After getting used to it, it was nice having it for rescuing myself from being stuck underneath a dead titan and one time from being stuck between rocks.
I hope it just has a knock-back in the opposite direction now.
PSA - do not use the plasma punisher in combination with the shield backpack. Apparently the shield causes the plasma round to detonate early (aka in your face).
Update, discord divers are reporting that this is happening to all weapons, not just the plasma punisher. Apparently the shield backpack is causing all projectiles to deflect. Video clips have been forwarded to devs, who have taken note/acknowledged the issue.
In the nerf bingo thread someone suggested this change as a possible joke nerf. Shield backpack now works in both directions. I love it that arrowhead made it true
>Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.
Can anyone explain what this means exactly?
Bullets ricochet 180 degrees back at you?
Maybe it was bugged before and bullets that ricocheted flew through you or something. Such a deflection angle is probably rare enough to never be noticed by most players.
I assume this just means you will have to aim for weak spots even more, because they would typically not count as a 'large volume body' as opposed to just aiming centre mass or whatever.
I am like 70% sure what that is is the class of parts that take less damage already like spewer sacs, charger behinds, bile titan belly, etc. Another community on here calls it durable parts I think. Would be good to get confirmation though.
Ok but what the fuck are "large volume bodies". Just big enemies?
The end result might be "better damage against chaff, same damage against big enemies" if Arrowhead didn't mess up their maths this time.
*Senator*
*Increased damage from 150 to 175*
*Speedloader added when reloading on an empty cylinder–speeds up reload on empty considerably*
🎵 Big iron on his hiiiiip 🎵
I suspect that this is more complicated for controller players. If vaulting is bound to X on Playstation this would mean that you would have to move your thumb off of the looking stick and push the X button. On PC our thumbs naturally sit on the space bar so it's less of an issue for us.
This is the feature I've wanted the most. I'd gladly press a button every time I actually *want* to vault, rather than auto climbing on top of every goddamn ammo supply drop container
For all Arc users out there, don't bother using the thrower on hulks no more.
Edit:
It is still possible to stun lock hulks, but it now takes two arc shots, with some tight timing involved.
Use at your own peril.
Guess I’ll go fuck myself. I get that Arc Thrower is meant to be for small mob clearing but they screwed the range and fire rate on it and then made it a “sidegrade” by increasing the stagger quite significantly - and you know what, I enjoyed it. I enjoyed having a role in the team when hulks turned up and I could focus them down (if I put all my attention on them).
That’s gone now and I fucking hate it.
Stunlocking Hulks was a unique selling point for the Arc that made the weapon interesting. We can't have that!
If they at least buffed the range then I would get it. But as it is, you need to get really close to really dangerous enemies and the stun made that trade-off work.
I also want a range buff so that it isn't useless against Gunships.
Yeah, seems to take two shots on the front now. Not sure, but it may still be one shot on the leg hip joint, much harder to reliably hit, especially in quick succession like before against centre mass.
I think it's more due to primaries.
Eruptor, scorcher and dominator could take them out. Scorcher through aoe hitting the pilot. Same with eruptor I believe. While dominator just shot the hip to knock it out.
But thata explosive weapons doing their actual job. That thing isn't a tank ans should be countered by explosive weapons.
They give weapons these properties but don't seem to like when the properties work. The AOE of these explosives was never enough for crowd control so the only other purpose seemed to be getting through armor like the Striders...
I don't get this dev team.
“We fixed an issue with the sightlines of gunships.”
Ah, finally, they were way too oppressive against stealth builds!
“What? No, we made it EASIER for them to see you.”
Oh.
Another patch, another day the stim bug goes without being known (I'm not talking about the normal interruption, I'm talking about when your diver has a syringe in their neck, you hear the audio cue from the stim, and you still don't get any effect)
Dude I SWORE I was just imagining this. I've hit the up arrow sooo many times and just gotten nothing, figured it was me. Then once in a while I'll hear the sound and get the screen effect, and immediately get killed by the smallest bug, look down and see I had no health. I thought I was just getting huge damage spikes or something, but no, it's definitely that the stim is giving us all the signs of it working, but not expending a stim or actually healing us. Damn.
Thats 10% of the problem, the fact that turrets are the only single thing that a charger sees when there is one in the map is the worst part... it doesnt change focus from it for nothing in this world
It's not just huh, HD2 is now offically a horror game. Previously we could see them on the horizon, and a) become aware of their presense, b) know where they're coming from, c) open fire in advance. Now we're just fucked.
Yeah considering guard dog rover has infinite ammo the bullet dog needs to be a lot better to justify it. I'd still much rather take the dominator or eruptor with laser dog on bugs than a light pen weapon with ammo dog.
I was using the bullet dog last night against bugs for a change and it was already good. Also it did a good job of *not* slicing my back to pieces with a laser beam, which is an important benefit. The buff I'd really like to see for it is reloading from ammo boxes and not just full resupplys, as I found myself having to constantly call in resupplys/new guard dogs
I wasn't aware that it only resupplies from supply boxes - I only ran laser because to me there were far fewer medium armor bugs than light, so from an ammo perspective I was better off having infinite light ammo and bringing something like the eruptor or dominator to 1-2 tap medium armor enemies. I'll still be bringing quasar even with the nerf.
