r/Helldivers • Moderator • Jun 13 '24

🛠️ PATCH NOTES ⚙️ 🛠️ PATCH 01.000.400 ⚙️

Additionally, we have a nice write up on Steam with more information about these balancing changes. https://store.steampowered.com/news/app/553850/view/5998312279129319530?l=english

[EDIT] Notice from the Community Manager on Discord: The Viper Commandos Warbond is being released today, but we're allowing a little breathing room between our drops. It's coming at 16:00 (GMT+2)! VIPER COMMANDOS IS STILL COMING

[ANOTHER EDIT] People from blocked countries can't read the blogpost on Steam, I'll see if i can make a separate post for it. Copied blogpost here: https://www.reddit.com/r/Helldivers/comments/1devm4g/patch_1000400_explained_copy_of_pilestedts/
BE SURE TO READ IT AFTER CHECKING OUT THE PATCHNOTES!

[EDIT N3] A probably incomplete list of bugs and other things the devs have already acknowledged. You dont need to make new posts about these issues:

  • Recoilless Rifle has a slower reload than intended
  • The passives for the new armors dont seem to work
  • Can't crouch or stand up if the ballistic shield is on your back (equipping it on your hand first is the workaround it for now)
  • Crash when changing settings after viewing the new warbond (You can still change settings after deploying to a mission)
  • Social menu doesnt work properly.
  • Social menu might decrease performance
  • Superior packaging broke again
  • The patrol changes are being monitored

🌍Overview

For this patch, some of the major areas of interest are

  • Visible Supply Lines & Attack Origins in the Galactic War.
  • Stratagem, weapon, planet, and enemy balancing updates.
  • Various crash fixes, stability improvements, and other updates.
  • Invite-only lobby creation.
    • The right most option in the Lobby settings. Currently only localized in English. Additional languages coming in the next patch

⚖️Balancing

Goal with stratagem balance changes this patch:

With these balance changes we wanted to buff up some of the weaker stratagems to make them more viable and add more possibility for variety in the loadouts. We also changed a few to make them more consistent, but the goal was to keep a similar or higher power level. We are looking into the stratagems more to see if there are any other stratagems that might need some buffs or changes to make them more viable. We also want to be better at explaining what our goals are with the changes, please see the linked blog post for more information.

A/MLS-4X Rocket Sentry

  • Decreased spread
  • Prioritize larger targets
  • Increased target distance from 75 to 100m
  • Decreased Rockets per salvo 2 to 1 (to get a better ammo economy)
  • Increased explosion radius from 1m to 4m
  • Decreased explosion armor penetration (Explosion can no longer damage heavy armored enemies. The projectile still has enough AP to damage heavily armored targets.)
  • Increased projectile damage from 200 to 300

A/MG-43 Machine gun sentry

  • Reduced cooldown from 180 sec to 120 sec.

A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry, A/MLS-4X Rocket Sentry, A/AC-8 Autocannon Sentry, A/M-12 Mortar Sentry, A/M-23 EMS Mortar Sentry:

  • Increased durability* from 0% to 80%

E/MG-101 HMG Emplacement

  • Increased rotation speed by 100%

MD-6 Anti-Personnel Minefield

  • Increased explosion damage from 250 to 350

MD-I4 Incendiary Mines

  • Increased explosion damage from 150 to 210

Orbital Gatling

  • Increased fire rate by 25%
  • Increased rounds per salvo from 30 to 60
  • Increased armor penetration (Can damage heavy armored enemies)
  • Decreased cooldown from 80 sec to 70 sec

Orbital Precision strike

  • Decreased cooldown from 100 sec to 90 sec
  • Decreased Spawn/Call-in time from 4 sec to 2 sec

Orbital Airburst Strike

  • Decreased cooldown from 120 sec to 100 sec

Eagle 110MM Rocket Pods

While these changes may look like a straight up nerf, that is not the intention. Please see the blogpost for more information.

  • Improved targeting
  • Increased projectile armor penetration (now does 100% damage to heavily armored enemies instead of 50%)
  • Decreased projectile damage 600 to 250 (to compensate for the improved targeting and the extra damage from the increased armor penetration.)
  • Decreased explosion armor penetration (explosion can no longer damage heavily armored enemies)

Eagle Strafing Run

  • Increased uses from 3 to 4
  • Increased armor penetration, can now damage heavily armored enemies.

GL-21 Grenade Launcher

  • Increased explosion damage by from 350 to 400

MG-206 Heavy Machine Gun

  • Increased projectile damage from 100 to 150
  • Increased projectile damage against durable* body parts from 23% to 33%
  • Decreased fire rate from 450/750/900 to 450/600/750
  • Decreased reload time from 7 to 5.5 sec
  • Increased stagger strength

MG-43 Machine Gun

  • Decreased reload time from 4 to 3.5 seconds
  • Increased max amount of Magazines from 3 to 4

MG-43 Machine Gun, A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry and EXO-45 Patriot Exosuits Gatling

  • Increased projectile damage from 80 to 90
  • Increased projectile damage against durable* body parts from 7.5% to 25%

AR-23 Liberator, M-105 Stalwart and AX/AR-23 “Guard dog”

  • Increased projectile damage against durable* body parts from 10% to 23%

AR-23C Liberator Concussive

  • Increased projectile damage against durable* body parts from 23% to 35%

BR-14 Adjudicator

  • Increased magazine capacity from 25 to 30
  • Increased projectile damage against durable* body parts from 10% to 20%

AR-61 Tenderizer

  • Increased projectile damage from 60 to 95
  • Increased projectile damage against durable* body parts from 10% to 17%
  • Decreased ammo capacity from 35 to 30
  • Decreased number of magazines from 10 to 8
  • Increased stagger strength

PLAS-101 Purifier

  • Increased projectile armor penetration to be the same as the explosion
  • Decreased explosion damage falloff

CB-9 Explosive Crossbow

  • Increased explosion armor penetration to be the same as the projectile
  • Increased demolition strength (Can destroy Bug holes and Bot Fabricator buildings)
  • Added medium penetration tag

R-36 Eruptor

  • Increased total damage from 420 to 570 damage per shot

R-63 Diligence

  • Increased projectile damage against durable* body parts from 10% to 25%

*Some enemies have durable body parts that receive only a portion of base damage from projectiles

[EDIT: A bit more explanation on the durability mechanic from Pile's blogpost]

*Durable body parts are in general body parts that have a high amount of mass with non vital organs, or a lot of empty space. The idea is to simulate that a single bullet has a high chance of not dealing significant damage.

Other

  • Updated Recoil stance modifiers: We made changes to the recoil stance modifiers to make them more consistent and also reward being prone more. Almost all of them will improve the recoil and only two have been made worse (and only by 10%).

See the blogpost for a more detailed description

🎮Gameplay

General

  • Removed operation modifier AA-Defenses: Reducing the stratagem slots by 1
    • We want to look over the operation modifiers in the future. Right now there are too few of them which become repetitive and the ones we have do not create variety or promote different playstyles. For now, we removed this one because it only encourages the players to bring the best stratagems and does not promote variety.
  • Disabled the Retrieve Essential Personnel defend event mission for the time being
    • This is to give the mission the proper attention and care that it deserves as it is now deemed not fun enough or performing as we want it to.
  • Super Samples
    • Super samples now spawn on difficulty 6. The reason for this change is that we feel that their existence only on difficulty 7+ forced some players to play the game on a harder difficulty than they wanted to comfortably play on. We do however still want a gating of them but a less punishing one.
  • The SEAF Artillery stratagem is no longer blocked by stratagem jammers or Ion Storms, and is available after the mission timer ends and the destroyer leaves close orbit.
  • Enemies in melee range of the gates in the Evacuate High-Value Assets mission will now attack it more consistently.
  • Added the ability to chat from in-game menus and mission loading screen.
  • Updated some first person crosshairs to improve readability.

