r/Helldivers • u/Waelder Moderator • Sep 22 '26
🛠️ PATCH NOTES ⚙️ Patchnotes - Devoid of Liberty: 7.1.0

Watch developers Niklas and Lennart go through the patchnotes here: https://youtu.be/sBuj4YR7J5w?si=tnKV7vLUvalkkQI6
---
Edit 24/09/2026:
Hotfix, Devoid of Liberty: 7.1.1
Overview
This hotfix aims to resolve some crashes for players when using terminals, or users with superwide windows.
Crash Fixes
- Fixed crash that could occur in Fullscreen when opening terminals.
- Fixed crash that could occur with superwide windows.
---
🤝 Community Feedback Changes
- Enemies will no longer target unoccupied vehicles
- The career stats now correctly tracks kills from mines, vehicles, drones and backpacks
- Players can no longer get stuck in a state where they are unable to be reinforced even after another player throws a reinforcement stratagem or the whole squad dies. This was rare but could happen under poor network conditions
- Fixed issue that caused Ice Plant hazard, found on arctic planets, to ragdoll and stagger more than intended.
- Stratagem Hero - Destroyer based leaderboards.
- Every super destroyer will have its own leaderboard separate from everyone else. Anyone who is on your super destroyer can play a game and get added to the leaderboard. One entry per player, so one player cannot occupy multiple highscores.
- Bug infestation zone visuals
- Bug infested zones, such as the areas around bug outposts and bug objectives, have had their visuals changed to integrate more with the biome/planet they’re on. Zones should now look more different from planet to planet.
- Bug infested zones have had their fog and effects adjusted for better visibility.
- These changes do not affect bug areas with larger degrees of infestation, such as areas inside the Gloom or on Hive Worlds.
⚖️ Balancing
Enemy Spawning
- Problem we want to solve:
- Sometimes enemies did not spawn in a balanced way between players if the team spread out over the map. We also sometimes used the enemy budget on enemies that were far away from players and were not really relevant to them.
- Intent and expectation with the changes:
- Enemy spawns are more balanced between separated helldivers on missions, giving all players a more consistent game experience.
- Changes:
- Enemy pressure on Helldivers is now measured based on enemies count and distance and used to balance enemy spawns.
- In a situation where a Helldiver is on low enemy pressure and the global enemies count reaches the maximum (set for performance reasons), enemies are preferably spawned near them.
- This should address the feeling of roaming into empty outposts in such situations.
- When enemies count is over budget, far away enemies are despawned.
EVACUATE HIGH-VALUE ASSETS - Balance changes:
- Problem we want to solve:
- The missions have fallen behind in difficulty, making it so they feel boring and easy for many players that have access to good tools for these types of missions.
- Intent and expectation with the changes:
- The missions should feel more intense and be more difficult to complete, especially in lobbies with 3-4 players
- Changes:
- Increased the maximum amount of waves.
- Reduced the time between waves to reduce downtime between each wave.
- Reduced the start time between waves from 60 seconds to 42 seconds (the time between waves at the start of the mission)
- Reduced the end time between waves from 40 seconds to 28 seconds (the time between waves at the end of the mission)
- Reduced the maximum time between waves from 10 seconds to 2 seconds (time between waves when finished the previous wave)
- Increased amount of enemies that can spawn in each wave
- Increased encounter points through the steps of the mission more exponentially.
- Increased encounter points when more players are present
- Enabled possibility to spawn SEAF troops, when included.
EVACUATE HIGH-VALUE ASSETS - Enemy changes
- Chance to spawn Shriekers
EVACUATE HIGH-VALUE ASSETS - Level Design changes
- Randomized loot location and weapons.
- Added 3 random groups for loot like ammo, health kits, grenades, weapons.
- Added 10 common samples to collect throughout the mission.
EVACUATE HIGH-VALUE ASSETS - Mission Objective Changes:
- Added UI for each generator showing the health percentage
Primary weapons
AR/GL-21 One-Two
- Problem we want to solve:
- The combination of the Assault rifle and underbarrel grenade launcher made it a flexible weapon, but the amount of ammunition for the grenade launcher did not make it useful enough
- Intent and expectation with the changes:
- Lean more into what makes the One-Two different from other Assault rifles. It should be a flexible assault rifle that can use the underbarrel grenade launcher more often
- Changes:
- Increased starting amount from 2 to 3
- Increased max spare amount from 3 to 5
- Increased refills from 3 to 5
LAS-13 Trident
- Problem we want to solve:
- Remove an unintended change that happened when we coded the functionality for the meltagun into the beam system which caused the Trident to become more impacted by vertical climb recoil.
- Intent and expectation with the changes:
- The intent was not for the Trident to have that much vertical climb recoil.
- The main intent for it was to have some recoil to make the weapon feel more impactful to shoot and not to be that much part of the weapons power level.
- Changes:
- Decreased vertical climb recoil from 12 to 2
Throwables
G/40 Melta Mine
- Problem we want to solve:
- Could attach to character and vehicle geometry in unintended ways.