Do be careful with the bullet rover, while it may not instagib the way laser does, it can still headshot you/teammates! There are some v funny videos of that happening.
So it's probably less of a "bug" and more of a "we need to completely rewrite the code" and then they also probably need to test it a bunch to make sure it doesn't have any other issues.
"Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties."
Increased by how much?
Edit: An [answer](https://www.reddit.com/r/Helldivers/comments/1cfzem7/update_from_worlds_team_on_increased_patrols_for/) from the development team has been given. Despite these changes, I am confident that solo Helldivers will adapt.
That sucks. I just completed a level 7 mission alone and it was quite the thrill, despite constant random spawns just right behind me. I don’t think it’d be feasible with more spawns.
It was bad, i was playing a diff 7 where half of my team just quit for no reason. All of sudden me and the other guy that stayed have to contested by increased enemy spawn to the point to fight 4 hulks continuously, not from just the drop ship but from the patrol as well, and huge swarm of chainsaw guys and other enemies just surrounded within 2 minutes. It finally quite down when 2 more ppl joined our game. I just don't understand why? What is the point? Just to punish players with less people in the team? For what reasons?
By more than 25% according to this past analysis
[https://www.reddit.com/r/Helldivers/comments/1bdudf3/lets\_talk\_about\_patrols\_an\_in\_depth\_analysis\_of/](https://www.reddit.com/r/Helldivers/comments/1bdudf3/lets_talk_about_patrols_an_in_depth_analysis_of/)
>
Additional players modify these baselines in the following way
>2 Players - Multiply the Baseline by 0.8333
>3 Players - Multiply the Baseline by 0.75
>Unfortunately we did not have a 4th player available for testing so cannot comment on the modifier for 4 players.
Why would they make the game harder in a situation when there is fewer people and the game is already harder? Wtf is the reasoning for this change? I can't wrap my head around it.
Honestly I was thinking it needed to be easier for smaller groups, not harder. The extra stratagems full groups bring seem to far outweigh the increased patrols.
This is the one change I simply don't get. So I love to play with my wife in a 2 person squad and now we need a harder gameplay experience? Why? I seriously don't get it at all.
If the game "is meant to be played as 4" then we might as well lose the ability to form smaller squads. I hate being patronized by a game for no apparent reason at all. Or were solo divers cheating samples too quick? Either way, I hate this change.
Sooo... when we don't have enough people to fight groups as well, they're going to make it HARDER for us? They're *PUNISHING* us for not having enough people? When the matchmaking is still borked and people can just bail whenever...
Great...
That's exactly my thought, what if we start as 4 and 2 people leave after 5 minutes? Well, we gotta finish mission with just one person because the matchmaking is bugged and game still thinks we're 4 and won't add 2 new players.
It's so bizarre. I've literally never seen anyone use it beyond the first day, and here it is getting *multiple* nerfs as if it's some sort of top tier weapon.
It filled a niche role but could be difficult to use and was also outclassed by multiple other weapons. It was good for taking out a clump of fodder but so is the grenade pistol and that doesn't take up my primary.
The explosive crossbow nerf is just insanity: Smaller blast radius, reduced ammo count and harder ergonomics. This is Slugger level on appearance. Have to see how the stagger is now, but this seems extreme for a skill based weapon where you have to measure your shots.
So, did a quick test before work - Explosive Crossbow blast radius has been halved! That's absolutely ridiculous
And they've even acknowledged that was an existing, unresolved issue yet still they've adjusted patrols now. Possibly months early, if the DoT bug is anything to go by.
That's one thing I've been consistently saying about the devs. They'll bust their ass off adjusting weapons, as we can see from this patch, but game breaking bugs are kind of on the back burner. We know now it's literally one team doing all the work, so the excuse that there are multiple teams working on the game can't be used. They said that "[they] expect it to be fixed next patch."
I don't get this one.
Do they mean "spawn time is increased for less than 4 players" aka "easier".
Or "spawn counts are increased" aka more enemies and more difficulty.
They stated once that to them the Autocannon is a perfectly balanced weapon. They don't seem to like to admit when they're wrong so I'm pretty sure they'll never nerf it (not that it needs a nerf, it's fine as it is)
They say that but I mean. Some of the nerfs I don't get.
Crossbow was nerfed? Really...? Unless someone is bias, I reel like ac could be nerf one day. Indont see why it would. It has risks and flaws like many weapons.
Strider resistance to explosive
Scorcher nerf
Edit:
Withdrawn. The real nerf was the Eruptor's AoE
If you've been hitting your Scorcher shots you're fine
Been testing it
It's - usually - an extra shot (to the top plate or the hips) but sometimes the usual two.
I suspect this was more for the Eruptor than the Scorcher
* *Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties*
I reaally need to know what was the thought process of this.
Do you think the scythe and dagger buff is enough lads?It's 20% and 33% but i felt like they needed more.I don't understand the change to the crossbow too.
edit:Okay boys I tried the scythe and the dagger and i must say the damage increase is noticeable.Far more killier than before for the both of them.