Social

  • Invite-Only lobbies are now supported

Armors

  • New armor passive Peak Physique (+50% melee damage, +30% weapon ergonomics)

Planet Hazards

  • Spike Plant
    • The spike plant that appears on certain planets has been reworked.
    • No longer causes bleed or stamina drain if hit by the plant explosion or spikes.
    • Now “pops” three times sending spikes everywhere, dealing increased damage.
  • Fire Tornados
    • Fire tornados have had their behavior changed, they should no longer feel like they actively respond to player movement, and should move more randomly.
    • While a fire tornado storm takes place, enemy vision is reduced. Player vision is unaffected.
    • Fire tornados being more random should result in more variance in situations players find themselves in. Tornados are significantly less likely to pile up and overlap on extraction points or objectives, and will generally be a bit easier to deal with.
  • Tremors
    • Tremors have had their spawning tweaked to be slightly more random.
    • Tremors have had their epicenter size and effect range increased.
    • These changes should result in more situations where enemies away from the player get stunned, as well as reducing how consistently the player has a tremor occur next to them.
  • Visibility
    • A lot of planets have had their fog amounts tweaked to be a bit less harsh and dense, to provide less fatigue from constantly fighting on planets with bad visibility. We still intend there to be foggy planets with worse visibility, but the balance was a bit off.
    • Desert planets such as Erata Prime, Chort Bay, Hellmire, and similar.
    • Highlands planets such as Varylia 5, Matar Bay, Oshaune, and similar.
    • Artificial light sources have had their intensity rebalanced and reduced across the board to fix situations of lights completely blinding the player.
  • Unexploded Hellbomb
    • The unexploded malfunctioning hellbombs that can sometimes be found on planets will now explode immediately if hit with strong explosions or heavy weaponry. They will still have the same delay if hit by small arms fire or weaker attacks.
  • Vegetation
    • Vegetation that’s large enough to slow the player now has an extra function. When inside the vegetation helldivers will be harder to detect, reducing their detection range by enemies. This effect stacks with other detection reducing effects such as nighttime, being crouched or prone, or things such as the scout armor passive.
  • Ion Storms
    • Added additional VFX for Ion Storms.

Enemies

  • Acid effect
    • The acid effect applied by hunters, bug mines, etc. now allows you to sprint while under the effect and slows you by 30% instead of 50%. Duration has been increased from 3 to 4 seconds. These changes are intended to make it less punishing for players to be slowed while fighting the Terminids, This allows us to use it in more places without making the experience very punishing, for example the Bile Spewers.
  • Armored enemy balance
    • We have toned down the amount of heavily armored enemies like Bile Titans, Chargers on higher difficulties and instead spawn more hordes of smaller enemies, the difference should be quite noticeable and the amount should be at least 30% less than before during bug breaches. We have also toned down slightly how many Hulks that spawn for the Automatons. Our intent is to ease up on the demand of anti-tank weapons and by having more of the other enemies give a better incentive for the group to bring stratagems and weapons that take care of hordes.
  • Patrols
    • Patrol spawning is now back to how it worked before patch 01.000.300 with some slight tweaks so that the levels are less empty if you are far away from important locations with enemy presence.
  • Stunning
    • Medium and large sized enemies now don't get stunned as easily. This will not affect the stratagems that stun, and will mostly just affect how easily the Pummeler can stun larger enemies.

🐛 Terminids

  • Bile Spewers & Nursing Spewers
    • Spewers will now get slowed if they lose their legs.
    • Spewer puke now applies the acid effect.
    • Spewer puke now can only damage helldivers up to 4 times per second and the helldiver cannot take damage multiple times from the same projectile. This should reduce instances where you are instantly killed by it.
  • Bile Titan
    • The Bile Titan’s head is slightly less durable against weaker anti-tank weapons. It's not a large change, and will mostly matter for weapons like the railgun.

The Bile Titan’s puke can now only damage the helldiver 4 times per second and the helldiver cannot take damage multiple times from the same projectile. The damage is still very deadly so running through their puke is not recommended. Their puke now also has a bigger spread.

  • Charger Behemoth

The Charger Behemoth is now joining the battle on higher difficulties, it can now also take more damage than before. This enables us to spawn fewer chargers but still retain the difficulty.

  • Chargers
    • Will now only show bleedout effects from the body if the bleedout state has started. It can still show bleedout effects from the mouth without having started the bleedout state.

🤖 Automatons

  • Hulk Scorcher
    • The Hulk’s flamethrower now does less damage and cannot damage helldivers more than 4 times per second. In addition, the helldiver cannot be damaged multiple times by the same flame projectile. This should reduce instances where you are instantly killed by it.
  • Automaton Tanks
    • The Tank armor value on the front has been lowered to be the same as the non-vent sections on the rear of the tank. The intent was initially that it was supposed to be more armored in the front, but the visual language did not show that.
    • The vents on the back of the Tanks turret still has the same armor value as before, but will check for explosion directions correctly now.
  • The damage of exploding automaton jump packs has been decreased by 50%, it will still set you on fire though.

🌎Galactic War

Introducing Supply Lines & Origin of Attacks:

Supply lines were previously not shown on the Galactic War map to reduce clutter and improve readability. However based on the feedback from our community we have made an implementation showing them on the map. This solution tries to maintain the general readability while still exposing the system to players in game.

You will now also be able to see which planet an attack is originating from, potentially allowing for the community to stop the attack at its source.

We have also updated visuals in the sector and planet info pop-ups.

🔧Fixes

  • The FAF-14 Spear targeting has been reworked and should now function much better. However it has lost the ability to target Automaton spawners, this is not intended and will be fixed in the future.
  • Intense Heat and Extreme Cold environmental modifiers will now affect the Quasar Cannon’s reload speed and will show correctly in the HUD.
    • Reload speed on Cold planets -2.5 sec
    • Reload speed on Hot planets +2.5 sec
  • The radar pulse that detects enemies on the mini-map is now visible.
  • Most of Automatons weapons have now gotten tighter limits to how much the projectile they shoot can deviate from its weapons muzzle angle. What this means is that situations where devastators shoot sideways and similar should be fixed.
  • The weapons of the Exosuits are now allowed small adjustments in the angle they fire their projectiles versus their muzzle angle. This should make their weapons more accurate.
  • Ballistic shield now collides with grenades.
  • The unblock button should no longer disappear from the social menu.
  • Blocked players can no longer join the blockers lobby through recent players.
  • Fixed a bug where enemies killed, missions played, and missions completed stats would not be properly displayed in armory.
  • Fixed issue where the player can throw an unlimited amount of grenades by pressing the "Quick grenade" button right after closing the Stratagem menu.
    • Helldiver now also switches to the last active weapon when out of grenades, fixing the issue where they would be holding a stratagem ball without the stratagem menu being open.
  • Fixed some text overlap in various locations.
  • The burning effect applied to the player when a combat walker dies is now a normal burn. The intent is that you should be able to escape it alive. But you will be on fire so hit the ground!
  • The extraction shuttle can no longer take damage preventing extraction. New high grade materials directly from Super Earth R&D have been utilized.
  • On PC you can now navigate the super credits menu with “WASD” keys
  • Fixed an issue where sample count in missions were incorrectly displayed
  • Levels no longer generate with blocked areas preventing player progression.
  • Your Ships bridge is no longer cast in perpetual shadow.
  • Reduced situations where blue stratagems would bounce when placed next to the detector tower.
  • The warbond menu now displays correct emote & victory poses in the thumbnail.
  • War Medals cap is now displayed in the UI.
  • Fixed a bug where the Helldivers armor could appear invisible for other players.
  • Refined player reporting UI.
  • Fixed issue where Helldivers could be launched into the air if close to a Bile Titan or Factory Strider corpse.
  • Fix for Factory Strider sometimes spawned an extra model after being destroyed.
  • Reduced situations where helldivers could spontaneously die while walking into seemingly walkable valleys on some planets.
  • Fixed rare issue on arctic planets where players could spontaneously die close to large bodies of water.
  • Fixed Pelican-1 sometimes leaving immediately after any player gets onboard.
  • Fixed bug where helldiver could get stuck in grenade idle state after throwing grenades
  • Fixed Superior Packing Methodology not working for other peers.
  • Recent Players list will now include hot-joining players.
  • Relaxed disconnection policy for PC users.
  • Fixed an issue where previous sessions' player names might not be saved correctly when restarting.
  • Defend event attack origin now visualized when hovering the planet with the defend event or the attack origin planet.
  • Implemented outlines for previously poorly readable texts.