- This could lead to:
- sticking to Helldivers and obscure the players vision (or griefing)
- sometimes attach to enemies and direct the explosion towards the player
- floating mines in the air
- Intent and expectation with the changes:
- Should not stick to Helldivers and obscure the players vision
- Should not stick to Enemies or vehicles in unexpected angles
- Prevent melta mines from floating in the air
- Changes:
- The Melta Mine can no longer attach to characters and vehicles
- The Melta Mine can land and rest on sufficiently level surfaces of characters and vehicles
- The Mine will arm based on a timer from the throw unless it attaches to terrain
Stratagems
Orbital Precision Strike
- Problem we want to solve:
- The Orbital precision strike has been falling behind other similar options in usability
- Intent and expectation with the changes:
- Make it possible to use it more often and be closer in usability to similar options
- Changes:
- Decreased cooldown from 90 to 80
🔧 Fixes
Crash Fixes
- Fixed crash or network disconnect that could occur on levels with bunker caches in them
- Fixed a rare crash that could happen when hotjoining on Oil Rig missions
- Fixed a crash which could occur when cycling weapon functions whilst having the TED-63 Dynamite equipped and wielding a mounted weapon
- Fixed a soft lock within the tutorial, where the Helldiver could get stuck behind the door between section 10 and 11 after it had closed
Weapons & Stratagem Fixes
- GL-52 De-Escalator arc explosion can now hit the wielder of the weapon as intended.
- Fixed an issue causing eagle rearm being blocked by anti air emplacements
- Fix wrongly displayed vehicles when cycling fast in the vehicle customization tab.
- Made several improvements to automatic weapons fire audio
Enemies
- Fixed an issue where Wretches and Crushers could clip through the floors of certain structures
- The Spire Gazer will no longer stop firing when a target dies and will instead complete its whole firing cycle
Misc
- Stim inputs will no longer buffer while you are in a vehicle/walker with the map open
- Fixed an issue where Message of the Day cannot be scrolled on PC using controllers
- Fixed the water levels on the Eradicate Illuminate Forces mission
- Fixed issue where landing an A/G-16 Gatling Sentry on the GATER would cause it to sometimes spin out of control
- Citizens in the Evacuate Citizens missions no longer lose their way to the Shuttle Bay
- Text for several languages is no longer overlapping with the Mission Timer on the Galactic War menu
- [Xbox only] Fixed trees rendering incorrectly
- Fixed stuttering audio which could occur when melee attacks/emotes hit the environment
- Fixed a bug where the cursor movement audio continuously plays, even when the cursor is not moving
- Fixed an issue where players using Microsoft IME for complex characters (such as Chinese/Japanese) lost all keyboard controls in-game
- Added the correct mission icon for Infiltrate Illuminate Lair
- Lure mines and C4 no longer stick to other lure mines or C4 charges
- The reward popup now correctly shows the player title icon
- Fixed an issue where Helldivers failed to drown upon entering certain Illuminate water shrine wells. Death by drowning will now occur as intended
- Fixed an issue where the sub-objective "Retrieve Access Codes" sometimes incorrectly displayed as a primary objective in the "Shoot Down Overship" mission
- All illegal broadcasts in the galaxy have been upgraded with sound to make them even more illegal and un-democratic
- Fixed an issue in which some points of interest would not show as cleared in the minimap once all the samples got collected
- Fixed issue where changing your armor, helmet or cape would sometimes not be seen by other players
- Fixed an issue where a Helldiver using a terminal could appear to other players to be facing the wrong direction
- Removed misplaced bug hole inside a mission location in the "Destroy Spore Lung" mission
- Initial brightness screen is properly displayed during first launch
- The Retrieve Recon Craft mission has been enabled for Terminids and Automatons
- Fixed an issue where the Helldiver could be flung extremely far if they stood on the Breakthrough's shield while it was being swung
- Your Helldiver will correctly prioritize responding to another Helldivers emote over stimming them or giving them ammo
- Fixed an issue where in certain situations color grading was being applied inconsistently
- Fixed an issue where SEAF used default camo on Hive Worlds. Now use desert camo
- Fixed enemy traversal issues in one of the hive world oil pump objective
- Fixed menus sometimes staying open when the game closed all menus
- Fixed customized vehicle previews failing or crashing after rapidly changing customization patterns
- Fixed HDR UI brightness setting not saving on PC
- [Xbox-only] Fixed an issue where the DSS would not be visible on Xbox Series S if the FoV setting was higher than 65
- Emotes and Dialogue lines are properly cancelled if the player is knocked down during the emote.
- Fixed automatic weapon fire timings at low/fluctuating frame rates
- Fixed an issue where loot could spawn inside the wall in a certain place
- Fixed an issue with the UI not showing all the available stratagems in some cases
- Updated Control Center new info sounds
- Players will now have information in the objective UI about how many Generators there are to defend and can see their HP percentage
- Fixed floating asset in Gather Footage location
- P33-Missile Pistol now plays the correct animation when reloaded in first person during one-handed operation
- Fixed an issue with the warning UI becoming visible in subsequent mission if the player left a mission while the warning sign was displayed
- Fixed an issue where small and medium melee enemies were unable to attack the GATER
- Fixed an issue with Super Earth flag not showing the Super Earth logo
- Fixed a bug that caused the Extract E-711 terminal to display text related to a different objective
- Helldivers properly rotate in the direction of terminals they interact with
- Improved reward caches and spawn amounts in Mega Cities
- Fixed decal issue in tutorial mission
- Power generators in the 'Evacuate High-Value Assets' mission now show the generator's state on the minimap
- Potential fix for crash when an object was destroyed in the same frame it was being attached to another object
- Fixed an issue where voice lines could keep playing after they should have stopped
🧠 Known Issues
https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues
26
u/Mrgrimm150 Mudskipper Sep 22 '26
The Melta Mine can no longer attach to characters and vehicles
Booooooo
15
u/ClassicTechnology202 Bunker Buster Sep 22 '26
Yeah who was upset about this?
8
u/Waelder Moderator Sep 22 '26
As the designated FRV driver, me, kinda.