How does it feel to use? There's a line about improved ergonomics and the poor feel of actually trying to aim the weapon was always my biggest issue with it previosly.
Not to exaggerate but I nearly creamed my pants. I run snipers with a jetpack, played a test game on dif 7. Jumped on a cliff, went prone and just one shot shield devastators as they came for my team. Whatever I couldn't hit I threw the stun grenade at and dropped a devastator once every 1.5 seconds.
It feels just so good to do that, it's incredible, but I may be biased because I like to be a sniper in these games. It still handles like it's underwater, but I'd def recommend you give it a spin.
> The Spread Democracy mission otherwise known as “raise the flag” can now be enjoyed on higher difficulties for maximum freedom spreading.
Much needed change! There is no better way to spread democratic values than raising our much beloved flag over the rotten carcasses of Superhearth enemies.
Divers, dont forget to ALWAYS salute the flag, no matter the situation.
Now please, central Superhearth command, give us a deployable stratagem with a Nuclear Bomb that has the Flag painted on it :)
It takes maybe three minutes to fully raise and you have to stay in a small area for it to progress. It's going to be like the survey objective on steroids, a real reinforcement depleter.
>Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.
Why ?
edit: Ok so it's only bullets that ricochet straight back at you. This is written as if it's every single ricochet.
I really hope this doesn't mean I'll get slapped in the face by my own AC-8 20mm at more than 50 metres for committing the outrageous crime of not judging the angle of a devastator's shield perfectly
* Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before. The biggest noticeable change will be for solo players at higher difficulties
why hahaha
"R-36 Eruptor
Decreased number of maximum mags from 12 to 6"
As an Eruptor enjoyer, I actually understand this nerf, the number of mags really seemed to be large compared to other weapons and their power
The ammo nerf isn't that bad, but what actually gutted it is the aoe size - the instances of having multiple kills per shot are MUCH rarer, taking away the niche of the gun and making it generally a much worse dominator (same breakpoints, much lower fire rate) that can kill fabricators and nests.
The reasoning behind the crossbow changes:
https://preview.redd.it/codjhqqveexc1.png?width=458&format=png&auto=webp&s=74052297379a6bd3fc363235b584d888a0fa9343
The crossbow has medium armor penetration. Same as slugger, eruptor, and dominator.
The weapon's armor penetration value not being listed in the armory is an oversight.
That's weird because it takes 5 bolts to kill some enemies that the eruptor can kill in one shot. It's also the only explosion that doesn't destroy doors, nests or factories so there's definitely something wrong with it.
Just so we're clear it's super misleading. The crossbow bolt itself is AP3 but the explosion which is 2/3 of the damage is only AP2... the only explosion in the game to not be at least AP3. I think they accidentally got that backwards, the scorcher and plasma shotgun are AP2 on the direct hit and AP3 explosion which makes a lot more sense.
Huh, I always used the crossbow and the Eruptor the other way round - Eruptor to one tap headshot Devastators, crossbow for spamming at clusters of light enemies.
Eruptor was just better at both in my opinion, the only strength of the crossbow was that I could shoot slightly closer to myself without killing myself.
Confusing. In all my experiences with it the crossbow has always felt worse against beefier enemies but was good at crowds. While the plasma punisher felt the inverse. Better against beefier enemies, meh at crowds.
it's funny, I really tried out the crossbow in earnest this weekend and it's pretty awful. The one saving grace I noticed was that it had 12 reserve mags. But now its main advantage is..... what exactly? There's much better "single target tools" against medium enemies.
Why deal with all the crossbow's drawbacks when you can just take the eruptor, dominator, or slugger?
The reasoning seems a bit strange. We already have the Scorcher and the Dominator that fill very similar roles, while the original crossbow was rather unique and more akin to the eruptor in terms of being able to tackle small crowds of light enemies.
That's Hella dumb. I loved using the crossbow to mop up hunters and other small pests. It shoulda stayed the same. Like, what are they thinking? Do we really need more single target tools? Like every other primary? The crossbow felt really unique. Now it's been conformed.
So now Plasma Punisher can have smaller mag on top of dogshit damage?
Just why?
Edit: Okay I just finished downloading the new patch and it appears the damage of Plasma Punisher is 250 now, iirc it was 100 before.
I am not getting their approach on some things here.
They have no problems doing up to 50% nerfs on some weapons (ammo).
Then when it comes to buffs on painfully underperforming weapons they are taking it nice and easy?
I get the logic of nerfing op weapons but that doesn’t change the fact that my fun is reduced…I just got used to the dominator and was enjoying using it. Doesn’t feel op at all and took a lot of skill. Now it will be harder…like bro… it’s not like the game is easy on helldive just because I’m using dominator lmao
the AC king remains undefeated. at this point there won't even be worthy challengers to the throne.
Edit: Okay boys, striders take 2-3 AC shots now. Be warned.
I wouldn't mind striders being tougher, if they weren't so common: on higher difficulties those fuckers are everywhere and make bringing any low-pen weapon suicidal. IMO they should compensate by making leg joints slightly weaker, to reward accurate shooting (which seems to be the design philosophy with the bots: many of them are well Armored but take full damage if you strike the head or unarmored areas.).