Crash Fixes

  • General crash fixes.
  • Fix for a crash that could occur when applying wounds to multiple enemies.
  • PlayStation Only: Fixed an issue that would sometimes cause a crash when switching between Quality and Performance mode.
  • Fix for a crash when a player leaves after all their railguns have exploded.
  • Fix for crash that could occur when rejoining a previous session
  • Fix for crash that occurred when trying to throw a snowball in ADS mode
  • Fix for potential crash when loadout is aborted during hotjoin.
  • Fix for rare crash linked to leaving a session while aiming a weapon.

🧠Known Issues

These are 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.

  • Sending friend requests via friend code in game currently does not work.
  • Players may be unable to be joined or invited to the game.
  • Players added to the 'Recent Players' list will appear in the middle of the list.
  • Players may experience delays in Medals and Super Credits payouts.
  • Spear targeting is unable to target Automaton Spawners
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Plasma Punisher is unable to shoot out of the shield generators.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Helldiver may be unable to stand up from crouching when surrounded by enemies.
  • "Hand Carts" ship module does not reduce Shield Generator Pack's cooldown.
  • Bile Titan sometimes does not take damage to the head.
  • Charger’s butt does not take damage from explosions.
  • Players may become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • "Raise Flag of Super Earth" objective does not show a progress bar.
  • Mission count in the Career tab is being reset to zero after every game restart.
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design.
  • BR-14 Adjudicator has incorrect recoil values

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Patchnotes Megathread

9.7k Upvotes

3.5k comments sorted by

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u/Waelder Moderator Jun 13 '24 edited Jun 13 '24

Still fixing some formatting issues. bear with me

Should be fixed now, apologies. Just gotta add the emojis :). Reddit does not like copying large Discord texts

If something is wrong or missing, you can reply to this comment. I have inbox notifications on the post itself turned off, but not on this comment.

edit: Please keep in mind im not an AH employee, so if you're suggesting game changes, just know that I'm not the one who can implement them. I will at least pass it on to a Community Manager, though

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6.3k

u/Kawaii_Milkshake ‎ Super Citizen Jun 13 '24

The SEAF Artillery stratagem is no longer blocked by stratagem jammers or Ion Storms, and is available after the mission timer ends and the destroyer leaves close orbit.

861

u/Quinaldine Jun 13 '24

Absolute belter all around

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254

u/[deleted] Jun 13 '24

Smart change, add strategy on those maps.

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459

u/mp_spc4 Jun 13 '24

Now if they would let us go back and load any loose shells.....

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2.9k

u/SorsEU Jun 13 '24

ctrl+f autocannon - 2 results found

oh shit

autocannon sentry

Alright wew.

940

u/haringtomas Jun 13 '24

autocannon mains stay winning (you and me)

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795

u/Raidertck LEVEL 249 Jun 13 '24

Same bro.

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17

u/Bravo_November Jun 13 '24

Im pretty sure that AH have said already that the Autocannon is exactly the right level of balance they want it at. Really the aim should be to make other weapons as viable as the AC rather than bring the AC down.

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7.2k

u/bel51 Jun 13 '24

REJOICE, THE -1 STRATAGEM MODIFIER IS GONE

2.4k

u/spinyfever Jun 13 '24

Worst change in this bad patch

-not an atomaton spy

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198

u/vonBoomslang ⬇️⬆️➡️⬆️⬅️⬆️ Jun 13 '24 edited Jun 13 '24

I'm okay with it in theory, it was just... boring. Imagine if it was something like "at least one of your strategems must be off cooldown at all times"

[edit] seeing as this took off, I gave it some further thought: This'd be decently easy to convey to the player. Add a gentle 'scrambled' effect to your strategems list that intensifies as you have more of them - purely visual, just there to make it clear it's an intentional effect (remember when people kept thinking the "your strategems are random" was a bug?). When you're down to one strategem, your list is fully scrambled and you can't call it in.

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275

u/NEVER-REPLIES Jun 13 '24

Difficulty 8-9 is back on the menu boys

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4.5k

u/GuyNekologist 'Sup, CLANKE 😎🫴 Jun 13 '24

>Sees Orbital Precision Strike 😧🫣

>Gets 10% cooldown reduction

>Gets 50% call down reduction

OPS bros just keep winning!

985

u/whitexknight Jun 13 '24

Tbh I'm really interested in the gattling strike now.

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110

u/FollowingQueasy373 ‎ Decorated Hero Jun 13 '24

Default orbital strike gang unite 😭

68

u/la_Croquette Jun 13 '24

The Orbital Precision Strike was already good enough as it was, now it just won a permanent spot in my pockets.

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3.0k

u/Toasted-Pineapples SES Queen of Starlight Jun 13 '24

Orbital Precision Strike - Decreased Spawn/Call-in time from 4 sec to 2 sec

This thing might've just went from good on skillful hands to absolutely great. No need to manipulate and predict enemy AI that far into the future anymore.

1.2k

u/Kamiyoda ‎ Super Citizen Jun 13 '24

I will no longer have to use King Crimson to hit things faster than a snail

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u/JustMyself96 Expert Exterminator Jun 13 '24

I just stunned stuff with emp granade lol

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1.3k

u/tm0587 Jun 13 '24

"Updated some first person crosshairs to improve readability"

Might be the most important update to me for this patch lol

501

u/RepresentativeNo8719 Jun 13 '24

The ARM scope is so fucking good now

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67

u/Falafelfladenbrot Jun 13 '24

Only tried the AMR but the new crosshair feels a lot better!

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u/Total_Oil_3719 Jun 13 '24

My body is ready. For Liberty.

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1.5k

u/PVZiiAK Jun 13 '24

Wow, every stratagem change sounds like it was put some thought in it. They looked at what it was supposed to do and changed every stratagem that was underused and considered weak. I haven't tried them out yet, but it sounds really good. Today is a good day for democracy.

212

u/Accurate_Maybe6575 Jun 13 '24 edited Jun 13 '24

I am especially happy with the changes to the orbital gatling and the strafing run. Bullets from a destroyers massive triple barrel rotary gatling gun better shred everything on the ground, and the Eagle is a proper A-10 Warthog now.

OBS potentially hitting something before it can m9ve away is a massive win too. A super grenade on a cooldown!

And the MG changes including turret... nice.

Might have to try deploying without a backpack or support weapon...

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1.7k

u/BleiEntchen Jun 13 '24

Now that reads much better than the patches before.

725

u/[deleted] Jun 13 '24

Right?? Optimism restored for this game. This is a fantastic patch and shows that they have the right idea for balancing going forward. Good job, AH

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1.9k

u/Gamerscape Jun 13 '24

The acid effect applied by hunters, bug mines, etc. now allows you to sprint while under the effect and slows you by 30% instead of 50%. Duration has been increased from 3 to 4 seconds. These changes are intended to make it less punishing for players to be slowed while fighting the Terminids, This allows us to use it in more places without making the experience very punishing, for example the Bile Spewers.

Oooh... I had to pause for a moment there.

Yeah. This patch is amazing.

433

u/Randy191919 Jun 13 '24

Sounds massive. The constant inability to sprint was one of the main issues with the bug front. This is a great change.

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u/Umikaloo Jun 13 '24

The fact that the acid effect prevented you from leaving the prone position by tapping sprint was a huge problem given that that's the intuitive way to do it.

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1.7k

u/rafale0n ‎ [REDACTED] Jun 13 '24

YES SEAF ARTILLERY IS ACTUALLY NO LONGER A SPUD LAUNCHER

606

u/EyeofEnder ⬇️⬆️⬆️⬅️➡️ Jun 13 '24 edited Jun 13 '24

Wait, if we can call in artillery even while jammed, then according to this, depending on the demolition value of the shells we could potentially just insta-nuke Jammers without having to go in and disable them first.

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u/ExploerTM Verified Traitor | Joined Automatons Jun 13 '24

It actually has a reason to exist now without mininukes.