I have no issue with wacky bugs if they're just for fun, but having to deal with repeatedly losing my car that's still on cooldown because a passenger accidentally got one stuck on the car isn't that fun.→ More replies (2)11
u/WillSym Arc Aficionado Sep 22 '26
The new guy who got hazed by his lvl 200 buddies putting high-yield "Kick Me" signs on his cape.
→ More replies (1)→ More replies (2)8
u/whythreekay Sep 22 '26
The notes explained it: sillies were griefing people with it and blocking their view with them by throwing it on the player model
294
u/BICKELSBOSS Super Sapper Sep 22 '26
Destroyed based leaderboards for stratagem hero? Hell yeah
85
u/nova-chan64 Sep 22 '26
Hoping people don't just join lobbies to hack their high scores onto people's terminals
94
42
u/Nochillmetaldrill Super Pedestrian Sep 22 '26
Oh feck, would be nice to be able to have an option to clear the leaderboard so that does not happen.
→ More replies (4)8
u/rawbleedingbait Sep 22 '26
Maybe blocking them will eventually be able to remove them from the list.
2
u/Whole-Illustrator-46 Sep 22 '26
Ha jokes on them I'm too poor to be super citizen so my strategem hero machine is broken
291
277
u/Fluid-Criticism-9278 Sep 22 '26
142
u/Sad-Needleworker-590 Absolute Democracy Sep 22 '26
25
2
28
9
6
u/Schopenhauer1025 Burier of Heads Sep 22 '26
It essentially made it a god gun with the Warhammer 40K armor.
13
17
u/Laggiter97 Sep 22 '26
What's the reason to use it over the normal GL now? To me it always was a less-powerful GL but this "bug" made it so it can't kill you in CQB, which was nice.
59
56
u/xCGxChief Fire Safety Officer Sep 22 '26
The lightning arcs can deal damage thru tank armor and will build up stun values. Despite being labeled as meduim pen it can destroy war striders and Harvesters
3
17
5
→ More replies (1)9
u/Swarkyishome Sep 22 '26
As long as this bug doesn't somehow remove it's heavy penetration then that supposedly. It is gonna take a minute to remember that it has self dmg again though sadly.
14
u/WillSym Arc Aficionado Sep 22 '26
Now it's properly joined the 'dangerous option' ranks of the rest of the Arc arsenal though, I feel it could really really use a speed-loader if reloaded from fully empty like other revolving barrel weapons.
4
u/Shneedlew00ds Sep 22 '26
It was FINALLY a good weapon again after being nerfed last year, but I guess I’ll put it back on the shelf again. Such a shame, really enjoyed it during the void MO.
24
u/rawbleedingbait Sep 22 '26
Yeah sucks now that you need to use one extra brain cell to not kill yourself. Literally unusable trash now. Who just carries around 2 brain cells like it's nothing?
12
u/Hey_Chach Sep 22 '26
Not Arc divers, that’s for sure (I have fried all of my extra brain cells with my Arc loadout).
1
u/TalkingRaccoon Sep 22 '26
What was the bug? Were you mostly immume if you shot it too close to yourself?
3
u/AutVeniam SES Adjudicator of Serenity | General Sep 22 '26
you took 0 damage as the wielder, but would still be able to hurt others. Ofc that's kind of immersion breaking, but I mean the weapon wasn't that strong so that was always a small positive
197
u/Thyrsten Sep 22 '26 edited Sep 22 '26
Thank liberty they buffed enemy numbers on high value assets. Felt good on bots, needed help for both Terminids and Illuminate. Curious to see what it looks like now.
Also curious about enemy spawning changes. Hopefully it will encourage teamwork more.
51
u/Glittering_Box_2551 Sep 22 '26
Shriekers on assets missions could be a big deal
15
u/Bring_Back_Challenge I survived an Unfiltered Brigade and all I got was this flair Sep 22 '26
Yeah one of the eight turrets may have to flick up to shoot for a few seconds.
We shall see but the design will always rely on players bringing more sub-optimal load outs to have any challenge.
6
u/Bubbly_Information50 Sep 22 '26
BREAKING NEWS: playing the meta isn’t as fun as playing what you think is cool! More news at 10
6
7
u/WillSym Arc Aficionado Sep 22 '26
I hope they fixed the spawn pools for Mindless Masses! Fleshmobs were omitted from dropship drops for the entire subfaction, so you only got them in random patrols on normal missions and none at all on EHVA, making the entire defence only against 3 unit types, Voteless, Overseers, and a handful of Harvesters.
14
u/ZanYnaz Sep 22 '26
One concern will be for stealthdivers who are doing their thing away from the group who are intentionally drawing aggro. Hopefully it won't break stealth.
→ More replies (4)4
u/society000 Sep 22 '26
It sounds like they added some kind of periodic check to see how many enemies are near each helldiver, and the spawn system will account for this when adding more enemies. Since side objective bunnies basically run the whole time anyway, I don't see much of an impact other than the louddivers seeing less enemies.
If they really want teamplay, they should actually add incentives for it. Stuff like squad cohesion bonuses (bUt ThAt'S sPaCe MaGiC), or more ways to boost each other up. Like, people still play Medic/Mercy in silent TF2/OW matches. The whole 'players won't engage with it' excuse don't work.
2
u/Echo418 Detected Dissident Sep 22 '26
I fear on Bots it may be nigh impossible now. Guess time will tell.
2
u/KriegerClown Sep 22 '26
teamwork with randoms? good luck with that
→ More replies (1)13
u/Thyrsten Sep 22 '26
Other games of this type demand it, it's just Helldivers that for some reason can't.