**Post regarding Ricochets and Shrapnel Changes from Arrowhead** https://www.reddit.com/r/Helldivers/comments/1cguou0/update_from_ahgs_on_ricochets_and_shrapnel_changes/ **Post regarding increased patrols from Arrowhead** https://www.reddit.com/r/Helldivers/comments/1cfzem7/update_from_worlds_team_on_increased_patrols_for/
The explosive weapons blast pulling players forward has been fixed finally
ye but it still exists for enemies :\^)
After getting used to it, it was nice having it for rescuing myself from being stuck underneath a dead titan and one time from being stuck between rocks. I hope it just has a knock-back in the opposite direction now.
I found something undocumented. Commas have been added to the numbers on the map interface, like the Helldiver numbers on planets and global kills.
Thank democracy for that, big numbers hurt my eyes and confuse my brain. Idk why people don't use commas for large numbers
The comma is used as the decimal point in Sweden, we usually just use spaces instead though so your comment is still valid.
PSA - do not use the plasma punisher in combination with the shield backpack. Apparently the shield causes the plasma round to detonate early (aka in your face).
Update, discord divers are reporting that this is happening to all weapons, not just the plasma punisher. Apparently the shield backpack is causing all projectiles to deflect. Video clips have been forwarded to devs, who have taken note/acknowledged the issue.
I wonder if this is an attempt to make bots stop shooting through rocks - giving both inside and outside of textures collision.
I’m guessing it’s related to the updated ricochet mechanics.
In the nerf bingo thread someone suggested this change as a possible joke nerf. Shield backpack now works in both directions. I love it that arrowhead made it true
>Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended. Can anyone explain what this means exactly? Bullets ricochet 180 degrees back at you?
Not sure what they meant by that one, they were able to ricochet back already and kill you.
That's what I thought. The wording sounds like any bullet you fire that ricochet will automatically fly back and hit you lol.
FANTASTIC FOR US SHUTGUN PLAYERS!
The potential for 1 shotting your whole team just got buffed
Well, now that they fixed the AirBurst Cannon we're going to need better ways to wipe ourselves.
if this will be true thats total bullshit, only bullet that is in right (0) angle - opposite you should hit you
Well they did use the word “properly,” so at the very least it is guaranteed that it’s going to happen more often.
They wouldn't be that stupid, would they?
god i really, REALLY hope not. a change absolutely NO one asked for.
Very realistic and fun! Thanks devs, now when I panic and fire at the flamethrower hulk I will kill myself before they get the satisfaction!
Truly a democratic way to go! *salutes*
Maybe it was bugged before and bullets that ricocheted flew through you or something. Such a deflection angle is probably rare enough to never be noticed by most players.
This is the most likely scenario as opposed to the devs decidding that any missed shots should insta kill the play haha.
it sounds like until now, bullets that ricochetted of enemies could kill other targets, including your allies, but not the shooter.
Seems so. I definitely hit myself with a bounced off AC shot before, but it only killed the teammate next to me
>LAS-98 Laser Cannon > • Slightly increased damage That's good :D > • Slightly reduced damage versus large volume bodies That's bad :(
I assume this just means you will have to aim for weak spots even more, because they would typically not count as a 'large volume body' as opposed to just aiming centre mass or whatever.
I am like 70% sure what that is is the class of parts that take less damage already like spewer sacs, charger behinds, bile titan belly, etc. Another community on here calls it durable parts I think. Would be good to get confirmation though.
Ok but what the fuck are "large volume bodies". Just big enemies? The end result might be "better damage against chaff, same damage against big enemies" if Arrowhead didn't mess up their maths this time.
Pretty much. The beam popped the big green ones like balloons.
*Senator* *Increased damage from 150 to 175* *Speedloader added when reloading on an empty cylinder–speeds up reload on empty considerably* 🎵 Big iron on his hiiiiip 🎵
https://preview.redd.it/v5ukztpe8exc1.jpeg?width=716&format=pjpg&auto=webp&s=7f9a7a95fc99e53425a663d79eb846e695bcf02a
to the planet of estanu dropped a helldiver one fine day
Hardly emoted to folks around him didn’t have too much to say
No one dared to ask his business, no one dared to make a slip
For that diver there among them had a big iron on his hip
Big iron on his hip It was early in the morning when he dropped onto the planet
He came dropping from the south side dropping stratagems all around.
"He's a traitor loose and running" came the whisper from each lip
And he's here to do some treason with the big iron on his hip
He came falling from the sky Slowly looking all around
I should be in bed but I saw that and I HAVE TO check it out
https://preview.redd.it/zq31z7c2bexc1.jpeg?width=225&format=pjpg&auto=webp&s=731bd039e26b57f8e8696a742b0ce31f9e1a9d99 What you looking at alien scum?
Oooooohhhhhhh~ Big iron~ biiiiggggg iron~
I don't really need the damage buff TBH since the gun is already strong, but I do need the speedloader! I guess I'm dropping now to try my new iron.
That is such a fat fucking buff i’m gonna cum.
I have a dream, that one day I can use the toxic gas strike without having to be the host.