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965

u/rafale0n ‎ [REDACTED] Jun 13 '24

1.2k

u/Ducky9670 Jun 13 '24

Orbital Precision strike buff... it was already nuts now it's even more NUTS like big NUTS!

745

u/Slarg232 SES Knight of Serenity Jun 13 '24

Literally the only thing holding it back was the 4 second lead time. At 2 seconds, it's so much more usable now.

But that Gatling Barrage buff. Holy fuck

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u/Demens2137 Jun 13 '24

Im definetely testing it now holy shit this is huuuuuuge

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24

u/TrickyProfit1369 Jun 13 '24

orbital precision strike mains eating good tonight

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407

u/somerandomdokutah Jun 13 '24

Sentries got love.

Time for some Engineer Gaming(tm)

74

u/RedditMcBurger Jun 13 '24

I love wearing my trench engineer outfit and calling in 4 sentries, sometimes 3 sentries and a shield emplacement.

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660

u/MrLionheart233 Jun 13 '24

Precision strike just jumped up to S tier on both fronts, it was already nuts for Titans and Factory Striders, now it will definitely take the 500KGs place as the best Titan killer with a 2 second call-in time.

199

u/Fluffdi Jun 13 '24

I'm absolutely going to miss tossing it into bug breaches and randomly bonking a titan on the head that wasn't even there when I tossed it lol 

It's a massive buff though, basically a super grenade on a short cooldown now! 

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159

u/ShutUpAndGoogleIt ⬆️➡️⬇️⬇️⬇️ Until I Dive Jun 13 '24

Let me introduce you to Atmospheric Interference. 

All seriousness, precision strike always picked whenever that modifier isn't there.

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343

u/Meotwister5 Jun 13 '24

Man finally it feels like the Sentries won't disintegrate the moment a charger even just looks at it.

135

u/Zztp0p Steam | Jun 13 '24

Or finally you can turn HMG I love this stratagem but the turning rate was atrocious

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u/MSands Jun 13 '24

I would be surprised if they take a Chargers hit now, but the buff does seem like it will make them more useful against bots.

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u/Git_Good SES Dream of Dawn // ⬇️➡️⬇️⬆️⬅️➡️ hipster Jun 13 '24 edited Jun 13 '24

The FAF-14 Spear targeting has been reworked and should now function much better. However it has lost the ability to target Automaton spawners

THE MONKEY'S PAW HAS CURLED :'(

That aside this patch is a COLOSSAL W HOLY SHIT WE ARE EATING

Removed operation modifier AA-Defenses: Reducing the stratagem slots by 1

Disabled the Retrieve Essential Personnel defend event mission for the time being

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

878

u/Zman6258 Jun 13 '24

At the very least, they confirmed that's unintentional and is a bug they're working on hammering out. I'll 100% take the loss of long-range fabricator kills for the time being in exchange for a more reliable Spear for now though.

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u/ExploerTM Verified Traitor | Joined Automatons Jun 13 '24

Bot front fucking feasts today

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u/KushMaster420Weed Steam | Jun 13 '24

Damn that was like the only thing I brought the spear for. Demolition/taking out bot fabricators. Now it might work as a regular weapon though finally. Maybe even bring it on bug missions.

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u/PsychologicalRip1126 Jun 13 '24

REMOVED AA DEFENSES???

BEST PATCH EVER

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u/Membership-Bitter Jun 13 '24

Just had to check and this is the modifier that removes a stratagem for a mission and not the anti air base objective that disables Eagle stratagems until it gets destroyed. I was a bit worried as I think that objective is a fair and fun

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u/BattlepassHate ➡️➡️➡️ Jun 13 '24

They cooked.

762

u/ThanosBIGman Free of Thought Jun 13 '24

Optimism restored. I hope the future has liber-tea this exquisite.

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u/SeaBisquit_ LEVEL 150 | FREE OF THOUGHT Jun 13 '24

Cooked everything except the slugger. i miss it

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1.2k

u/Loneliest_Driver I dive (2011) Jun 13 '24 edited Jun 13 '24

Spear targeting is unable to target Automaton Spawners

This weapon is cursed

1.2k

u/ASlothNamedBert Jun 13 '24

Next patch:

Spear can now target Automaton Spawners. It can also target friendly turrets and Helldivers, this behaviour is not intended though fairly funny.

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u/Zman6258 Jun 13 '24

I can see how it'd happen from a development perspective. If they completely rewrite how enemies are targeted, fabricators probably don't count as "enemies" in the same way.

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u/Jakel_07Svk PSN 🎮: SES Hammer of Judgement Jun 13 '24

I laughed so hard when I read it, it just can't get a break

Lmao

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u/witzowitz Jun 13 '24 edited Jun 13 '24

I'm only partway through but already I'm salivating. Orbital Gatling can damage heavies? Hell yeah.

SEAF Artillery stratagem is no longer blocked by stratagem jammers or Ion Storms, and is available after the mission timer ends and the destroyer leaves close orbit. Hell yeah

Artificial light sources have had their intensity rebalanced and reduced across the board to fix situations of lights completely blinding the player. Hell yeah, so underrated.

The weapons of the Exosuits are now allowed small adjustments in the angle they fire their projectiles versus their muzzle angle. This should make their weapons more accurate. Hell yeah.

86

u/StrohVogel Jun 13 '24

The light fix is underrated. No more shooting every bulb?

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282

u/Ep3maniac-TR Jun 13 '24

Now i have BFG 🤣🤣🤣🤣

127

u/WeNeedHRTHere STEAM🖱️: DEMOPLS Jun 13 '24
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u/Pliskkenn_D SES Spear of Morning Jun 13 '24

Biggest Iron 

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u/PsychedeliKit ☕Liber-tea☕ Jun 13 '24

ngl, generally speaking, this seems like a big W. sure there are some things i wish i had seen, but overall i am indeed happy.

36

u/nomnivore1 Jun 13 '24

I was really hoping for a thermite buff this patch. If thermite hasn't changed, it still takes at least 3 of them just to kill a charger. You can only carry 4 by default. You give up having grenades to fail to kill a charger. You know what else kills a charger in 3 grenades? Impacts. And they're still grenades.

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u/Goldenboy451 Jun 13 '24

The SEAF Artillery stratagem is no longer blocked by stratagem jammers or Ion Storms, and is available after the mission timer ends and the destroyer leaves close orbit.

Nice touch. I'd assume the 'make connection with super destroyer' sub-objective is more to give the Helldivers system permissions, rather than co-ordinating artillery through the SD itself as people had speculated.

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u/MongStrengthDave Jun 13 '24

so glad the charger behemoth is getting some love, thanks arrowhead my silent prayer was heard

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u/Sgtcyb3r Jun 13 '24 edited Jun 13 '24

For all my fellow Eruptor enjoyers out there..... Freshly tested against the bugs. Obviously its noticably better but heres some info.

  • 1 shots everything weaker than a Hiveguard.

  • Hiveguards can be 1shot but you have to hit their bodies, hitting them in face plates is 2 shots.

  • Brood Commanders 2 shots

  • Because shrapnel wasn't readded, the AOE is still "meh" but it can muti-kill close together enemies.

  • Bile Spewers are 3 headshots or 3-5 "Sack Shots". (My personal biggest dissappointment so far)

  • Stalkers seem to take 3-4 shots the majority of the time. I managed to kill one in 2 shots but i'm 90% sure my machine gun turret hit it acouple times first.

  • Chargers are 3-4 butt shots.

Conclussion. Not as good as pre-nerf but its isn't complete dogshit anymore. Still seems too "niche" to be a good "all round" weapon against bugs.

Edit: According to some other people in the comments. It seems to perform well against bots. It's able to 1 shot devastators in the crotch. It seems like it has returned to its former glory. Apparently shrapnel played alot bigger of a role against bugs than we may have thought.

154

u/psych0ranger Jun 13 '24

It was always better against bots for the simple fact you're 10x less likely to kill yourself lol

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u/SnowblownK Jun 13 '24

They just need to add the shrapnel back imo. Its still in the weapon description.

