A new hotfix is released today to address crashes and performance issues players have been reporting since the last patch. Here is the full Patch 01.001.003 notes.
Patch 01.001.104
OverviewThe 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 secStronger thrust forceThrust vector has been tweaked
- Will have a slightly higher jump and more forward momentum
- Switch from AR-23 Liberator rounds to AR-23P Liberator Penetrator rounds
- Armor penetration increased from 2 to 3Damage decreased from 70 to 60
- Activate: The drone leaves the backpack and starts to perform its tasksDeactivate: The drone returns to the backpack into a passive standby state
Stratagems
Eagle Strafing Run
- Explosion radius slightly increasedExplosion damage increased from 250 to 350
- Salvoes increased from 3 to 4Duration between salvoes increased from 3 to 4 sec
- Magazine capacity increased from 125 to 175Cooldown reduced from 120 to 90 secLife time reduced from 180 to 150 sec
- Magazine capacity increased from 400 to 500Cooldown reduced from 180 to 150 secLife time reduced from 180 to 150 sec
- Cooldown reduced from 180 to 150 secLife time reduced from 180 to 150 sec
- Cooldown reduced from 180 to 150 secLife time reduced from 180 to 150 sec
- The mines are now only triggered by heavier enemies like Chargers, Bile Titans, Impalers, HulksDamage increased from 800 to 2000Explosion radius decreased
- Reduced charge-up shots cooldown from 3 to 1 secCooldown reduced from 150 to 120 secLifetime reduced from 180 to 150 sec
- 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
- Legs health reduced from 300 to 200
- Have a short shared area cooldown for their pounce abilityCan now totally blow up if affected with enough damage
- Can blow up if affected with enough damag
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!
- Normal small projectiles damage reduced from 40 to 35
- Used by enemies like the Devastators, Emplacements and Conscripts
- Used by enemies like the Heavy Emplacements and Scout Striders
- 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 HelldiverAs a result the Automatons had to revert back to using rocket launchers for their Hulk Bruisers
- Head armor decreased from 2 to 1Head health increased from 100 to 110
- Head health decreased from 125 to 110
- The pause between their salvoes has been slightly increased, providing Helldivers with a better opportunity to counterattack
- 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 200% damage to the Tank’s main health
- 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
- The Turret is now destroyed if the Tank body is destroyed
Fixes
Resolved Top Priority issues:
- Not enough enemies spawn to complete Eradicate missionsSome 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 effectsPatrol 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
- Fixed crash that could occur when getting knock backed while wearing the energy shield backpackFixed potential crash when a peer leaves with unique armor customizationVarious crash fixes
- Fixed bug where helldivers wearing heavy armors would be immune to gas status effectGeneral 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 inPlayers may not receive Friend Requests sent from another platformTerminals may lose functionality blocking completion of a missionSocial menu is stuck on ‘Please Wait Democratically’ for some playersTitle may crash during intro cinematic or title screenFriends “Invite only” games can still be seen on the Galactic War Map but cannot be joined
- 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
How about the issue that I use a stim and it waste it and still kills me anyway instead of healing me. Plz fix(that’s literally the only problem and this game would be perfect)
How about the issue where you will fire your weapon when trying to place a map marker?
Thank you very much team, so much hype with this update.
We are back, for Democracy!!
Not gonna lie, I’m just whelmed by the is patch. The strategem changes are a good start and I like what they’re doing. But, Most weapon balance changes appeared to be minimal increases to durable damage and not addressing the real issues with weapon ineffectiveness, such as, assault rifles not have a niche in game. But I could be wrong. I am furious they have still not fixed the mechs as they are still completely useless, since the emancipator still has extremely poor ammo, and horribel durable damage values. The patriot’s rockets still deal the same poor damage, and lack peneration. I thought their would massive sweeping changes to the weapons to freshen the game up and return us to the power fantasy this game is supposed to be but that didn’t happen. They’re going in a good direction, but let’s just say for now I’m just whelmed.
This game was never meant to be a power fantasy, helldivers are meant to br disposable troops. Change your mindset and you’ll enjoy it a lot more.
“Change your mindset and you’ll enjoy it a lot more.”
I think if you chose to consume only 500 calories a day you’d save money, don’t worry about things like starvation, malnutrition, scurvy, weak bones, loss of muscle mass. It is just a mindset thing 🙂
The mechs works fine and they tightened up their firing so they land more accurately at a distance. We use them consistently in 7s-9s. If you’re struggling with them then perhaps you just need a bit more practice. They aren’t meant to be used for an entire match. They’re more meant as a tide turner and, especially the emancipator, they do this very well if you’re accurate and just use them in a smart way. With this change to their accuracy they’re going to be absolutely deadly in the hands of my usual squad whereas they already were doing just fine.
Brilliant devs!! Congrats
I think I’m going to give the new faster call down loadouts a try, I’ve been dying for a fast cooldown anti armor that not 500kg. Now I have more orbital to choose from.
I’m going to be off cooldown every minute, if I don’t hit 20 strategems used I’m a failure.!
You shouldn’t be able to be kicked out of a mission or be killed by them before you get on the extraction ship. That’s some bull**** and they should be penalized. Like not getting credit for the samples or exp.
Is the bugged reinforcement thing fixed I’ve had a couple of games now the after death we can’t renforce dead players we are not in ion storm or anywhere near a stratagem blocker and continually try to reinforce but can’t bring anyone down