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Helldivers 2 |OT| Another bug infested game

[Sigma]

Member


Chaos!
giphy.webp
 

ap_puff

Member
Played a couple hours last night after a couple weeks off. Game feels wayy better since they toned down the ragdolling from impalers. I'm pretty optimistic on where the game is headed tbh
 

DelireMan7

Member
I am curious to try. On the concept I am not a fan.
I have quite some concerns about it. Support weapons seems pretty strong now for dealing with big "threat" so I am sure quite some orbital strike and other stratagem will be made much less attractive.
Hope the tactical, teamwork and challenging aspect are remaining. But since now everybody can easy way to deal with big enemies, I think it will be more "4 dudes running around and shooting everything"
 

Holammer

Member
Checked the change log, I like how Autocannon, Anti-materiel Rifle & Heavy Machine Gun can now deal damage to large enemies like Titans and Chargers. The spear should be able to reliably one-shot chargers, plus all the other anti-tank weapons have increased damage.
A couple of the old guns now have a 60 round drum magazine and most bullet based rifles come with an extra magazine.
 

dmaul1114

Banned
Haven’t played in a couple months so I missed all the gripes about the last big update. Seems now it a good time to jump back in. Maybe I’ll fire it up in a bit as I’m taking a lazy day after a long word day yesterday whilst still being jet lagged from a combo work/vacation trip abroad.
 

Paltheos

Member
Just curious if anyone else has this problem: My friends and I tried grouping up over the weekend and earlier last week too, and the game would not allow us in either instance to make a group of four. Hell, we couldn't get three people on one ship (although oddly two kinda worked, but I also got kicked for some reason from the lobby). We've played many times prior. Eventually we gave up and just played some Darktide instead.
 

DeepEnigma

Gold Member
Just curious if anyone else has this problem: My friends and I tried grouping up over the weekend and earlier last week too, and the game would not allow us in either instance to make a group of four. Hell, we couldn't get three people on one ship (although oddly two kinda worked, but I also got kicked for some reason from the lobby). We've played many times prior. Eventually we gave up and just played some Darktide instead.
Try having everyone check their NAT on the PC or PS5 network. Everyone should be NAT 2.
 
reading that the personal shield pack is bugged in that most melee hits from bugs won't deplete it's energy so you're basically going around in good mode unless there's any spitting or explosive damage. anyone wants to test it out? :messenger_grinning_smiling:
 

DeepEnigma

Gold Member
reading that the personal shield pack is bugged in that most melee hits from bugs won't deplete it's energy so you're basically going around in good mode unless there's any spitting or explosive damage. anyone wants to test it out? :messenger_grinning_smiling:
I have seen this happen prior to this patch and it seemed like a random once in a while hit would go through the shield and damage you. Have not tested it post patch yet, I will try it out later.
 
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Youtube video by arrowhead about the patch details. Does a way better job at telling what all has changed.

Some really great changes. First time in this game that I feel like trying out various weapons. First time, you actually have a good choice in primary, secondary, grenades and even strategms. Seems well balanced and the changes seem well thought out. It's not only buffs, but rather removing annoying enemy details( weak spots not acting as weak spots, for example) while giving players more options to deal with any situation.
 

Lunarorbit

Member
Looked at the steam numbers yesterday when I was talking about extraction shooters and it had 28,000 peak. Like others I haven't played in a few months; great opportunity to jump back in
 
Almost 100k views for a 35 minutes video of 2 dudes talking about patch notes. This game legs will be legendary.
There is almost certainly a new enemy faction releasing before end of year. Apparently it was mostly done before launch. Also, vehicles should be making an appearance as well, as hacked leaks showed

I'm really interested how this game looks one year from now. The lead developer stated they threw out their long term road map after launch to something way more ambitious. That will take time, but HD2 will get huge numbers with any big update. The developers just need to figure out a way to make the game less repetitive. The player base is just waiting to come back
 
There is almost certainly a new enemy faction releasing before end of year. Apparently it was mostly done before launch. Also, vehicles should be making an appearance as well, as hacked leaks showed

I'm really interested how this game looks one year from now. The lead developer stated they threw out their long term road map after launch to something way more ambitious. That will take time, but HD2 will get huge numbers with any big update. The developers just need to figure out a way to make the game less repetitive. The player base is just waiting to come back
Honestly, I will be shocked if they don't hit 50k-100k concurrent players( counting both pc and ps) in the next week or two. The update seems to address almost all the major complaints and the game honestly feels like a different game. It seems far more fun