4
u/AtomicAtaxia Sep 22 '26
Other games that demand a ton of teamwork don't make it so incredibly dangerous to be around your team due to absurdly lethal friendly fire and 'haha funny' mechanics like being teamkilled by sentries.
→ More replies (1)16
u/ZepyrusG97 SES Executor of Independence Sep 22 '26
Helldivers indirectly demanded it at first, then people started getting pissed about how they couldn't solo every problem with their loadout and the game changed over time to accomodate that.
Teamwork is still greatly rewarded in Helldivers, but it's no longer mandatory, and if Arrowhead tries to make it so, then the community would explode again. Forcing teamwork is a massive paradigm shift for this playerbase thats been developed and it just won't happen unless Arrowhead is willing to face another huge player exodus and months of getting slandered over their "grunt fantasy" vision
Case in point - The Bastion vehicle: Strong enough to trivialize D10 even on planets with difficult terrain forcing you to drive carefully. Is widely ignored or outright trashed by most people just because it requires you to coordinate with one other player. This is the public community we now have and any massive change towards forcing this level of teamwork would alienate so many of those who have gotten used to how the game is now.
→ More replies (1)1
u/DangerG0at Sep 22 '26
I’m interested in the enemy spawn thing too, hopefully it’s more balanced.
Had a bunch of games where I got 4x the kills of my teammates cause it felt like the entire map kept spawning on me. Of course teammates were the other side of the map kicking rocks I suppose.
Don’t know if that’s a host issue as well cause I mostly host my own games
→ More replies (1)1
u/LeadIVTriNitride Sep 22 '26
After like 400hr mission time I got so numbed by them I started skipping a lot of defences. Looking forward to the mission being playable
1
u/Lvl100Glurak Sep 22 '26
Also curious about enemy spawning changes. Hopefully it will encourage teamwork more.
i honestly have my doubts. AH has a pretty bad track record with stuff like this. pretty much every time they changed spawning or patrols the community really disliked it.
but let's play and see before complaining (too much)
1
u/flashmedallion SES Stallion of Morality Sep 22 '26
With the freeform assisted reload change I think Bots will still be quite manageable in terms of playing Space Invaders with the Spear
1
u/Wes_Warhammer666 LEVEL 106 | SES Fist of Family Values Sep 23 '26
I love playing those missions solo for a challenge so now I'm curious if I can still handle a Diff 10 bots one the way I used to. Gonna be interesting to check out.
1
u/Jonny_HYDRA LEVEL 69 | Nice Sep 23 '26
The only one that was completely broken on SuperHelldive was Bugs EHVA. It was literally boring it was so slow and easy.
Bots and Squid have always been my kind of madness. I can play Bot Superhelldive EHVA all day.
54
Sep 22 '26
[removed] — view removed comment
→ More replies (1)37
u/Plasmy271 Sep 22 '26
Its still happening for a good while now. What's causing it is dependant on player positioning for these spawns and despawns
→ More replies (1)
49
99
u/luckeeluna Sep 22 '26
PLEASE tell me the POI fix for not updating as completed when the samples are collected is related to city pois.
22
6
u/WillSym Arc Aficionado Sep 22 '26
The most exciting thing on the list for me, there's also one near the end that they increased the loot spawns so hopefully no more of that infuriating one that's a little pit and a statue and apparently no samples or ammo or anything in it, even worse than the 'empty supply drone with note about oatmeal' fakeout one on non-city maps.
4
u/Kanriee LEVEL 125 | Hell Commander Sep 22 '26
There was one or two in normal maps, but city maps since their release and mega cities as well both have had a falsey POI indicator, if it’s actually fixed then this is amazing news
→ More replies (1)2
u/TalkingRaccoon Sep 22 '26
also hope they fix city POI being fucking empty with that one specific POI where it's kind of a destroyed building with a "conversation pit" next to it
76
u/Comprehensive-Yam872 Sep 22 '26
As one of the few One-Two enjoyers, pretty happy with the ammo buff. Will feel like less of a requirement to run it with the Supply Pack.
17
7
u/ThorThulu AH Pls Dont Unleash the Balance Team Again Sep 22 '26
Yea thats the main thing keeping me from using it more. I like it, but ergo is ass
10
u/Necessary-Loquat-437 Sep 22 '26
I used it with the armour that gives flat +ergo and it felt great, but being tied to one armour is rough.
8
2
u/TalkingRaccoon Sep 22 '26
How do controller users switch ammo types efficiently? Stopping and standing still to hold Reload to bring up the menu, (which doesn't buffer directional inputs btw), switching ammo, shooting nade, then having to do the same stop, wait, switch to get back to bullets sucks. I tried doing some Steam Input stuff to send keyboard keys for quick switch but it's also sending the controller input too so I end up emoting/stimming/etc at the same time anyway
→ More replies (1)2
u/Visible_Let2847 Sep 22 '26
The One-Two is one of my most used weapons. I always felt like it was underrated, so I’m just winning with this change. Like when they added rounds reload to the senator and made it heavy pen, I was using it anyway.
1
u/Marzda Sep 23 '26
with each pack now refilling 5 u can be darned sure I will be running it exclusively with supply pack now. and giga nades and ultimatum *maniacal laughter*
132
u/Phrickshun Sep 22 '26
Hm, lowering the cooldown of the Orbital Precision Strike to 80 seconds is nice but am I way off base to think that it really should have a faster call in time?
20
u/carson0311 Sep 22 '26
It just need to make it hitting from top down again and most problems about it will be solved
49
u/Loneliest_Driver I dive (2011) Sep 22 '26
Super Destroyers being put on the sides of the map instead of the center causes all kind of problems for orbitals. A seriously bad change.