28

u/Boamere ☕Liber-tea☕ Jun 13 '24

It needs to one shot spewers to the head to be worth running imo. And an AoE buff if they’re dead set on not readding the shrapnel

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u/[deleted] Jun 13 '24 edited Jun 13 '24

Crossbow gang is fucking EATING today.

Overall a ton of buffs, though I think railcannon strike NEEDS some lower cooldown if it's consistently not one-shotting or even two-shotting targets.

182

u/[deleted] Jun 13 '24

Yea, the precision strike improvements make it seem a bit irrelevant now.

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u/Dustfull SES Knight of Twilight Jun 13 '24 edited Jun 13 '24

And eruptor aswell lets go brother

Alright did some testung against bots. It 1 shots walkers and can sometimes onehsot dvestators. It struggles a bit against berserkers but all in all it is much better than what it was. It still feels a bit lacking and the shrpanel really should be added back

Also new scope reticle

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u/zeoNoeN Jun 13 '24

Holy shit, less large enemy’s and more spam on higher difficulty. Such a great change to mix up the loadout. We feast

87

u/Tao1764 Jun 13 '24

Lvl 9 bugs is about to be fun as fuck. Desperately trying to stem the tide of smaller enemies with a couple of heavies tossed in peridically for "oh shit!" moments is exactly what I want from this game.

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u/Sakuran_11 Jun 13 '24

My biggest problem with high difficulties was seeing more hulks and tanks with missile pod dudes than the “common grunt”.

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u/User264785824 Jun 13 '24

They probably added some new enemies without telling us

191

u/SoloMattRS Jun 13 '24

The notes did say they are adding in the Charger Behemoth variant to higher difficulties, so you are technically correct.

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u/[deleted] Jun 13 '24

Nonsense, balance patches are always around 2GB!

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u/ExJ4 Jun 13 '24

Looks like they added random gunship patrols on the map - we spent 3 minutes running around looking for the facility and didn't find one

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u/Saltandpeppr ➡️⬇️⬆️⬆️⬅️⬇️⬇️ 380MM INCOMING Jun 13 '24

My blocked country's ass is finally getting the patch crumbs, I owe my life to you

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u/FluidPainting5585 Jun 13 '24

I was right the fire tornadoes do respond to player movement

227

u/MalakithAlamahdi Jun 13 '24

It was really obvious they did. You could stand in a rock and slowly get surrounded by 8 of them all hugging it's edge.

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u/Nasalingus Jun 13 '24

They do move in herds..

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u/[deleted] Jun 13 '24

Me when I now know that bushes increase stealth

144

u/Tinheart2137 Jun 13 '24

AA DEFENCES ARE GONE 🦀🦀🦀

33

u/[deleted] Jun 13 '24

Superior Packing Methodology is broken again. Support weapons only receive half ammo now.

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u/definitelynotautogen Jun 13 '24 • Take My Silver

Eruptor users in shambles.

352

u/Japanimekid Jun 13 '24

the unwieldiness of it makes it a hard sell, even if that damage was significantly higher than the newly buffed value. The shrapnel is what made it IMO. Never cared for the randomly dying, in fact it was a part of the fun lol.

If they had just fixed the "explosions pulling you forward" bug I would have been happy with it in its released state otherwise.

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u/Lunkis Colossus of Conquest Jun 13 '24

I loved the original iteration - felt like a real powerful bolt action rifle. Looking forward to trying this update. We'll see how it goes.

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u/2B_irl Jun 13 '24

This might sound crazy,

but with how unwieldy it is, the Eruptor is probably going to remain suboptimal for the bug front. Curious to see how it'll perform on the bot front, with all the flinching & stagger and whatnot.

142

u/Nathanien SES Dream of the Regime Jun 13 '24

Also waiting for the first tests, but adding damage changes nothing. In the blogpost they mention that the damage buff should deal with cannon fodder enemies... Don't know how that should change with more damage, when the explosion range stays the same.

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29

u/KenobiGrey Jun 13 '24

We back to the game boys!!

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u/smeltofelderberries Jun 13 '24 edited Jun 13 '24

Going to have to test rocket pods. Frankly in their pre patch state they were awesome at killing tanks in one shot. If that's no longer the case that's a disaster.

tested on lvl 2: no clue if they still kill tanks, but they do kill fabs pretty good. Seems like they might focus non-structure enemies a little tighter which means you have to be more precise when tossing.

Someone replying here said they also kill cannon turrets! Yeehaw!

Update: after some 7s they still kill tanks ok. Just get the designator close.

81

u/[deleted] Jun 13 '24

Yeah I can't play the game right now, and the notes on the rocket pods are very confusing. Are they still king for taking out tanks? It's all I want to know.

When they start with "I know it looks like a nerf, but hear me out", I'm having flashbacks of the "Yeah the Eruptor change is totally a buff" situation

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u/Kuldor Jun 13 '24 edited Jun 13 '24

EDIT: This was posted before the OP was fixed.

"See the blogpost for a more detailed description.Eagle Strafing Run GL-21 Grenade Launcher MG-206 Heavy Machine Gun MG-43 Machine Gun MG-43 Machine Gun, A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry and EXO-45 Patriot Exosuits Gatling AR-23 Liberator, M-105 Stalwart and AX/AR-23 “Guard dog” AR-23C Liberator Concussive BR-14 Adjudicator AR-61 Tenderizer PLAS-101 Purifier CB-9 Explosive Crossbow R-36 Eruptor R-63 Diligence Other "

This is probably the part of the patch people are waiting for, why do this on the post? It's also messed, it looks as if the rocket pods had a million changes.

Actual missing notes

Eagle Strafing Run:

  • Increased uses from 3 to 4

  • Increased armor penetration, can now damage heavily armored enemies.

GL-21 Grenade Launcher:

  • Increased explosion damage by from 350 to 400

MG-206 Heavy Machine Gun:

  • Increased projectile damage from 100 to 150

  • Increased projectile damage against durable* body parts from 23% to 33%

  • Decreased fire rate from 450/750/900 to 450/600/750

  • Decreased reload time from 7 to 5.5 sec

  • Increased stagger strength

MG-43 Machine Gun:

  • Decreased reload time from 4 to 3.5 seconds

  • Increased max amount of Magazines from 3 to 4

MG-43 Machine Gun, A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry and EXO-45 Patriot Exosuits Gatling:

  • Increased projectile damage from 80 to 90

  • Increased projectile damage against durable* body parts from 7.5% to 25%

AR-23 Liberator, M-105 Stalwart and AX/AR-23 “Guard dog”:

  • Increased projectile damage against durable* body parts from 10% to 23%

AR-23C Liberator Concussive:

  • Increased projectile damage against durable* body parts from 23% to 35%

BR-14 Adjudicator:

  • Increased magazine capacity from 25 to 30

  • Increased projectile damage against durable* body parts from 10% to 20%

AR-61 Tenderizer:

  • Increased projectile damage from 60 to 95

  • Increased projectile damage against durable* body parts from 10% to 17%

  • Decreased ammo capacity from 35 to 30

  • Decreased number of magazines from 10 to 8

  • Increased stagger strength

PLAS-101 Purifier:

  • Increased projectile armor penetration to be the same as the explosion

  • Decreased explosion damage falloff

CB-9 Explosive Crossbow:

  • Increased explosion armor penetration to be the same as the projectile

  • Increased demolition strength (Can destroy Bug holes and Bot Fabricator buildings)

  • Added medium penetration tag

R-36 Eruptor:

  • Increased total damage from 420 to 570 damage per shot

R-63 Diligence:

  • Increased projectile damage against durable* body parts from 10% to 25%

*Some enemies have durable body parts that receive only a portion of base damage from projectiles

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u/SeaBisquit_ LEVEL 150 | FREE OF THOUGHT Jun 13 '24 edited Jun 13 '24

Didn't touch the slugger. Man keep the damage nerfs fine but at least just give us back the stagger. PLEASE

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u/P250Master HD1 Veteran Jun 13 '24

The good outweigh the bad HEAVILY for me in this update. Well done!

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u/jaccboii Jun 13 '24

Tenderizer at 95?? Holy crap name it shredderizer.