Edit: Apparently it already reached 90k+ concurrent players yesterday Reddit post showing active players
 
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Honestly, I will be shocked if they don't hit 50k-100k concurrent players( counting both pc and ps) in the next week or two. The update seems to address almost all the major complaints and the game honestly feels like a different game. It seems far more fun
The balancing issues isn't the reason for declining CCU, imo. The hardcore fanbase that never left will be happy. Arrowhead needs to find a way to entice players to continue playing without it feeling as repetitive. Many gamers upgraded everything they could, and there is not a ton of reason to keep playing once doing that. Every PvE game goes through CCU lulls between updates. HD2 is obviously not immune to that. The game is still doing really well regardless
 
The Bots are now fun to play. Holy fuck if this is how the game released in terms of balance, it would have had even more massive legs.
They fixed a lot of things and also made it more fair, you can take out the fabricators with the recoiless , and even the commando, and EAT.
Rocket devestators now have reload mechanics, and the 500 KG ACTUALLY WORKS AFTER MANY MONTHS. I can consistently nuke out 10-20 enemies on a base.
 

DeepEnigma

Gold Member
The Bots are now fun to play. Holy fuck if this is how the game released in terms of balance, it would have had even more massive legs.
They fixed a lot of things and also made it more fair, you can take out the fabricators with the recoiless , and even the commando, and EAT.
Rocket devestators now have reload mechanics, and the 500 KG ACTUALLY WORKS AFTER MANY MONTHS. I can consistently nuke out 10-20 enemies on a base.
The 'Gone in 360 seconds!' trophy should be a breeze now. Especially with 500kg/Orbital combined with the secondary buffs.
 

GymWolf

Gold Member
I don't understand the buff to the the arc weapons, they speak about stun build up with every hit, but the arc weapons were already stun machines before this upgrade, it was one of the best thing about the blitzer, it was stopping all medium enemies in their tracks...
 

DelireMan7

Member
Made an operation.

Lvl 7. It was more easy than before for sure.
All big threats dying quite fast. Not sure I'll enjoy it on the long run.
Will see on higher difficulty how it is.
 

ap_puff

Member
I don't understand the buff to the the arc weapons, they speak about stun build up with every hit, but the arc weapons were already stun machines before this upgrade, it was one of the best thing about the blitzer, it was stopping all medium enemies in their tracks...
There's 2 different mechanics, stagger/stumble is the thing that makes enemies flinch, stun is the thing that makes them stand around and do nothing. Stagger has an instantaneous recovery it just interrupts whatever animation/attack they're doing.
 
I have seen this happen prior to this patch and it seemed like a random once in a while hit would go through the shield and damage you. Have not tested it post patch yet, I will try it out later.

tried the personal shield pack and it indeed is not using any energy when getting hit by bug melees. my fellow Helldivers, have fun.
 
Wow, it feels like a lot more things are usable now. Guns are legitimate sidegrades over each other instead of having clear winners. The support weapon changes are also phenomenal now that more things can damage heavies. Time to switch to Peak Physique + HMG + Eruptor.

EDIT: The thermite grenade can kill bile titans! I'll still mostly use the stun grenade but this is amazing.
 
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Overview
  • Fix for SH-32 Shield Generator Pack
  • Crash fix

Fixes
  • Fix for a crash during host migration when a new player joins.
  • Helldivers were accidentally granted the SH-32 Shield Generator Packs from General Brasch´s personal stash. These are reserved for 10 star generals only. The workers at the distribution center have been sent to re-education camps and regular shields will resume distribution.

aw. oh well, it was fun while it lasted. :messenger_grinning_sweat:
 
I'm still getting a glitch on the missions where you call down a console to drill and nuke an area with bugs. Can't interact with the console, forcing a mission failure.
This happens every time I do that mission now.
 