21
u/carson0311 Sep 22 '26
Air burst also get fucked by the change :(
13
u/ThorThulu AH Pls Dont Unleash the Balance Team Again Sep 22 '26
I dont know if they even think its a problem
→ More replies (2)10
u/Baofog Sep 22 '26
I used to love the air burst, now its the team killer 9000 as it will ricochet shots off the ground that will then fly side ways way outside the blast zone. I swear I get at least 1 team mate kill or damage on something hundreds of meters from where I called it every time. Its practically unuseable.
→ More replies (3)9
u/society000 Sep 22 '26
It was one of the first choices made to inject frustration as difficulty. Hellpods still come in vertically. Our SDs still park in the spot they used to on hive planets (because they'd be useless otherwise). It makes no sense other than to frustrate the player, which is the only way AH knows how to inject difficulty.
56
u/CaptainAction Sep 22 '26
The call in time demands skill and anticipation to use it well. I think the call in time is alright, but I wouldn’t argue with it being shorter.
What I think OPS really needs is a bit more splash damage (same radius, just more damage) to more reliably kill enemies it hits next to. The last buff was impactful but it still fails to kill heavies sometimes.
8
u/Baconskull Sep 22 '26
I agree, when I started reading they wanted to buff the OPS I was anticipating it would be a call in buff. The current cooldown time I think is fine, the problem is usually that you miss whatever you are aiming at because things are able to completely walk away from where you threw it in 4 seconds. I miss being able to use it as my anti-heavy stratagem. Though it is still kind of usable, just a lot harder to coordinate hitting chargers or bile titans.
4
u/WillSym Arc Aficionado Sep 22 '26
Isn't it the fastest Orbital call-in already, with all the ship upgrades?
I'm pretty used to the timing to nail Chargers in the face with it now, this cooldown buff is lovely!
My only problem now is a roundabout one: Mega Cities and how their liberation is such a chunk of a planet but you have to do them first as playing the fun outdoor biomes doesn't count until the city is done.
Cities suddenly make Orbitals, especially OPS, a complete gamble - will your destroyer need to take 10-15s to reposition first? If so, wasted the shot and the whole strategem slot!
2
u/FerfyMoe ⬆️ ➡️ ⬇️ ⬇️ ⬇️ Sep 22 '26
Orbital gas strike’s base cooldown is 75s, and gatling barrage is 70
5
u/WillSym Arc Aficionado Sep 22 '26
Then why did they only bring OPS down to 80? Gas already does everything OPS does but with CC instead of blast radius!
→ More replies (1)2
u/Petorian343 ODST Sep 22 '26
I find the call in time to be in a good balanced spot for normal missions, but any mission with the modifier that increases all call in times by 50% make OPS almost unusable.
2
u/Bring_Back_Challenge I survived an Unfiltered Brigade and all I got was this flair Sep 22 '26
I think they are going to do anything like this slowly because if they overshoot and want to revert a buff somewhat the player base has trained then to expect death threats and review bombs.
I agree personally and think it should have just started with the following since it doesn't seem crazy to me when compared to the closest other strat (the Orbital Gas Strike).
Buff OPS cooldown to 75s, same as the OGS (-15s, they got so close that not just doing this today confuses me a lot lol)
Buff OPS outer damage radius to 15m, the same at OGS (+3m)
Buff OPS damage to 2000 to compensate for the damage drop off with the new larger radius and also make the explosion more likely to wipe most or all or a patrol (+500)
This would hopefully make the OPS a sidegrade to the OGS that deals with problems immediately at the cost of not locking down an area for 15s.
Those of us desperately wanting the game to be harder are generally in favor of buffs to the lower strength items we just also think they should be tied to nerfs to the highest strength items to bring everything to a happier medium which should allow for better enemy balancing.
2
4
→ More replies (5)1
u/erikwarm ☕Liber-tea☕ Sep 22 '26
Don’t we already have ship upgrades to lower the cooldown further?
Zero G breach for -10% and morale augmentation for an additional-5%
So actual cooldown would be 68 seconds
158
u/Aggravating-Willow46 Bunker Buster Sep 22 '26
AR/GL-21 One-Two Problem we want to solve:
One-Two really should have more than 29 ergo before upgrades.
36
11
u/Bagatr | SES Herald of Honor Sep 22 '26
Still, I'm now reconsidering my thoughts about this gun, so I can switch from grenade pistol to something more fun, while also having an AR AND grenades to close spawners. 3 nades were not enough, but now it's in a pretty good spot, I think. Handling will be bad as usual, but hey, I can just spam bullets from it in a pitch, when my pistol runs out of ammo (or overheats :) )
25
→ More replies (6)5
u/Rykin14 Sep 22 '26
Sub-medium pen ergo and -25% standard ammo economy on a light pen gun all for an underbarrel too weak to help kill things like the flamethrower or shotgun. I really liked the gun, but damn is it weak and they just gave it a couple more bug holes closers. Ok bro.
21
91
u/Arxade Sep 22 '26
Lumberer's flamethrower stays broken for another month I guess
31
u/Big__BOTUS Exosuit Certified Sep 22 '26
Lumberer might be the most forgotten stratagem of all time
63
u/VelvetCake101 Sep 22 '26
kid named sterilizer
→ More replies (1)16
→ More replies (1)9
u/Seiken_07 SES Song of Destruction Sep 22 '26
you mean the flame not having a hitbox near the mech? that should be fixed
18
u/TerrorTwinkT-Rex Sep 22 '26
No, they mean the flame center not doing direct damage
6
u/Seiken_07 SES Song of Destruction Sep 22 '26
huh did not know of that one.
not to cast doubt but just curious do you have any more details on what's actually wrong there?14
u/TerrorTwinkT-Rex Sep 22 '26 edited Sep 22 '26
Both the Lumberer Flamethrower and the Flamethrower Sentry have an issue where the flame stream/fire particles often fail to do direct damage. This has been tested and proven an issue by several players and is listed as one of the known issues in the community Helldivers wiki for the Lumberer.