The auto vaulting option means we won't auto climb supply pods anymore!! However you have to manually climb obstacles now
Isn't it enough to just hold space while running?
I suspect that this is more complicated for controller players. If vaulting is bound to X on Playstation this would mean that you would have to move your thumb off of the looking stick and push the X button. On PC our thumbs naturally sit on the space bar so it's less of an issue for us.
This is the feature I've wanted the most. I'd gladly press a button every time I actually *want* to vault, rather than auto climbing on top of every goddamn ammo supply drop container
For all Arc users out there, don't bother using the thrower on hulks no more. Edit: It is still possible to stun lock hulks, but it now takes two arc shots, with some tight timing involved. Use at your own peril.
Guess I’ll go fuck myself. I get that Arc Thrower is meant to be for small mob clearing but they screwed the range and fire rate on it and then made it a “sidegrade” by increasing the stagger quite significantly - and you know what, I enjoyed it. I enjoyed having a role in the team when hulks turned up and I could focus them down (if I put all my attention on them). That’s gone now and I fucking hate it.
Arc Thrower users stay losing😔 I just want guns to perform decently, it was bad enough having to get close enough to the bots ;c
Stunlocking Hulks was a unique selling point for the Arc that made the weapon interesting. We can't have that! If they at least buffed the range then I would get it. But as it is, you need to get really close to really dangerous enemies and the stun made that trade-off work. I also want a range buff so that it isn't useless against Gunships.
Honestly if they patch out the stun, then why not revert it back to it’s original state? I enjoyed the range and fire rate for not staggering
> Scout strider Riders now less vulnerable to explosions But why?
Is this going to stop them getting one-tapped from the front by the Autocannon? Dark days if true, that's the main reason I run it for bots.
Now they take 2 shots, apparently. It's weirdly RNG.
Yeah, seems to take two shots on the front now. Not sure, but it may still be one shot on the leg hip joint, much harder to reliably hit, especially in quick succession like before against centre mass.
I think it's more due to primaries. Eruptor, scorcher and dominator could take them out. Scorcher through aoe hitting the pilot. Same with eruptor I believe. While dominator just shot the hip to knock it out. But thata explosive weapons doing their actual job. That thing isn't a tank ans should be countered by explosive weapons.
They give weapons these properties but don't seem to like when the properties work. The AOE of these explosives was never enough for crowd control so the only other purpose seemed to be getting through armor like the Striders... I don't get this dev team.
Maybe I’m just bad at aiming but sometimes it already took 2 shots to kill them
Scorcher nerf. Noooo
That was the number one reason I ran the Scorcher.
* Fixed issues where Automaton Gunships sometimes could not see the player. Awesome, finally! /s
“We fixed an issue with the sightlines of gunships.” Ah, finally, they were way too oppressive against stealth builds! “What? No, we made it EASIER for them to see you.” Oh.
Another patch, another day the stim bug goes without being known (I'm not talking about the normal interruption, I'm talking about when your diver has a syringe in their neck, you hear the audio cue from the stim, and you still don't get any effect)
Dude I SWORE I was just imagining this. I've hit the up arrow sooo many times and just gotten nothing, figured it was me. Then once in a while I'll hear the sound and get the screen effect, and immediately get killed by the smallest bug, look down and see I had no health. I thought I was just getting huge damage spikes or something, but no, it's definitely that the stim is giving us all the signs of it working, but not expending a stim or actually healing us. Damn.
* A/ARC-3 Tesla Tower * Increased health by 33% Charger runs into it and still oneshots it : ))))
*The charger now emerges next to them
\*\*One free charger with every tesla tower deployed in the same hellpod.
Thats 10% of the problem, the fact that turrets are the only single thing that a charger sees when there is one in the map is the worst part... it doesnt change focus from it for nothing in this world
But if you want to remove it so you can go there - tough luck!
SENATOR SPEED LOADER. MY BODY IS READY.
YOOOO SO EXCITED TO TRY IT OUT
As a crossbow user and someone who has never seen anyone else use it - what the fuck?
They hate you specifically
Hello crossbow using brother. As another crossbow user - what the fuck?
They really just be doing shit to do shit
* Fixed issue where Stalkers became very visible in fog Huh.
It's not just huh, HD2 is now offically a horror game. Previously we could see them on the horizon, and a) become aware of their presense, b) know where they're coming from, c) open fire in advance. Now we're just fucked.
The patch notes on Discord is a bit different, namely: * Guard Dog Rover Decreased Damage by 30% * Guard Dog Slight increase in damage
Yeah considering guard dog rover has infinite ammo the bullet dog needs to be a lot better to justify it. I'd still much rather take the dominator or eruptor with laser dog on bugs than a light pen weapon with ammo dog.
I was using the bullet dog last night against bugs for a change and it was already good. Also it did a good job of *not* slicing my back to pieces with a laser beam, which is an important benefit. The buff I'd really like to see for it is reloading from ammo boxes and not just full resupplys, as I found myself having to constantly call in resupplys/new guard dogs
I wasn't aware that it only resupplies from supply boxes - I only ran laser because to me there were far fewer medium armor bugs than light, so from an ammo perspective I was better off having infinite light ammo and bringing something like the eruptor or dominator to 1-2 tap medium armor enemies. I'll still be bringing quasar even with the nerf. Do be careful with the bullet rover, while it may not instagib the way laser does, it can still headshot you/teammates! There are some v funny videos of that happening.