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GermanZepp

Member
Hello folks, I'm thinking to jump in. Is a good time to do it? I'm going to play it mostly with random people or solo.
Thanks In advance
 

Isa

Member
I'm still getting a glitch on the missions where you call down a console to drill and nuke an area with bugs. Can't interact with the console, forcing a mission failure.
This happens every time I do that mission now.
I've been having fun with this after taking a break for a while, but this one mission type still bugs out lol. I've only done it solo, other missions with friends when they're on. I've tried deforming the terrain too to provide better access in case of clipping but nothing. Otherwise its been a blast.

The weapon buffs have been nice, more options for playstyles is very appreciated. Looking forward to the next update. I also noticed the image was sharper and cleaner overall with stable performance in Quality mode.
 



some more really good changes coming up.


Patch 01.001.104


Freedoms greetings citizens of Super Earth! Im your host Release Captain Carlberg bringing you the latest and greatest from high command. So without further ado let us dive in.

Overview
The final part of our 60 day commitment is here!
This patch marks the last set of changes we aimed to implement for the 60 day community commitment while also addressing issues we previously didn’t have time to fix.

So what does this patch contain?
We have made changes to the remaining weapons and stratagems we weren't able to finish for the patch on September 17th, ensuring they’re now more interesting and effective. We have also dedicated some time and we’ve looked over some key core systems like enemy spawning as well as targeting and vision for the Automatons. Based on your feedback, we’ve fine-tuned the Automaton experience to hopefully make them feel less frustrating to play against. Additionally, we have also adjusted the Helldivers durability to make your armor choices feel more impactful.

Finally, we've introduced new functionality to certain items to give players more depth in mastering their equipment. For example, the GR-8 Recoilless Rifle and the AC-8 Autocannon now have programmable ammunition, and drones that come with backpacks can be toggled on or off for added control.

We hope you enjoy these changes! The team at Arrowhead has been thrilled to work on this 60-day commitment for you, our community and players and seeing your reactions to the work we’ve done! Together, we aim to ensure Helldivers 2 delivers on its core fantasy and remains a game we all love to play.

Balancing
General changes
Additional Supply Items are now visible on the minimap
Exosuits
Support Stratagems

Removed ricochets from Orbital Stratagem projectiles, Eagle-1 bombs and FAF-14 Spear missiles
They can no longer ricochet off of targets

Helldiver armor tweaks, both Heavy and Light armor are now more effective

Heavy armor reduces damage taken by 25%, up from 20%
5% more damage reduction

Light armor increases damage taken by 25%, down from 33%
8% less damage taken

Stratagems and Weapon tag description updates, they now show more information and are also categorized
Armor penetration 2 is classified as Light armor penetrating
Armor penetration 3 is classified as Medium armor penetrating
Armor penetration 4 is classified as Heavy armor penetrating
Armor penetration 5+ is classified as Anti tank

Primary Weapons
Plasma projectile behavior
We’ve standardized the behavior of Plasma projectiles, which previously had varying characteristics in how they traveled through the air. Now, all Plasma projectiles experience high drag, causing them to slow down faster. However, each plasma weapon still fires projectiles at different speeds and calibers, so their effective ranges will remain distinct. For most weapons, this change won’t be very noticeable
With the SG-8P Punisher Plasma you’ll see a less pronounced arc in its projectile path. Instead, it will start off faster and lose speed more rapidly, keeping its effective range about the same

PLAS-101 Purifier
Projectiles can now be charged up with a damage multiplier that scales
Minimum charge of 0.1 sec gives a 50% damage multiplier
Maximum charge of 1 sec gives a 100% damage multiplier
Maximum charge projectile damage increased from 100 to 200
Maximum charge projectile durable damage increased from 50 to 100
Maximum charge explosion damage increased from 150 to 300
The explosion doesn’t scale, but a fully charged shot has a different explosion effect:
Minimum charge (0.1–0.99 sec): Inner radius 1m, outer radius 2m, explosion damage 75
Maximum charge (1 sec): Inner radius 2.9m, outer radius 3m, explosion damage 300

PLAS-1 Scorcher
New weapon function: Auto fire mode
Fire rate increased from 250 to 350
Magazine capacity increased from 15 to 20
Spare magazines decreased from 6 to 5

SG-8P Punisher Plasma
Reduced recoil
Fire rate increased from 80 to 100

AR-23 Liberator
Horizontal recoil reduced by 30%

AR-23P Liberator Penetrator
Horizontal recoil reduced by 30%
Increased magazine capacity from 30 to 45
Spare magazines decreased from 10 to 7