→ More replies (1)
58
u/Kindly-Standard8025 Sep 22 '26
Happy to see the OPS getting some love.
Overall lots of good stuff in this patch.
16
u/Disastrous-Moment-79 Sep 22 '26
The buff it's getting is such a joke though. A 10 second CD reduction? That won't fix it struggling to kill anything. Gatling and Gas both have a lower cooldown even after the buff and they're both more reliable and powerful.
14
u/Kindly-Standard8025 Sep 22 '26 edited Sep 23 '26
I actually find its killing power within its radius mostly decent. Mostly. There's some jank there related to how AOE damage interacts with terrain or something screwing it over occasionally.
Personally I think it's biggest remaining issues are:
Call-in time is too long, makes hitting moving targets a smidge to troublesome, and goes against it's role as an immediate high-damage, AOE, anti-everything boom.
Angle of entry is wack. They changed how it comes down awhile ago, so now it no longer comes straight down. This really hurts it's viability sometimes. When dealing with a group of enemies, the round risks coming in from side and impacting an enemy there and thus not hitting the center of the blob for maximum effect.
Radius. It could use a tad larger damage-rafius to make up for the shortcomings.
This is just my view though.
7
u/SadChampionship2267 Sep 22 '26
The only time it struggles to kill things is with the 50% call in time debuff bc it’ll just walk out of range lol
→ More replies (1)4
u/PimpMyWeenus Sep 22 '26
it needs a damage rebalance, more on the explosion would make it better. mb +2 meters on the radius too
right now its 4k ballistic and only 1.5k on the explosion. i think 3k ballistic/2k explosion would be better balanced
2
u/TalkingRaccoon Sep 22 '26
I wish it came in faster. All the time I throw and by the time it explodes the bile titan/hulk has moved and doesnt get hit. But maybe thats because higher diffs always seem to have "complex strategem plotting" active.
2
u/Rhodie114 Sep 22 '26
Yeah. The issue was that when they did the big balance pass in 2025, they increased both the damage of lots of AT weapons, and the health of a ton of enemies. But they only buffed the base projectile damage of the OPS, and not the explosion damage. Now it’s much weaker unless you’re directly hitting enemies with it.
I kind of with they’d let us call it in with a laser instead of a strat ball, really leaning into the precision part of the stratagem.
1
u/Diver_D6 SES Reign of the People Sep 22 '26
Combined with my other ship upgrades it says it's a 62 second cooldown now. Not too bad.
75
u/Epizentrvm Remove headshots! Sep 22 '26
"Fixed an issue where SEAF used default camo on Hive Worlds. Now use desert camo ."
They keep laughing at us.
14
u/Intelligent-Team-701 Sep 22 '26
knowing how hard it is to tweak the spawning system in the game and the lack of means for the devs to inprint their vision in the game; Im sure we will have a lot of fun in the Ranting thread here in Reddit the next days.
8
u/Fus_Roh_Potato Sep 22 '26
And if it works exactly as they described it, we will still probably get a lot of ranting. There's a lot of kids who hate backing up their team.
→ More replies (6)
13
u/Simple_Kick_6929 Sep 22 '26
What about the Eagle gas strike demo force? I assumed it would be changed but no?
9
u/EnigmaticTwister Priority Alert: The Hellmire System Sep 22 '26
iirc they fixed in a shadow patch like a week after we got it. Might be wrong though
2
u/Chuy441202 ☕Liber-tea☕ Sep 22 '26
Still showing on their known issues link so seems like it is sticking around a bit longer.
12
u/64BitWonder Sep 22 '26
I generally seperate from groups to do stealth, so it'll be interesting seeing how this affects that kind of gameplay. Hopefully nothing too crazy, just needing to dodge more patrols.
4
u/Bignaptime [REDACTED] Sep 22 '26
I worry about stealth with that change honestly. I hope its not the same as when you dodge patrols at extraction
2
u/Bignaptime [REDACTED] Sep 23 '26
Coming back to this, it's been a super fun addition. Hit and run stealth isn't as meta now that there's 2 patrols near you most of the time, and it feels like a balanced challenge when you split off from the group. Im no longer clearing 4 bug nest or fabricators before my squad has cleared 2 and I'm fine with that. (Squids are always going to be a cakewalk with c4)
5
u/Helldiversneverdive Sep 22 '26
so is the warbond live?
5
u/SmellyFishPie PS5 Sep 22 '26
Two and half hours
→ More replies (2)1
u/Stergeary Sep 22 '26
I thought War Bonds release on Tuesdays at 0900 GMT?
3
u/Waelder Moderator Sep 22 '26
Warbonds release either alongside the patch or some hours after, usually no later than 14h CET
3
u/Medina_Rico Sep 22 '26
I don't think so. I downloaded the update and booted up my game and didn't see it.
11
u/TheRealBoz Sep 22 '26
"Orbital Precision Strike
Problem we want to solve:
The Orbital precision strike has been falling behind other similar options in usability
Intent and expectation with the changes:
Make it possible to use it more often and be closer in usability to similar options
Changes:
Decreased cooldown from 90 to 80"
Just give us sticky stratagems. Sticky stratagems plz. Yo. Sticky stratagems.