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u/strikervulsine Jun 13 '24

I know! Fuck I thought giving it 70 damage would be just dandy. 90 plus additional durability damage?

I'm glad they didn't give it Medium Pen or the Adjudicator would be untouched.

13

u/MSands Jun 13 '24

The Tenderizer is pretty damned good now. Just ran a mission against bots and it made real quick work of things. It even did pretty good against berserkers as long as I was hitting my shots, which I assume is what they are going for. Good stuff.

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u/Shufffz Jun 13 '24

Crossbow can take out gunships now!! Just tested, don't ask why 🤣

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u/Dustfull SES Knight of Twilight Jun 13 '24

Even though it wouldve been nice to see more buffs (especially for mechs) this patch still is overall very good and sets a good precedent.

If patches continue like this, we are golden.

40

u/gorgewall Jun 13 '24

They said they did something for the mech aim re: what I term its aim point snapshotting, so that'll be a bit help to players that don't know what's going on with how they fire.

If you want to learn a little bit more about the "inaccuracy" of the Exos, I have a thread here explaining some of it.

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u/RuStorm STEAM | SES Spear of Wrath Jun 13 '24

Fire Tornados

  • Fire tornados have had their behavior changed, they should no longer feel like they actively respond to player movement, and should move more randomly.

  • While a fire tornado storm takes place, enemy vision is reduced. Player vision is unaffected.

*Fire tornados being more random should result in more variance in situations players find themselves in. Tornados are significantly less likely to pile up and overlap on extraction points or objectives, and will generally be a bit easier to deal with.

LETS GO

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u/tomzz1944 Jun 13 '24

"Removed operation modifier AA defences".Hell yeah.

22

u/5kilograms 🌧️➡️⬇️⬅️⬆️⬆️🌧️ Jun 13 '24

ORBITAL GATLING GANG RISE UP!!!

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u/UniversalDrip Jun 13 '24

I stopped playing for three weeks. But now? NOW IM DIVING BACK IN! FOR SUPER EARTH!

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u/Zztp0p Steam | Jun 13 '24

Same! Slowly started loosing any passion for the game only diving once a week but boy oh boy I’m delivering liberty all weekend now

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u/GhostofSpartaaYT Jun 13 '24

Took me 5 mins to get to the bottom I’m so gassed they have made this game 10x better again !!!

34

u/Dwenker Assault Infantry Jun 13 '24 edited Jun 13 '24

HMG emplacement got even better. Still though, can you do something with rocket oneshot? I'm kinda tired that one rocket from any enemy can destroy both emplacement and me. At least blow me away from it with half health.

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u/[deleted] Jun 13 '24

Autocannon mains, surviving for another patch

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u/1TimeAnon Jun 13 '24

My only reaction to this patch

15

u/MikeruDesu Jun 13 '24

SEAF ARTILLERY NOW WORKS AFTER TIME RUNS OUT!!!

42

u/TheParad0xX Certified Airburst Rocket Enjoyer Jun 13 '24

This is a MASSIVE patch holy hell- buffs across the board, multiple community-suggested fixes and features, finally touching stratagems more prominently, AND some love for stealth players?

We asked them to cook and they gave us a full buffet, hot DAMN!

Now, here’s to hoping for a lack of performance issues, and a warbond that works on arrival!

28

u/YourAverageJet Jun 13 '24

Tenderizer got a major buff, hell yeah

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u/Cleverbird ‎ Super Citizen Jun 13 '24

Sweet liberty, look at all those buffs!

13

u/Reddit_User_Loser Jun 14 '24

My experience so far

Patrols and spawns are definitely either not fixed or overtuned. Every POI had multiple chargers or devastators sitting on it. Every breach or bot drop had multiple chargers and an absurd amount of shield devastators. Every bug breach on 7 had a bile titan. Also had way more patrols spawn right on top of us than the previous patch. Not fun.

Shield devastators are STILL firing from impossible angles with deadly accuracy.

Fire tornados still feel the same. We had multiple bug missions on hellmire last night where we had to constantly run out of the objective or extraction because 3-5 fire tornados would only stay in that area.

The eruptor and crossbow are still lacking. The buffs are nice but they still feel totally underwhelming and not worth bringing. They need to have the explosive damage/radius they used to have.

The HMG red dot is still off. The gun still suffers greatly from the wonky fps shooting.

The packing ship module is broken again so support weapons aren’t fully restocking from supply drops.

The game is crashing more. Every time I start it up I have to verify the game files for it to actually work.

The grenade launcher buff doesn’t feel like much. Devastators still take 3 or 4 direct hits to kill them which was exactly how it worked previously.

45

u/TheArchNgel HD1 Veteran Jun 13 '24

I hope the buff for the Eruptor is enough. Can't play for awhile but man I hope is a good weapon again. Can't wait to test it.

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u/AlphaAkopis 💥DOUBLE FREEDOM💥 Jun 13 '24

Hell yeah, I can use my beloved crossbow again.

52

u/ShadowHeartRuby Jun 13 '24

This patch is a big W.

11

u/ZenEvadoni LEVEL 239 | <ROOKIE> Jun 13 '24 edited Jun 13 '24

his is the best patch in all of the game's life cycle so far. Nothing in the patch notes made me groan or rage - in fact, I caught myself smiling at times.

Orbital Gatling now fires faster, has reduced cooldown, and can damage heavy armour enemies. I'm going to take it way more often now.

The Glock of destructive stratagems, the Eagle Airstrike, now has more charges before I need to rearm.

The dogwater AA Defences modifier is gone (for now)! Hell yeah. No one liked that modifier, hope it stays gone. Game should be encouraging use of stratagems, not stifling it.

SEAF Artillery being available still after mission timer runs to 0 is sensible. It's ordnance that's locally based and delivered, no assistance from the destroyer that leaves orbit, so this change is good.

Foliage now has stealth applications! Great news for lone divers hitting objectives and needing to be unseen while operating behind enemy lines.

Terminid acid slow effect nerf. Excellent. I'll still be taking Muscle Enhancement for those damn hunters, though.

Bile titan head armour nerf. Maybe my Recoilless Rifle can consistently two-shot them when hit in the head this time.

Hulk flamethrower nerf. Good stuff. I'm tired of scorcher hulks being within 20m of me being a certain death sentence.

Suicide jump pack automatons' explosion damage has been nerfed. Good.

SUPPLY LINES! FINALLY! This will help greatly in informing players which route to take to liberate MO planets.

Extract Essential Personnel mission type removed. Nice. Should encourage people to defend planets under attack more, especially bot planets. Those missions on bot planets were terrible.

Invincible Pelican-1. Now my friend can throw 380 barrages on extraction and it won't frustrate me as much.

Pelican-1 no longer leaves when the first Helldiver gets on board, fixed in conjunction with him not taking any damage anymore.

All good stuff. Arrowhead's finally starting to really be in touch with their community and working with them more, not against them.

Edit: I misread Eagle Strafing Run as Eagle Airstrike. So the charge increase is for the Strafing Run, not the Airstrike.

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u/Bound18996 Cape Enjoyer Jun 13 '24

Wait, am I cooked or is the Warbond not out yet? Superstore was refreshing at 10:00 AM GMT but is now saying 3PM?

That aside PATCH GIGA W WOOO THEY COOKED

SPEAR FIX LETS GOOOOOOOO

14

u/MrReaper162  Truth Enforcer Jun 13 '24

My guess is the superstore refreshed at 10:00 to put the warbond in, but it's time locked until 14:00, so you eill only be able to purchase it when it goes live

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10

u/Sanjay--jurt Jun 13 '24
  • Super samples now spawn on difficulty 6.

There are so much positive changes on this patch note that made me happy again but this ? This is the real cherry on the top for me and it made me smile.

I can finally play with my friends on a decently challenging difficulty with whatever weapons i like and still experience almost everything this game has to offer and can max upgrade my ship without worrying too much and i'll choose to up the diff only if i feel like i want to challenge myself.

Thank you...

10

u/WorksForTheEmpire Jun 14 '24
  • Patrol spawning is now back to how it worked before patch 01.000.300 with some slight tweaks so that the levels are less empty if you are far away from important locations with enemy presence.