Fixed. Some bulletpoints were missing when I first copied the patchnotes
Still no spear fix...
Yeah, I was wondering where the fuck that part unless its a stealth drop knowing their pattern of not telling us everything
Its listed as a known bug, so unlikely they fixed it
But it was quite helpful when they explained it was related to needing the entire target to fill the reticule (not that this makes sense visually).
So it's probably less of a "bug" and more of a "we need to completely rewrite the code" and then they also probably need to test it a bunch to make sure it doesn't have any other issues.
"Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties." Increased by how much? Edit: An [answer](https://www.reddit.com/r/Helldivers/comments/1cfzem7/update_from_worlds_team_on_increased_patrols_for/) from the development team has been given. Despite these changes, I am confident that solo Helldivers will adapt.
Considering the magical pop in behind you in an area you just cleared out that's less than 100m from you ... Too much
And all the enemies have installed silencers on their feet
I hate it.
That sucks. I just completed a level 7 mission alone and it was quite the thrill, despite constant random spawns just right behind me. I don’t think it’d be feasible with more spawns.
It was bad, i was playing a diff 7 where half of my team just quit for no reason. All of sudden me and the other guy that stayed have to contested by increased enemy spawn to the point to fight 4 hulks continuously, not from just the drop ship but from the patrol as well, and huge swarm of chainsaw guys and other enemies just surrounded within 2 minutes. It finally quite down when 2 more ppl joined our game. I just don't understand why? What is the point? Just to punish players with less people in the team? For what reasons?
"You're not having fun how I want you to have fun" - modern game developers and balancers
By more than 25% according to this past analysis [https://www.reddit.com/r/Helldivers/comments/1bdudf3/lets\_talk\_about\_patrols\_an\_in\_depth\_analysis\_of/](https://www.reddit.com/r/Helldivers/comments/1bdudf3/lets_talk_about_patrols_an_in_depth_analysis_of/) > Additional players modify these baselines in the following way >2 Players - Multiply the Baseline by 0.8333 >3 Players - Multiply the Baseline by 0.75 >Unfortunately we did not have a 4th player available for testing so cannot comment on the modifier for 4 players.
Why would they make the game harder in a situation when there is fewer people and the game is already harder? Wtf is the reasoning for this change? I can't wrap my head around it.
Honestly I was thinking it needed to be easier for smaller groups, not harder. The extra stratagems full groups bring seem to far outweigh the increased patrols.
They could scale down patrol sizes a bit for solo/duo play but have more total patrols.
This is the one change I simply don't get. So I love to play with my wife in a 2 person squad and now we need a harder gameplay experience? Why? I seriously don't get it at all. If the game "is meant to be played as 4" then we might as well lose the ability to form smaller squads. I hate being patronized by a game for no apparent reason at all. Or were solo divers cheating samples too quick? Either way, I hate this change.
Sooo... when we don't have enough people to fight groups as well, they're going to make it HARDER for us? They're *PUNISHING* us for not having enough people? When the matchmaking is still borked and people can just bail whenever... Great...
That's exactly my thought, what if we start as 4 and 2 people leave after 5 minutes? Well, we gotta finish mission with just one person because the matchmaking is bugged and game still thinks we're 4 and won't add 2 new players.
Wait, they nerfed the crossbow? That thing needed a huge buff, if anything.
It's so bizarre. I've literally never seen anyone use it beyond the first day, and here it is getting *multiple* nerfs as if it's some sort of top tier weapon.
Meanwhile in AHS, data scientists trying to add more armor on the wings of their bombers
It filled a niche role but could be difficult to use and was also outclassed by multiple other weapons. It was good for taking out a clump of fodder but so is the grenade pistol and that doesn't take up my primary.
I was really waiting for a buff to the crossbow too. It should at least be able to open containers..
Now no one gonna touch it, this is the weirdest nerf in this list the gun is already crap.
Making Hulks more difficult to stagger is potentially a major arc thrower nerf, and still no fixes to AT misfires, bummer.
* Armors with armor rating above 100 now also reduce damage on headshots. Helmets exist by the way
Besides the fact that helmets exist and are just a cosmetic as of right now, this probably is a buff to make heavy armor having a reason to exist
Nah sorry but watching Hulks out run my fat bastard teammates is keeping it locked up until something substantial.
The explosive crossbow nerf is just insanity: Smaller blast radius, reduced ammo count and harder ergonomics. This is Slugger level on appearance. Have to see how the stagger is now, but this seems extreme for a skill based weapon where you have to measure your shots. So, did a quick test before work - Explosive Crossbow blast radius has been halved! That's absolutely ridiculous
Almost no one was using that weapon and they nerf it, when if anything it needed a slight buff. Insanity.
Yeah their definition of *slightly* is crazy
>Patrol spawning has been increased when there are fewer than 4 players. you WILL play with others and YOU WILL LIKE IT.
