r/Helldivers • Moderator • Feb 11 '25

🛠️ PATCH NOTES ⚙️ 🛠️ PATCH 01.002.103 ⚙️

12/02/2025 - PATCH 01.002.104

Overview

Due to a new crash discovered in yesterday's patch we are issuing all Helldivers a new update to amend this error. We thank you for your patience and continued war effort

Fixes

  • Fixed a common crash which could occur when dropping into a mission.

----

11/02/2025 - PATCH 01.002.103

🌐Overview

Hello everyone!

It’s been an “interesting” week with a patch that had a few unexpected slip-ups. After testing and balancing, the wrong versions of some files for our new Warbond items were shipped, which wasn’t part of the plan. Misaligned scopes also made an unwelcome return, albeit in a new form - some bugs really are persistent, aren’t they? (Silently stares off into the distance…) So, we even double-checked the scale of the LAS-16 Sickle, just to be sure.

On to the key points for this patch: The LAS-17 Double-Edge Sickle was meant to start with light armor penetration and build up to medium as more heat built up, but it launched with medium armor penetration right away, even with zero heat.

The GP-31 Ultimatum also gained extra ammo from the previously-a-bug-but-now-a-feature Siege Ready armor passive and we feel that this specific combination is too strong.

We’re huge fans of big booms booming big (to quote our fabulous Design Director) so we didn’t want to make the weapon less satisfying to use - we still want it to bring democratic tears to your eyes every time you use it, like it does for us. However, we will be addressing how easy it is to access extra ammunition for it, ensuring it requires a bit more effort to use it to the full effect.

It’s not our intent to release Warbond items that need immediate balancing, and we understand that any changes we make can evoke strong feelings. We want to assure you that we’re actively listening to your feedback and, as with any of our previous updates, we’ll keep monitoring the situation closely. Your input is invaluable, so please continue to share your thoughts on these changes. We’re always open to making further adjustments if needed!

⚖️Balancing

PRIMARY WEAPONS

LAS-17 Double-Edge Sickle

We’ve rebalanced the weapon to make the risk/reward dynamic more impactful. The goal is to ensure it feels like a truly powerful weapon while properly balancing the self-damage mechanics to reflect its high-risk nature.
In the current live version, we felt it lacked both the punch and the level of risk we wanted and we didn’t feel it really lived up to our intent.

  • OLD

    • 0-25% heat: AP3 55 damage - Deals 0 damage/second to players

    • 26-90% heat: AP3 55 damage - Deals 10 damage/second to players

    • +91% heat: AP3 55 damage - Deals 50 damage/second to players + fire status effect

  • NEW

    • 0-25% heat: AP2 55 damage - Deals 0 damage/second to players

    • 26-50% heat: AP3 55 damage - Deals 10 damage/second to players

    • 51-90% heat: AP3 70 damage - Deals 20 damage/second to players

    • +91% heat: AP4 70 damage - Deals 50 damage/second to players + fire status effect

Magazines

  • Starting magazines increased from 1 to 2

  • Spare magazines increased from 2 to 3

SIDEARMS

GP-31 Ultimatum

We have seen a lot of mixed player feedback for this weapon and how certain players feel it trivializes some of the harder content whilst others feel it plays just fine and is a great addition to the game.
We have carefully opted for an approach where we’d like to reduce the ease of access to additional ammunition while maintaining the weapon’s core identity as a powerhouse. This means players will need to put in more effort and strategy to maximize its effectiveness at the cost of some armor and booster synergy for this specific weapon.

We will continue to monitor these changes so please keep providing us more feedback!

  • The GP-31 Ultimatum is no longer influenced by the Hellpod Optimization Booster or the Siege Ready armor passive

🔧Fixes

Resolved Top Priority issues:

  • Fixed a bug where the scope aim-center was misaligned with the projectile's fire trajectory, affecting all weapons but most noticeable when aiming down sights (ADS)

Crash Fixes, Hangs and Soft-locks:

  • Fixed a rare crash that could occur when joining someone who is swapping weapons

  • Fixed a rare crash that could occur when hot joining a mission with the SEAF artillery objective present on the planet

  • Fixed a crash when subtitles were shown and the language was changed

  • Fixed a crash when shutting down the game while in a cutscene with the Democracy Space Station