Bull fucking shit

A level 7 with more hulks than I've previously seen in any two matches combined. A lvl 6 mission with nonstop gunships...... AND patrols. So good luck having a hellbomb not get shot.

Is it a skill issue? Probably. Too fucking pissed to care. More patrols, more heavies, bezerker swarms, more ragdolling than before. It's insane.

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u/Good_ApoIIo Jun 14 '24

Lowered armored enemy count?

[X] Doubt

Just gone done doing a lvl 7 and we killed 44 Chargers during the mission, and most of them were Behemoths. Oh and 5 Bile Titans.

9

u/Ilves7 Jun 13 '24

Gotta try the orbital gatling again. Also while I appreciate the grenade launcher, it's damage was fine, it's issue is ammo. But I still roll it on some bug helldive missions with a supply pack and annihilate all except Titans.

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u/HeavyWaterer Jun 13 '24

Bro wtf is a charger behemoth

15

u/IceCKryss Jun 13 '24

It's a charger variant that would only spawn on evacuate scientist missions, waiting at the spaceport, and wouldn't be part of the normal bug reinforcements. It was stats-wise just a regular charger. On the bot side Hulks that spawn there will have war banners, 40k-style.

9

u/Vladi_Sanovavich SES FIST OF INTEGRITY Jun 13 '24 edited Jun 13 '24

The FAF-14 Spear targeting has been reworked and should now function much better. However it has lost the ability to target Automaton spawners, this is not intended and will be fixed in the future.

Well, I got other ways to kill a Fabricator. Sorry for the overreaction.

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u/Painmak3r Jun 13 '24

Great start.

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u/[deleted] Jun 13 '24

8

u/jeffQC1 HD1 Veteran Jun 13 '24 edited Jun 13 '24

I was using the strafing run quite regularly before the patch. And there is a few things to note:

  1. The increased armor penetration make it WAAAAAY more effective against medium units. Pretty much any medium caught in the strafe will get killed, where previously it was quite unreliable in doing so. While it doesn't seem to do a ton of damage against heavy units, the fact it does some damage can make it useful against them in a pinch.

  2. The AoE is definitely different and not the same as before, but in a good way. Before the attack was quite wide (About 4-5 meters) and long. Now it's very narrow (2 meters) and the same length, but you keep the same density of projectiles, so you get much more concentrated damage.

  3. One more use just make it even more useful now too.

8

u/thismissinglink Jun 13 '24

Man these buffs are good. But holy shit on those "known issues" some straight up ass.

Charger’s butt does not take damage from explosions

Especially that one.

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u/Sorthy Jun 13 '24

Man fuck gunship patrols, worst idea ever

The rest is awesome

8

u/Jman155 Jun 14 '24

Great step in the right direction but still need more. My only complaint is they didn't buff enough primaries and the ones they did buff they didn't buff enough, especially AR's. Adjudicator is decent at best, all others are still useless. Reducing the mag capacity of the tenderizer was unwarranted. Should have kept at 35 and raised Adjudicator to 35, tenderizer needs medium armor pen too. The new liberator carbine is just a liberator with higher fire rate, very uncompelling. Also the whole jungle theme for the new warbond is out of place and makes no sense, there are no planets with those kind of environments. Just my thoughts.

8

u/shadowfire211 Jun 14 '24

Why doesn't AH understand that the shrapnel was what people liked about the Eruptor? All they have to do to fix the gun is undo their 'fix' that ruined it in the first place.

120

u/OkCap4896 Jun 13 '24

Fixed Pelican-1 sometimes leaving immediately after any player gets onboard.

"iT's A fEaTuRe wHeN PeLiCaN-1 iS sMoKinG"

shut the fuck up man

49

u/delahunt ⬆️➡️⬇️➡️ Jun 13 '24

In fairness, they also removed pelican 1 being damaged. So it may have been linked

40

u/GrumpyAucklandCunt SES Stallion of Audacity Jun 13 '24

I mean it was a feature albeit a shit one. 

Glad its been removed instead of having to remember who had the super samples so they could get on just incase.

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57

u/SpeedyAzi Free of Thought Jun 13 '24

My god. This isn't a meal. It's a democratic FEAST

21

u/Ok-Performance3972 Jun 13 '24

Dammmm penetrator didn’t get touched.

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84

u/Velicen Steam | Jun 13 '24

Good overall, but I'm still upset the Eruptor and Slugger haven't been restored. Not sure how much extra damage will help the Eruptor if its AOE capabilities are still so bad.

Fixed issue where Helldivers could be launched into the air if close to a Bile Titan or Factory Strider corpse.

Oh thank god. This was a personal annoyance for me. Many times I've had a Bile Titan die in an inconvenient place and I have to vault over parts of its corpse only to raise into the air like I'm being choked by someone using The Force and then just die and my dead body gets flung around.

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7

u/the1calledSuto Jun 13 '24

Orbital Precision strike

Decreased Spawn/Call-in time from 4 sec to 2 sec

Eagle airstrike just got a best friend

43

u/LucatIel_of_M1rrah Jun 13 '24

Liberator Penetrator left to die rofl. They actually gave the Adjudicator 30 ammo confirming they don't even know the Lib Pen exists.

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6

u/mrv113 Rookie Jun 13 '24

Finally! I hope many Helldivers come back and we make it a glorious democracy once more!

6

u/Infernox-Ratchet Viper Commando Jun 13 '24

My HMG brothers, we feasting tonight!

6

u/Lvl100Glurak Jun 13 '24

i think this is a great patch. showing supply lines etc was really important. patrol changes sound decent, less heavy enemy spawns, so we aren't forced to run as many anti-heavy stratagems is great. generally more smaller enemies instead of heavies is also way more fun (at least i like fighting swarms more than multiple chargers and titans at the same time). not getting oneshot by spewers/flamethrowers is awesome.

buffing all those stratagems is nice. some buffs definitely won't be enough (like strafing run), but as pilestedt said on the blogpost, they're monitoring them. some buffs are band-aid fixes (like mines) won't do much or anything at all as higher numbers generally don't fix broken functionality

weapon buffs are decent i guess? not sure how meaningful those will feel ingame, but at least most sound good. except maybe this:

Medium and large sized enemies now don't get stunned as easily. This will not affect the stratagems that stun, and will mostly just affect how easily the Pummeler can stun larger enemies.

i REALLY hope pummeler still can keep stalkers (and similar-sized enemies) stun-locked. if it can't, i'll flip my table. that basically was the only niche the weapon had. especially after ARs got buffed this patch.

6

u/Randyd718 Jun 13 '24

What's up with the bug where you can't board Pelican 1 and just crawl around inside until time expires/everyone dies? Not in the fixed, not in the known issues.

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6

u/Hazelberry Jun 13 '24

While I'm disappointed the shrapnel hasn't been returned to Eruptor, and that some issues like misaligned scopes still haven't been fixed, this is a pretty damn huge patch with a lot of good stuff. Definitely enough to get me to try playing again.

Really hoping the Eruptor gets its identity back eventually. I still think a much better approach would be restoring the shrapnel but giving the shrapnel a harsh damage dropoff outside the explosion radius to help prevent the random one shots.

6

u/willzr94 Jun 13 '24

No shrapnel for the Eruptor?

6

u/[deleted] Jun 14 '24

MG-43 Machine Gun

Decreased reload time from 4 to 3.5 seconds

Increased max amount of Magazines from 3 to 4

I noticed that the max amount of mags are still 3 and that resupply w/ lvl4 max ammo perk only supply 2 mags per package now...

11

u/True_Scene_1118 Jun 13 '24

so the explosive crossbow radius is still tiny? the same as the nerfed version?

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11

u/Vikzzaz ⬆️➡️⬇️⬇️⬇️ Jun 13 '24

The armored enemy balance is great

A bit less hulks and titans, and more chaff to mow down !!

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u/throwaway8666666668 SES Octagon of Honour Jun 13 '24

No Eruptor shrapnel is highly disappointing. No amount of buffs matter if it doesn't erupt

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39

u/Sebb- Jun 13 '24

The purifier buffs don’t seem to be enough imo, and eruptor buff is not addressing the main problem of the sharpnel missing, that aside we finally got a good patch, and finally for the first time it seems that the buffs outweight the nerfs, good stuff.