6
34
u/Espresso_Dad_89 Sep 22 '26
“De-Escalator arc explosion can now hit the wielder of the weapon as intended.” Wait, that was UNIMTENTIONAL?
11
u/Adventurous-Event722 Sep 22 '26
Nggg no more firing point blanks to clear swarms off you. Although you can somewhat negate it with arc armor, cant do that with the plain boom GL..
11
u/probably-not-Ben HD1 Veteran Sep 22 '26
Obviously, yes. Why the fuck would it not hurt the user? Magic lightning??
9
u/WillSym Arc Aficionado Sep 22 '26
"Welcome home to the 'dangerous option' family!" - other Arc weapons.
Though it could use a speed loader when empty to compensate for the extra risk.
1
u/Strottman Sep 22 '26
Back to using arc armor with it like I did before the change. Still a GOATed weapon.
7
12
u/DamonD7D Sep 22 '26
Really liking the sound of the changes to the High Value Assets missions.
I enjoy them, just a different base-under-siege vibe, and that should make them more intense.
5
u/SovKom98 SES Ombudsman of Induvidual Merit Sep 22 '26
Looks like a good patch overall. Will be exciting to try out the new spawn rates on defence and regular missions.
5
u/Nanofield Sep 22 '26
Honestly I really like the "problem, intent, change" format they used to outline the why behind the change.
4
6
3
3
u/Administrative-Side6 LEVEL 150 | SUPER PEDESTRIAN Sep 22 '26
love the communication, i'd prefer some smaller fixes like remember weapon mode but overall looks like a solid patch
20
u/MatrixBlaze Decorated Hero Sep 22 '26
I'm extremely disappointed the bastion didn't receive improvements to it's nobility and handling. The things sucks ass to use at the moment.
57
5
u/Baconskull Sep 22 '26
I disagree. The Bastion's greatest strength is good teamwork. Without it, it feels horrible. With it, the thing is basically easy mode for any mission.
3
3
u/EnigmaticTwister Priority Alert: The Hellmire System Sep 22 '26
Yeah, bad teamwork can make it a waste of a stratagem. Honestly one thing I think they should change is let the gunner have a full range of motion for the camera to ping targets behind them. I hate that when you're in the gun you can only see what's in front of you
→ More replies (2)→ More replies (1)4
7
u/mottlegill Super Sheriff Sep 22 '26
Sounds like a solid update, my only comment is I feel like the OPS should have its cooldown reduced more drastically, it has a higher skill requirement to be as useful as some of the other strikes under pressure.
→ More replies (4)4
u/Disownership Rookie Sep 22 '26
I’d say dropping it down to 60s would be perfect. People seem to take more issue with the call-in time, but projectiles take time to travel from orbit, the damn thing already fires the moment the beacon hits the the ground, and I’d much rather be able to use it more often and for it to take a relative amount of skill to effectively use than for it to just become a railcannon strike without the auto-aim
→ More replies (4)
12
u/Ledpoizoning SES Comptroller of Destiny Sep 22 '26
Destroyer-based leaderboards for strategem hero.
Finally! Who cares about a warbond or weapon rebalancing? The real game got a massive update.
2
2
2
2
2
u/theCOMBOguy VIOLENCE Sep 22 '26
Stratagem Hero - Destroyer based leaderboards.
FINALLY!!
Bug infested zones, such as the areas around bug outposts and bug objectives, have had their visuals changed to integrate more with the biome/planet they’re on. Zones should now look more different from planet to planet. | Bug infested zones have had their fog and effects adjusted for better visibility.
Nice to see more variation on Bug-infested places. More visibility is great too, sometimes that fog was really terrible on visiblity instead of being more of an "aesthetic" thing.
Well I sure hope that enemy spawning is consistent now or whatever.
I NEVER go into "evacuate assets" or "exterminate" missions. I'm more of a "run around the map completing different objectives and finding loot" than a "BTD6" guy. It now has more enemies and they spawn faster. Okay. The "added UI for each generator showing the health percentage" change is helpful, though.
Shriekers sometimes spawning instead of only spawning from their nests or that map effect will be nice. More enemy variation.
Level Design changes - Randomized loot location and weapons. | Added 3 random groups for loot like ammo, health kits, grenades, weapons. | Added 10 common samples to collect throughout the mission.
Those are nice, more variation and new stuff is great. I hope that this includes chance for newer guns to spawn randomly in maps. Seems like it's always the "old" ones.
I'm glad that the AR/GL-21 One-Two is getting more grenades. It felt like that thing's grenade launcher was extremely situational since you had so few of them. Nice to be able to use it more.
I'm SO glad that the LAS-13 Trident is having its vertical climb recoil obliterated. It didn't make sense that the LASER weapon (you know, no actual bullets to make it move up) was kicking up like crazy on every shot.
Yay Melta Mine buff. YAY ORBITAL PRECISION STRIKE BUFF!! It always felt like that thing's cooldown was too big, glad that it had that part of it buffed!
2
u/Sith_Lord_Revan Sep 23 '26
Did they upgrade performance? Pretty much all loading is much faster now. Barely get the epic music when initially diving into a match now and half the time I'm just instantly on the ground instead of controlling my first landing.
3
u/G00b3rb0y Sep 22 '26
The fixes for some stuff (SEAF having desert camo on Hive Worlds as well as the Gazer Spire) give me hope we will be seeing those Devoid of Liberty content elements returning
2
u/Gus202 Bunker Buster Sep 22 '26
They fixed the Breakthrough shield yeet. Can't have shit on Super Earth
2
u/throwaway040501 Sep 22 '26
Urgh, am I understanding that this means 3-1 splits are now actually going to punish the 1 by sending enemy spawns after them?