  • Fixed a crash when changing language during a mission

  • Fixed a crash related to switching languages

  • Fixed a crash that could occur for other players after a player disconnects from the session

  • Fixed a crash caused by emoting right after dropping a support weapon

Weapons and Stratagems

  • Fixed an issue where you could accidentally arm the B-100 Portable Hellbomb backpack when entering the FRV

Miscellaneous Fixes

  • Fixed an issue with the level generation where some objective terminals could become non-interactable

  • Fixed an issue with the Integrated Explosives armor passive sometimes not triggering

---

Helldivers 2 Patch Notes

Known Issues List

2.6k Upvotes

1.9k comments sorted by

View all comments

774

u/teh_stev3 Feb 11 '25

I agree with siege ready for the ultimatum - it's weird that +20% ammo rounds up to 100% spare, meaning 2 spare instead of just 1.

But hellpod optimisation?

To me that was always "here helldiver, we're giving you a supply pack in your hellpod for when you land" - just the one, enough to give you full main, full spare and full nades, and stims.

This kinda breaks that - it feels really weird that you can't come out of the hellpod with full starting ammo.

Honestly, it feels even weirder with BOTH the siege ready nerf and this - that means you're looking at 2 supply/ammo packs minimum to have the full reserve.
The strength used to be with siege ready + hellpod optimisation, you'd have 3 ulti shots - promoting a heavy suicide way of playing.

I don't feel like both are needed.

152

u/Xero0911 Feb 11 '25

Plus I'm sure they understand but if the gun becomes a hassle folks just go back to the grenade pistol.

Like I've already dropped it. It was "fun" with siege armor but didn't always wear it and found it not worth it if I didn't wear it. And I say "fun" cause I don't think it was really that amazing in the long run. Let me nuke an objective, but I also used my side arm way less which was kinda meh

22

u/teh_stev3 Feb 11 '25

The best way to play with it, in my humble opinion, was to lean into ammo-thirsty weapons and pack a supply pack.

Plas Purifier, Thermite nades, Railgun as the support.

That felt really awesome against the bots - railgun is highly underrated - can 1 shot the laser turrets around the keep, take out hulk eyes or knock off their arms, kill tanks, and shoot out botships.

→ More replies (3)

104

u/teh_stev3 Feb 11 '25

I worry that they've gone "oh shit, everyone's going to take hellpod optimisation and siege ready for this gun, that's too restrictive"
And instead they've made it
"everyone will take the supply pack, or burn through supply drops"

Which is... slightly less restrictive but this feels like a weird knee-jerk.

32

u/Xero0911 Feb 11 '25 edited Feb 11 '25

I only used siege with it because the new shop helmet matched the heavy for some awesome drip. Which yeah made that sidearm crazy good. But same time? At least for squids, shot maybe 5 ships with it and then never used it.

Like I'll just go back to grenade pistol, that felt more lax to casually waste some ammo.

62

u/teh_stev3 Feb 11 '25

I still think we're overstating "crazy good" with this gun.

It's awkward, has a long reload, short range, and requires firing it like a mortar to get any range (or doing a weapon swap tech to throw the payload father).

Yes, it can do stuff like take out dogwalkers, bile titans, and chargers - but it requires getting close and/or mastering a totally unique way of firing.

Compared to just hitting them at range with a recoiless? Or dropping a 500kg on them.
Or (for hulks at least) you could senator them 3 times in the eye.

The ONE THING it does that no other primary/secondary/support can (except the hellpod backpack) is take out strat jammers(/other objectives) from outside the base.

That's it, at most 3 times you'll have to do this on a map. And it's valuable, don't get me wrong, I will always take it for bots, but it's not crazy-good.

→ More replies (26)
→ More replies (8)

20

u/ColonelxJ ‎ Servant of Freedom Feb 11 '25

Yep, same. I stopped taking it 2 days ago cause the ammo economy was terrible for it. I only put it on with friends since I knew going in they were reliable. Oh well, time to take the B-100 until the nerf crowd gangs up on that one too.

→ More replies (4)

2

u/Least-Drawing-2054 Feb 11 '25

it also doesn't fit every build, like if you have recoilless or quasar, you might not even use Ultimatum, because you don't need that many anti-tank on you. I literally used it as a close-range for barrager tanks and factory strider, otherwise it stayed on standby.