AR-23A Liberator Carbine
Horizontal recoil reduced by 30%
Ergonomics increased from 65 to 70
Reload duration decreased from 3 to 2.5 sec

BR-14 Adjudicator
Horizontal recoil reduced by 30%
Projectile damage increased from 80 to 90
Projectile durable damage increased from 16 to 23
Magazine capacity increased from 25 to 30

AR-61 Tenderizer
New weapon function: 600/850 RPM

JAR-5 Dominator
Moved from the Explosive weapon category to the Special weapon category

Sidearms
P-113 Verdict
Armor penetration increased from 2 to 3
Projectile durable damage increased from 13 to 32
Stagger strength increased from 13 to 15

P-4 Senator
Armor penetration increased from 3 to 4
Projectile damage increased from 175 to 200
Projectile durable damage increased from 35 to 70

P-11 Stim Pistol
Spread decreased from 30 to 5
Muzzle velocity increased from 80 to 200

Throwables
K-2 Throwing Knives
Uses increased from 8 to 20

G-12 High Explosive Grenade
Damage increased from 400 to 800

G-6 Frag Grenade
Damage increased from 250 to 500

G-10 Incendiary Grenade
Damage increased from 150 to 300

Stratagem Support Weapons
AC-8 Autocannon
New weapon function: Programmable ammunition now allows you to switch between normal and and flak projectiles
Flak projectiles are proximity triggered shrapnel explosions with a larger explosion radius

GR-8 Recoilless Rifle
New weapon function: Programmable ammunition now allows you to switch between normal projectiles and High Explosive rounds
High Explosive rounds have a larger explosion radius, deal more explosion damage, less projectile damage and are less effective against tanks

RL-77 Airburst Rocket Launcher
Reload duration reduced from 7 to 5 sec

M-105 LMG Stalwart
Ergonomics increased from 25 to 40

MG-43 Machine Gun
Magazine capacity increased from 150 to 175
Starting spare magazines increased from 1 to 2

MG-206 Heavy Machine Gun
Magazine capacity increased from 75 to 100

Backpacks
LIFT-850 Jump Pack
Cooldown reduced from 20 to 15 sec
Stronger thrust force
Thrust vector has been tweaked. Will have a slightly higher jump and more forward momentum

AX/AR-23 “Guard Dog”
Switch from AR-23 Liberator rounds to AR-23P Liberator Penetrator rounds.
Armor penetration increased from 2 to 3
Damage decreased from 70 to 60
Magazine capacity increased from 30 to 45

Drone Backpacks now has a new toggle drone function
Activate: The drone leaves the backpack and starts to perform its tasks
Deactivate: The drone returns to the backpack into a passive standby state

Stratagems
Eagle Strafing Run
Explosion radius slightly increased
Explosion damage increased from 250 to 350

Orbital Airburst Strike
Salvoes increased from 3 to 4
Duration between salvoes increased from 3 to 4 sec

A/MG-43 Machine Gun Sentry
Magazine capacity increased from 125 to 175
Cooldown reduced from 120 to 90 sec
Life time reduced from 180 to 150 sec

A/G-16 Gatling Sentry
Magazine capacity increased from 400 to 500
Cooldown reduced from 180 to 150 sec
Life time reduced from 180 to 150 sec

A/MLS-4X Rocket Sentry
Cooldown reduced from 180 to 150 sec
Life time reduced from 180 to 150 sec

A/AC-8 Autocannon Sentry
Cooldown reduced from 180 to 150 sec
Life time reduced from 180 to 150 sec

MD-17 Anti Tank Mines
We are working on changes to the Anti-Personnel and Incendiary Mines, however we are not yet happy with the fixes, as we feel they introduced too many new problems. We will continue working on these changes and include them in a future patch
The mines are now only triggered by heavier enemies like Chargers, Bile Titans, Impalers, Hulks
Damage increased from 800 to 2000
Explosion radius decreased

A/ARC-3 Tesla Tower
Reduced charge-up shots cooldown from 3 to 1 sec
Cooldown reduced from 150 to 120 sec
Lifetime reduced from 180 to 150 sec

FX-12 Shield Generator Relay
Removed charge delay between damage taken
Increased charge rate from 300 to 400 health/sec
Radius increased from 8 to 15m
Once the shield is down, it will no longer regenerate

Gameplay
Patrol Spawning
Previously, once the mission was completed but before extraction, we significantly increased patrol spawns across the entire map.
Now, the increased patrol spawns are concentrated around the extraction site, with more patrols appearing the closer you are to it. This change should make patrol spawning feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples. Please let us know if you still experience issues with the patrol spawning!