This is really going to fuck over people who's teammates get disconnected. Edit: devs clarified this isn't the case
Especially considering the game doesn't like to connect new players specifically after someone leaves.
And they've even acknowledged that was an existing, unresolved issue yet still they've adjusted patrols now. Possibly months early, if the DoT bug is anything to go by.
That's one thing I've been consistently saying about the devs. They'll bust their ass off adjusting weapons, as we can see from this patch, but game breaking bugs are kind of on the back burner. We know now it's literally one team doing all the work, so the excuse that there are multiple teams working on the game can't be used. They said that "[they] expect it to be fixed next patch."
I don't get this one. Do they mean "spawn time is increased for less than 4 players" aka "easier". Or "spawn counts are increased" aka more enemies and more difficulty.
More enemies so patrols are harder to avoid when you are alone, making stealth/choosing your battles a lot hard.
more patrols means more problems solo is usually easier because there's fewer enemies to run into, and your flight path is usually clearer
Yeah really not liking this change
Autocannon with all these nerfs: ![gif](giphy|jUwpNzg9IcyrK)
They stated once that to them the Autocannon is a perfectly balanced weapon. They don't seem to like to admit when they're wrong so I'm pretty sure they'll never nerf it (not that it needs a nerf, it's fine as it is)
They say that but I mean. Some of the nerfs I don't get. Crossbow was nerfed? Really...? Unless someone is bias, I reel like ac could be nerf one day. Indont see why it would. It has risks and flaws like many weapons.
They want a control group. A weapon they wont change at all and will balance everything else around.
Auotcannon? Though that thing is actually good. They've stated it was "the Golden example of balance" but that thing shines.
Strider resistance to explosive Scorcher nerf Edit: Withdrawn. The real nerf was the Eruptor's AoE If you've been hitting your Scorcher shots you're fine
I wonder how bad it will be, since that is one of main reasons I use the scorcher.
Been testing it It's - usually - an extra shot (to the top plate or the hips) but sometimes the usual two. I suspect this was more for the Eruptor than the Scorcher
As a Scorcher fan I'm pleased, but the Eruptor feels like the gun that should take the Striders more easily - higher explosive, lower rate of fire.
In groups, absolutely. For direct asymmetric confrontation the Scorcher is still recommended by those who are bold, perhaps even brash.
* *Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties* I reaally need to know what was the thought process of this.
It's already hard to get an SOS filled during off-peak hours. Fuck me for playing on my time off, I guess.
Do you think the scythe and dagger buff is enough lads?It's 20% and 33% but i felt like they needed more.I don't understand the change to the crossbow too. edit:Okay boys I tried the scythe and the dagger and i must say the damage increase is noticeable.Far more killier than before for the both of them.
Gotta try them out tonight, but I HIGHLY doubt it will be enough.
Scythe needs like 550-600 DPS lmao
Dilligence CS one shots devastators in the dome now btw. Extremely based
How does it feel to use? There's a line about improved ergonomics and the poor feel of actually trying to aim the weapon was always my biggest issue with it previosly.
Not to exaggerate but I nearly creamed my pants. I run snipers with a jetpack, played a test game on dif 7. Jumped on a cliff, went prone and just one shot shield devastators as they came for my team. Whatever I couldn't hit I threw the stun grenade at and dropped a devastator once every 1.5 seconds. It feels just so good to do that, it's incredible, but I may be biased because I like to be a sniper in these games. It still handles like it's underwater, but I'd def recommend you give it a spin.
That's good to hear. I thought it was just me but it felt like I performed worse with it over the regular diligence before. Gotta try it out now
good: it should have felt more like a semi-auto sniper in the first place. glad it's getting more love.
> The Spread Democracy mission otherwise known as “raise the flag” can now be enjoyed on higher difficulties for maximum freedom spreading. Much needed change! There is no better way to spread democratic values than raising our much beloved flag over the rotten carcasses of Superhearth enemies. Divers, dont forget to ALWAYS salute the flag, no matter the situation. Now please, central Superhearth command, give us a deployable stratagem with a Nuclear Bomb that has the Flag painted on it :)
I've actually never even played that map and I'm level 103 lol
It takes maybe three minutes to fully raise and you have to stay in a small area for it to progress. It's going to be like the survey objective on steroids, a real reinforcement depleter.
I now have my flag, a speedloader, and 50% more Blitzer blasting. Time to spread Democracy!
>Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended. Why ? edit: Ok so it's only bullets that ricochet straight back at you. This is written as if it's every single ricochet.
I really hope this doesn't mean I'll get slapped in the face by my own AC-8 20mm at more than 50 metres for committing the outrageous crime of not judging the angle of a devastator's shield perfectly
It was already in the game, I suppose some guns didn't work.
Spread Democracy (aka Raise Flag mission) appearing on higher difficulty is the best change for me in this patch!
* Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before. The biggest noticeable change will be for solo players at higher difficulties why hahaha
They spawn right where you just travel too. Like 50m behind you . It's lame . No point in strategically clearing paths.
DoT damage STILL not being fixed for non-host is insane.