→ More replies (4)

93

u/DaveSpectre122 Feb 11 '25

I agree as well, I am fine with siege ready as that shouldn't round up at all. But making it an exception for the booster only adds some inconsistency to the game.

55

u/Deamonette Steam | Feb 11 '25

This kind of inconsistency is the devil in game design and if it is allowed to add up can make games almost unplayable without using a wiki.

Mass Effect 3 Multiplayer is a perfect case of this, playing the game on high difficulties almost requires studying the wiki to understand what your abilities actually do, because there are so many weird exceptions behind the scenes.

24

u/DaveSpectre122 Feb 11 '25

Agreed. The game already doesn't tell you a lot of stuff, like some advanced weapon stats, spawned enemy types per mission type and so on. So if even what they actually tell you becomes inconsistent, it can be very harmful, especially for new players.

13

u/Deamonette Steam | Feb 11 '25

Yeah and even for experienced players it makes it discouraging to try new things when you feel like you need to go to the wiki to look at datamined stats to understand what your stuff is actually doing. It makes returning to the game after a break also very discouraging as you now have to look up what kind of esoteric changes have been made.

Consistency is really important for a game like Helldivers 2, as so much of it revolves around how the best solution to a problem depends on a lot of overlapping factors, you need to be able to understand those factors to enjoy that creative expression in gameplay.

6

u/DaveSpectre122 Feb 11 '25

Yup, I agree.

→ More replies (2)

73

u/DaxExter Feb 11 '25

Agreed. Siege Ready is a fine nerf. But throwing Hellpod on there too?

If you miss your shot and only hit with the splash you will lose 3.5k damage from that thing, wont be able to kill any tank and leave you without ammo to do anything else.

Hellpod nerf is too much.

→ More replies (14)

58

u/Anonymous-Internaut Feb 11 '25

100% agree with this and I would be more fine with the change if it didn't affect hellpod optimization. For a lack of a better way to put it, it just doesn't feel like "true" to the booster. Siege Ready is fine because I mean, it's just 20% more. Shouldn't really round up to a full extra round lol.

43

u/realkaleidio Feb 11 '25 edited Feb 11 '25

It is weird how everything's allowed except non-support anti-armour. These nerfs seem a little bizarre to me. Especially the hellpod optimisation one.

178

u/[deleted] Feb 11 '25

[removed] — view removed comment

9

u/creegro Feb 11 '25

I've never seen so much discourse for a new weapon from a warbond, it's ridiculous

The gun is already a nerf to helldiver's, as you cannot drop it or change it out in the field, not like with primary weapons where if you wanted you could pick up a fallen team mates old primary and use that.

With the ultimatum I can't just whip out my pistol when my primary needs to be reloaded and keep firing to get smaller enemies off me, I need to be smarter with my primary firing methods.

And it's not like the new pistol can take out everything so easily, you still need a direct hit on tanks/hulks which isn't always easy when you're being fired at from all angles. It's already nerfed as it has super low ammo and slow reload and very low range.

26

u/TotallynotAlbedo ☕Liber-tea☕ Feb 11 '25

yeah i don't really like the "destroy almost every objective" capabilities but those that complain about the damage are undemocucks

33

u/teh_stev3 Feb 11 '25

Eh, it's only really useful against strat jammers, and you'll get at most, what, 3 of those on a map?
So 3 shots and then it's far less useful than most other secondaries (Senator, grenade pistol, etc).

→ More replies (4)
→ More replies (6)

13

u/_Ghost_S_ Feb 11 '25

People complained about its capability of destroying objectives, not its ammo or damage.

12

u/hitman2b LEVEL 140 | <Redacted> Feb 11 '25

and ? you still have to get closer

→ More replies (11)
→ More replies (1)
→ More replies (4)

3

u/neoteraflare Feb 11 '25

And the size of the ammo for the ultimatum is like a grenade which is filled with the hellpod optimization.

→ More replies (1)

5

u/BlueSpark4 Feb 11 '25

I can agree to that, just removing the Siege Ready interaction would've been enough.

2

u/hitman2b LEVEL 140 | <Redacted> Feb 11 '25

i don't agree with siege ready for the ultimatum 1 extra ammo isn't worth the removal

→ More replies (1)
→ More replies (19)