim input type
  344. Fixed a bug where the player can change tabs while changing the ship's name
  345. Fixed no final ready up sound played when rejoining a mission
  346. Map markers on objectives will follow the objective if it changes position, as in the case of SSSD drives
  347. Fixed issue where the player can throw an unlimited amount of grenades/throwing knives after diving into shallow water while holding and then throwing the last throwable
  348. Fixed another issue where players could be stuck holding the stratagem ball if they open the stratagem menu directly after the previous action
  349. Now the game client displays a proper error message with useful information when the PlayFab login fails
  350. Fixed ADS projectile misalignments
  351. Fixed aim block raycast issues in ADS
  352. Fixed aim position misalignments that happen from repeatedly entering and exiting ADS
  353. Fixed displayed incendiary mines icon and anti-tank mine label when the mine racks for these stratagems were marked/pinged
  354. Fixed issue when changing tab in Armory while scrolling clears the scroll view
  355. Fixed a bug that allowed players to bypass heat build-up for both the Scythe and Sickle when switching weapons during their reload animations
  356. Fixed an issue where the 500kg bomb impact explosion was not being triggered
  357. Fixed an issue where you could find several Confidential Data assets in Fortress locations
  358. Increased the red zone size during drop select for Fortress locations
  359. Improved error reporting on the splash screen to provide better support
  360. Enemies now spawn during "Spread Democracy" objectives
  361. Added another visual effect to the orbital cannon
  362. Fixed Automaton projectiles clipping through assets
  363. Fixed an issue where the Combat Walker bumping into a big building would destroy it
  364. Fixed some assets bouncing flamethrower flames back
  365. Fixed an issue where incorrect SFX audio for weapons with custom fire modes were being played
  366. Fixed extraction timer not showing in landing beacon when mission time is over
  367. Fixed health not synced correctly after the duration of stim heal (especially in friendly fire situations)
  368. Fixed audio SFX cutouts when switching between weapons
  369. General Brasch's Democratic values increased by 1000%
  370.  
  371. Known Issues
  372. These are the highest priority issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This is not a comprehensive list.
  373. Top Priority:
  374. Players may not receive Friend Requests sent from another platform
  375. Large units have no audio cues, allowing them to sneak up on players
  376. Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission
  377. Enemies are sometimes capable of shooting through walls
  378. Social menu is stuck on ‘Please Wait Democratically’ for some players
  379. Dead bodies of Chargers can launch the Helldiver into the air
  380. Stratagem balls bounce unpredictably off cliffs and some spots
  381. Players may sometimes be unable to join specific friends, or are returned to ship when joined
  382. Medium Priority:
  383. Reinforcement may not be available for players who join a game in progress
  384. Mines may become invisible or may disappear in Multiplayer lobbies
  385. Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  386. Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  387. Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined
  388. High damage weapons will not detonate hellbombs
  389. Some enemies that bleed out do not progress Personal Orders and Eradicate missions
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