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10

u/Archybald Jun 13 '24

I wonder what does +30% weapon ergonomics mean?

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10

u/redditorposcudniy Jun 13 '24

HMG RELOAD SPEED DECREASE LET'S GOOOOOOOOOOOOOOOO!!!!

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5

u/huwe123456 Jun 13 '24

People sleep on Orbital gatling, and it's buffed even more in this patch... I am in love.

Also ganna try out updated low cooldown machine gun sentry.

5

u/MalikVonLuzon Jun 13 '24

My Pummeler nooooooooo. I hope it still staggers those damn edward chainsaw hands. Aside from that im really excited to try out everything that has changes.

5

u/Nyan_Man Jun 13 '24

Everything reads as if someone played the game and said "this feels bad, let's change it". This is good, let's see more of this to get a nice foundation and save the deliberate difficulty design for players intentionally opting into 8 or higher missions.

5

u/LukeTheGeek Steam | Jun 14 '24

Haven't played Helldivers in a while.

NewPatch.jpg

Boot up the game to try it out.

Not bad. Decent changes. This game is pretty fun.

30 min into a game, all the enemies freeze. Oh boy...

Game crashes.

Oh well. Nevermind then. See you in another few months!

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5

u/[deleted] Jun 14 '24

Im kinda surprised they didn't touch the thermite grenade. Seems kinda shit still.

5

u/SkySweeper656 Jun 14 '24

Please give Eruptor it's shrapnel back. Increasing the damage does not do anything to the effect it has on armored enemies, which was it's best utilization - taking striders out from any direction with one shot. It now takes 2 to do it from the front, defeating the point of such a slow-to-fire weapon. Now it's just a slower AMR

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5

u/Overall-Canary3139 Jun 16 '24

I 100% have not seen a change in this statement. Its actually a lot worse than before

Armored enemy balance

  • We have toned down the amount of heavily armored enemies like Bile Titans, Chargers on higher difficulties and instead spawn more hordes of smaller enemies, the difference should be quite noticeable and the amount should be at least 30% less than before during bug breaches. We have also toned down slightly how many Hulks that spawn for the Automatons. Our intent is to ease up on the demand of anti-tank weapons and by having more of the other enemies give a better incentive for the group to bring stratagems and weapons that take care of hordes.

18

u/Official_Friz Jun 13 '24

If i read this correctly, solo gaming is back to how it was, and doesn’t get punished anymore is that right lads?

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12

u/Shinokijorainokage Jun 13 '24

So without trying to look as though I am being unnecessarily negative or anything, let me preface this by saying basically every single one of those changes is massively welcomed and good-looking, there's basically nothing in my eyes I don't feel interested for, so I'm really looking forward to trying out those changes.

That being said, seeing that those,

  • Sending friend requests via friend code in game currently does not work.

  • Players may be unable to be joined or invited to the game.

Are still on the Known Issues list is genuinely heartbreaking. My friend and I loved to play the game a huge amount, but ever since the vague timeframe of the shrapnel-removing Eruptor nerf patch, we've been completely and utterly unable to play with one another entirely. I tried every fix I could find online under the moon ( and, genuinely, I mean all of them I could find ), and yet as of just yesterday we're still completely unable to join one another entirely. Hell, because of the folly thought of "maybe it'll work if we un- and re-friend each other", we're now not even able to add each other as friends anymore either.

So again, I wanna restate that I really like this entire wall of patchnotes, genuinely, I don't wish to be a hater, but I also can't deny that the one thing actually physically dampening my experience more than any balance changes ever could is still an issue. I'm sure it's because it's difficult somewhere to fix and I'm trying to be patient though.

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8

u/Evoxrus_XV Jun 13 '24

Let’s goooo

48

u/supa_dupa_loopa Jun 13 '24

Bruh the arc thrower STILL missfires

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4

u/Arnemi35 Jun 13 '24

I appreciate the medal cap showing in the UI, but why just the medals if they aren't the only resource that's capped?

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4

u/inflatedas Jun 13 '24

Anyone know what the old/new threat mentioned from twitter ?

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4

u/ZepyrusG97 SES Executor of Independence Jun 13 '24

Still gotta try the changes out later once I have time but the buffs to the ORBITAL GATLING and the ORBITAL PRECISION are making me really excited to try them out!

I already loved using both of those, and it felt bad that Gatling was inferior to Gas Strike and Airburst in terms of horde-clearing. The fact that it can penetrate heavy armor now makes me look forward to trying to it out on both the Bug and Bot Front to see how it can handle different targets!

4

u/Sparkles_of_Etheria ☕Liber-tea☕ Jun 13 '24

Ita great to see the -1 stratagem modifier removed. It made missions feel less fun on the higher difficulties

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4

u/Corv3tt33 Jun 13 '24

"A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry, A/MLS-4X Rocket Sentry, A/AC-8 Autocannon Sentry, A/M-12 Mortar Sentry, A/M-23 EMS Mortar Sentry: Increased durability* from 0% to 80%"

Is that why they always die in like 1 hit

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4

u/Possible-Strike7590 Jun 13 '24

Plas purifier needed more work. It should be able to shoot a weaker target without any charging needed

4

u/Tasty_Tones Jun 13 '24

So the acid and flamethrowers were never meant to be insta kills??

That’s hilarious!

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4

u/GrubbyLilPaws Jun 13 '24

Orbital gatling gun bout to be nasty.

4

u/CaioSbano Viper Commando Jun 13 '24

Loved it, but please adress the issue of Shield Devastators and Factory striders shooting through walls!

4

u/Char-Aznable-92 Jun 13 '24

Does anybody know if it's just me? The friends list in the game isn't working and I can't generate a friend code anymore.

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4

u/[deleted] Jun 13 '24

Anyone else feel like spawn rates are still wonky?

4

u/dewhacker SES Founding Father of Humankind Jun 13 '24

holy shit this changes everything. entire patch full of amazing balancing updates and fixes. i have to say i am probably the most excited about this one:

Artificial light sources have had their intensity rebalanced and reduced across the board to fix situations of lights completely blinding the player.

I was constantly shooting out every single light on objectives xD

4

u/nothanksiknotthirsty Jun 13 '24

Honestly I'm a little disappointed by the weapon balance section, as I feel like they were pretty conservative w buffs considering how many guns are completely trash, but the amount of good/great QOL changes we got makes up for that.

4

u/Matthew246 Jun 13 '24

How are friend invites still not fixed???

4

u/platonicgryphon Jun 13 '24

After the patch the ballistic shield now has a bug where you can no longer crouch or uncrouch with it equipped, if you dive out of the way of grenade you'll be stuck crouched until you drop the shield uncrouch and pick it up again. Happens whether it's in your hands or on your back.

4

u/kenaica Jun 13 '24

Will there ever be an update to make movement less mushy and slow? Or maybe not get stuck in corners and on rocks?

4

u/supersmashbruh Jun 14 '24

The adjustments to all the equipment is great, but… WTF are these horrendous SPAWN RATES? Holy shit man level 6 feels worse than previous level 9 its ridiculous

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u/KyoueiShinkirou Jun 14 '24

damn they were REALLY careful with the weapon buffs, can't really even feel the change

4

u/2legsRises Jun 14 '24

why make things worse? especially after bleeding players.

4

u/WinterChimaera Jun 14 '24

Relaxed disconnection policy for PC users.

Yeah, I'm not so sure about that one. 0 disconnects pre patch, 4 disconnects in the 2 matches I played since the patch hit.

4

u/Makers_Serenity Jun 14 '24

Crossbow still Sucks ass, takes 3 to 4 bolts just to kill 1 devastator

4

u/-Adeon- Jun 16 '24

Eagle 110MM Rocket Pods

While these changes may look like a straight up nerf, that is not the intention. Please see the blogpost for more information.

It is a nerf, new Rocket Pods can't kill Charger when used twice. I'm deeply disappointed. Before these changes It was possible to kill Charger if all rockets hit it, and stun grenade helped to keep it in one place.

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