Terminids
Bile Spewers
Legs health reduced from 300 to 200

Nursing Spewers
Legs health reduced from 300 to 200

Hunters
Have a short shared area cooldown for their pounce ability
Can now totally blow up if affected with enough damage

Scavengers
Can blow up if affected with enough damage

Automatons
Automaton Targeting
Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects. We've addressed these issues, so now you should be able to use stealth more effectively against the Automatons, and they won’t be able to shoot through walls or see you when they shouldn’t. Please let us know if you still encounter issues like these!

Automaton projectiles
Normal small projectiles damage reduced from 40 to 35, used by enemies like the Devastators, Emplacements and Conscripts
Heavy projectiles damage reduced from 65 to 60, used by enemies like the Heavy Emplacements and Scout Striders

Hulk Bruiser
In response to their disapproval of a newly installed cannon on the Automaton Hulk Bruisers, Super Earth High Command sent a crack commando to sabotage their production facilities. The skilled operative promptly escaped into the shadows after completing their mission. Today, still wanted by the Automatons, they survive as a soldier of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can enlist… John Helldiver
As a result the Automatons had to revert back to using rocket launchers for their Hulk Bruisers

All Devastators
Head armor decreased from 2 to 1
Head health increased from 100 to 110

Berserkers
Head health decreased from 125 to 110

Heavy Devastator
The pause between their salvoes has been slightly increased, providing Helldivers with a better opportunity to counterattack

All Tanks
Front armor reduced from 6 to 5, our previous tweak didn't have the intended effect on gameplay that we expected so we’ve reverted this back
The rear weak spots of the Tank's body now have their own health pool, which matches the Tank's previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 150% damage to the Tank's main health

Annihilator Tank Turrets & Shredder Tank Turrets
The rear weak spots of the Tank's body now have their own health pool, which matches the Tank's previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 200% damage to the Tank's main health

Barrager Tank Turret
The Turret is now destroyed if the Tank body is destroyed

Fixes
Resolved Top Priority issues:
Not enough enemies spawn to complete Eradicate missions
Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects
Patrol Spawning should now feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples

Crash Fixes and Soft-locks:
Fixed crash that could occur when getting knock backed while wearing the energy shield backpack
Fixed potential crash when a peer leaves with unique armor customization
Various crash fixes

Miscellaneous Fixes
Fixed bug where helldivers wearing heavy armors would be immune to gas status effect
General Brasch returns from holiday retreat in foggy hillside town

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.
Top Priority:
The hive breaker drill may be inaccessible when called in
Players may not receive Friend Requests sent from another platform
Terminals may lose functionality blocking completion of a mission
Social menu is stuck on ‘Please Wait Democratically’ for some players
Title may crash during intro cinematic or title screen
Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined

Medium Priority:
Players are unable to shoot properly while in the air using a jetpack
Stratagem balls bounce unpredictably off cliffs and some spots
Some Eagle Stratagems may not drop when deployed on a swamp planet
Reinforcement may not be available for players who join a game in progress
Pelican-1 may sometimes be launched away if hit with an impaler tentacle
Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
High damage weapons will not detonate hellbombs already present on the map
Some enemies that bleed out do not progress Personal Orders and Eradicate missions
QWERTY keyboard numpad bindings does not save correctly after the Title restart


That is all for today! A democratic day to you
Release Captain Carlberg out
 
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Södy

Member
Beaten our first level 10 operation yesterday. Was more of a challenge but still relatively easy if you do it in a well coordinated squad. Really curious how level 10 is on the bot front.
 

AlphaDump

Gold Member
Being able to turn my drone on/off is huge when sneaking around on super helldiver difficulty.

Loving the Scorcher buffs too. I'll take one less clip for more bullets and fire rate.

Hoping they do something for Ps5 Pro eventually.. maybe they are just focused on the current end user experience with this 60 day plan, and then shift into those added features. If not, I'll be really disappointed.
 
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