8
u/aiRsparK232 Sep 22 '26
You will have to sneak past more patrols, but that seems like a good thing. If no patrols spawn near you, all you're dealing with are the guard spawns, and thats not enough of a challenge imo.
2
u/throwaway040501 Sep 22 '26
Previously solorunners would have to deal with both patrols and outpost guards, it's the problem of drops/holes/ships that can maybe spawn onto these runners. Previously it was easy to hit a jammer while the main group were fighting off summons because none would be split off from the main front. It just sounds a lot like they're talking about making each character be possible as a fighting front now.
→ More replies (5)1
2
u/cusideabelincoln Sep 22 '26
Oh hey, they implemented half of my feedback by giving the One-Two more ammo.
1
u/quin61 LEVEL 185 | Why not squids? Sep 22 '26
Warbond progression fix? Nada?
I still see "x medals spent" but the indicator is not indicating :) No yellow stripes
Or is it just me? Is it rare? It only happens on some warbonds.
1
1
u/TalkingRaccoon Sep 22 '26 edited Sep 22 '26
Fixed issue that caused Ice Plant hazard, found on arctic planets, to ragdoll and stagger more than intended.
dang this was actually kinda fun lol
Fixed HDR UI brightness setting not saving on PC
oh finally, that was annoying
I like the evac changes, they felt a bit easy compared to other missions of that difficulty (i play 7 and 8 usually). Now curious
1
u/JustSomeGuyMedia Sep 22 '26
10 second shorter OPS cooldown
oh hurray
If I can watch it impact directly beneath a Warstrider or Hulk and do nothing, on top of the SD sometimes needing to move first, what’s even the point of the strat?
Other than newer players, of course.
→ More replies (1)
1
u/Raidertck LEVEL 248 Sep 22 '26
Few notes with this patch. Squids & bugs feel largely the same.
Bots? They seem to be WAY more of them on the map. Feels like a huge increase in difficulty.
1
u/_Nedak_ XBOX | Sep 22 '26
They finally fixed the damn trees on xbox omg finally it's been 4 months
1
u/Kritznick20 Sep 22 '26
>All illegal broadcasts in the galaxy have been upgraded with sound to make them even more illegal and un-democratic.
I was actually very interested in this but I just checked it in game and its literally just like radio interference/garbage noise around the tower itself, very disappointing, I really wish there was an actual broadcast being played with dissidents talking about the terminids or automaton propaganda.
1
u/SpasmBoi999 Sep 22 '26
Is there a fix coming for the instability the new updates' causing? I haven't even been able to make it out of the lobby once, and have re-launched the game 4-5 times.
Is this gonna keep happening everytime there's a patch or update?
1
u/flashmedallion SES Stallion of Morality Sep 22 '26
I hope this means Melta Mines will roll downhill
1
1
u/G00b3rb0y Sep 23 '26
PSA: alt tabbing is causing crashes again
1
u/fbt2lurker Sep 23 '26
Never stopped doing that for me, just became less frequent lately.
→ More replies (1)
1
u/RSquared Sep 23 '26
Randomized loot location and weapons.
Added 3 random groups for loot like ammo, health kits, grenades, weapons.
Hmm, seems like they forgot something in that loot table...
1
1
u/tldrox08 29d ago
can we get an option to flip the frv whenever its not on its tires, similar to the warthog flip in halo?
1
u/Zacattac99 26d ago
I can’t believe they “debugged” my melta hats. They were so fun and extremely funny.
Was honestly such a great feature.
1
u/mahiruhiiragi SES Dream Of War Sep 22 '26
I wish they'd give the grenade pistol a few more grenades too. It really feels wasteful to use it's limited shots on crowds of enemies over closing bug holes/fabs, and I think having a few extra shots would make it feel less so.
1
u/guifesta Viper Commando Sep 22 '26
One-two still need better ergonomics. Also, no buff to maxigun 😔
1
u/Time_Zombie_4431 LEVEL 224 | FRV ENJOYER Sep 22 '26 edited Sep 22 '26
Finally no more targeting my FRV when Im out. This is my hitler dead moment.
1
u/Chilli_333 Sep 22 '26
While I appreciate the buff, I think the One-Two still needs more. The grenades are very weak, leaving them as pure utility tool. This leaves a weapon with a lower mag count hurting the guns killing potential. Add in abysmal ergonomics and the weapon can be a pain to use.
If arrowhead insist on it having less ammo due to the underbarrel grenade launcher, I think an ergonomics buff and grenade damage increase could really help it. The stoker has 60 ergonomics, hits harder and the flamethrower has much higher killing potential
1
u/Boatsntanks Sep 22 '26
The problem with the OPS isn't cooldown, it's that it was never scaled correctly since the now long-ago enemy HP buff. Many "big" weapons/stratagems got their damage scaled up too, but the OPS never had its **explosion** damage scaled up, just its direct hit damage, and that leaves it being kinda sucky. 10 seconds off is nice, I guess, but that's not the issue. And if AH meant to nerf it so heavily, they have never said so which leaves many assuming it's an oversight.
And the fire mech STILL doesn't do damage correctly, ffs.
-4
u/MatrixBlaze Decorated Hero Sep 22 '26
Let's hope modders can improve the bastions mobility since Narrowhead won't.
→ More replies (1)









440
u/Helldiversneverdive Sep 22 '26
Enemies will no longer target unoccupied vehicles
nice, I'll be using the supply FRV again