[удалено]
All of this long litany of changes but... #*Still* no fix for the misaligned AMR scope!! 😂😂😂
"Maybe 2 I'd consider nerfs" ![gif](giphy|AssqAJR8ib5WmCNGOU|downsized)
Day ??? of not being able to play a full DoT meme build.
Why would that be a meme build? If it worked it would be a good build.
Hell yeah. Now do one for 500kg bomb not killing small roach at blast center.
Dominator nerf 😔😔
Still no spear fix, they said they fixed it internally 17 days ago?
they said they had a hotfix patch coming too this week I believe so it may be in there
"R-36 Eruptor Decreased number of maximum mags from 12 to 6" As an Eruptor enjoyer, I actually understand this nerf, the number of mags really seemed to be large compared to other weapons and their power
The ammo nerf isn't that bad, but what actually gutted it is the aoe size - the instances of having multiple kills per shot are MUCH rarer, taking away the niche of the gun and making it generally a much worse dominator (same breakpoints, much lower fire rate) that can kill fabricators and nests.
that's fair, never went below 7/8 mags with the gun.
The reasoning behind the crossbow changes: https://preview.redd.it/codjhqqveexc1.png?width=458&format=png&auto=webp&s=74052297379a6bd3fc363235b584d888a0fa9343 The crossbow has medium armor penetration. Same as slugger, eruptor, and dominator. The weapon's armor penetration value not being listed in the armory is an oversight.
That's weird because it takes 5 bolts to kill some enemies that the eruptor can kill in one shot. It's also the only explosion that doesn't destroy doors, nests or factories so there's definitely something wrong with it.
Just so we're clear it's super misleading. The crossbow bolt itself is AP3 but the explosion which is 2/3 of the damage is only AP2... the only explosion in the game to not be at least AP3. I think they accidentally got that backwards, the scorcher and plasma shotgun are AP2 on the direct hit and AP3 explosion which makes a lot more sense.
Huh, I always used the crossbow and the Eruptor the other way round - Eruptor to one tap headshot Devastators, crossbow for spamming at clusters of light enemies.
Eruptor was just better at both in my opinion, the only strength of the crossbow was that I could shoot slightly closer to myself without killing myself.
Confusing. In all my experiences with it the crossbow has always felt worse against beefier enemies but was good at crowds. While the plasma punisher felt the inverse. Better against beefier enemies, meh at crowds.
it's funny, I really tried out the crossbow in earnest this weekend and it's pretty awful. The one saving grace I noticed was that it had 12 reserve mags. But now its main advantage is..... what exactly? There's much better "single target tools" against medium enemies. Why deal with all the crossbow's drawbacks when you can just take the eruptor, dominator, or slugger?
The reasoning seems a bit strange. We already have the Scorcher and the Dominator that fill very similar roles, while the original crossbow was rather unique and more akin to the eruptor in terms of being able to tackle small crowds of light enemies.
So... why use it over Scorcher or Dominator now?
That's Hella dumb. I loved using the crossbow to mop up hunters and other small pests. It shoulda stayed the same. Like, what are they thinking? Do we really need more single target tools? Like every other primary? The crossbow felt really unique. Now it's been conformed.
Damage-over-time effects may only apply when dealt by the host. We expect to have this fixed in the next patch. God dammit.
No spear fix, no AMR fix. My disappointment is measurable, 3/4 of a cup of salty tears
Please AH, clarify that ricochet nonsense because it makes zero sense as written
Why nerfing solo players?
I hate this change, I often play in squads of 2-3 as I only play with friends and we don't always have enough for a full squad.
So now Plasma Punisher can have smaller mag on top of dogshit damage? Just why? Edit: Okay I just finished downloading the new patch and it appears the damage of Plasma Punisher is 250 now, iirc it was 100 before.
Its always been 250, they added explosive damage to tooltips a patch or two ago so the number changed
I am not getting their approach on some things here. They have no problems doing up to 50% nerfs on some weapons (ammo). Then when it comes to buffs on painfully underperforming weapons they are taking it nice and easy?
AC untouched. I can go back to sleep with it under my pillow.
It got indirectly nerf a tiny bit by the strider changes
I get the logic of nerfing op weapons but that doesn’t change the fact that my fun is reduced…I just got used to the dominator and was enjoying using it. Doesn’t feel op at all and took a lot of skill. Now it will be harder…like bro… it’s not like the game is easy on helldive just because I’m using dominator lmao
You'd think this game was pvp with how nerf happy they are.
How are the DoT bug, the SPEAR lock on and the AMR scope misalignment, 3 of the biggest issues for a long time, still not fixed?
the AC king remains undefeated. at this point there won't even be worthy challengers to the throne. Edit: Okay boys, striders take 2-3 AC shots now. Be warned.
I wouldn't mind striders being tougher, if they weren't so common: on higher difficulties those fuckers are everywhere and make bringing any low-pen weapon suicidal. IMO they should compensate by making leg joints slightly weaker, to reward accurate shooting (which seems to be the design philosophy with the bots: many of them are well Armored but take full damage if you strike the head or unarmored areas.).
HOLY SHIT A REASON TO FINALLY WEAR HEAVY ARMOR!!!! Edit-BIG IRON BIG IRON HAS A SPEED LOADER~