Helldivers 2 | PS5, PC | Alvin reports "game gets crazy sometimes"

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Memento Mori
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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by Memento Mori » Thu Apr 11, 2024 4:34 pm

aayl1 wrote:
Peter Crisp wrote:I'm going to go with a super fire build as soon as I have the samples needed.
Fire has recently had a 50% damage buff and the level 4 upgrades for the xxl weapons bay gives an extra bomb for all eagles and the level 4 upgrade for the bridge gives an extra 25% damage for Inceniary mines, flamethrower and napalm airstrike.

They're gonna burn :nod: .


Damage over time is still bugged if you're not the host, so make sure you're hosting with that loadout lol.

Down to do some 7+ missions with the non scaredy-cats whenever!

I'll be around from 7:30PM UK time.

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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by Preezy » Thu Apr 11, 2024 4:37 pm

aayl1 wrote:Down to do some 7+ missions with the non scaredy-cats whenever!

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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by aayl1 » Thu Apr 11, 2024 4:54 pm

:wub:

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Peter Crisp
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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by Peter Crisp » Thu Apr 11, 2024 5:18 pm

I'll be on if you need me.

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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by aayl1 » Thu Apr 11, 2024 5:51 pm

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Mafro
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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by Mafro » Thu Apr 11, 2024 6:02 pm

Eruptor - powerful (can close bug holes and fabricators) but reload is far too slow and if you have this you basically need to have a machine gun stratagem to use as your primary

Adjudicator - it seems fine but I wouldn't pick this over the Sickle or the Liberator Penetrator

Grenade Pistol - basically does what it says

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Memento Mori
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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by Memento Mori » Thu Apr 11, 2024 7:33 pm

I'm online but having to use different headphones and I'm not sure my Mike is working.

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Peter Crisp
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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by Peter Crisp » Thu Apr 11, 2024 11:36 pm

I've set-up a discord account.

Grumble, grumble.

I'm Regis555.

Vermilion wrote:I'd rather live in Luton.
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aayl1
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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by aayl1 » Fri Apr 12, 2024 3:10 pm

Peter Crisp wrote:I've set-up a discord account.

Grumble, grumble.

I'm Regis555.


Thank you!

Join the GRcade discord here! https://discord.com/invite/W6BaCUv8

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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by Skarjo » Mon Apr 15, 2024 12:59 am

Played this with a squad of buddies for the first time over the weekend. So much more fun with mates when chatting, especially when you're all pretty new and just cocking it up left right and centre. :lol:

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Peter Crisp
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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by Peter Crisp » Mon Apr 15, 2024 1:25 pm

Skarjo wrote:Played this with a squad of buddies for the first time over the weekend. So much more fun with mates when chatting, especially when you're all pretty new and just cocking it up left right and centre. :lol:


Yep :slol: .

The random friendly fire and working out what loadouts you like playing are always fun.
For me this is the exact opposite of a sweaty online game and it's best when you relax and just have fun.

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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by Fade » Mon Apr 15, 2024 6:26 pm

Peter Crisp wrote:
Skarjo wrote:Played this with a squad of buddies for the first time over the weekend. So much more fun with mates when chatting, especially when you're all pretty new and just cocking it up left right and centre. :lol:


Yep :slol: .

The random friendly fire and working out what loadouts you like playing are always fun.
For me this is the exact opposite of a sweaty online game and it's best when you relax and just have fun.

Unless it's foggy apparently :lol:

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PostRe: Helldivers 2 | PS5, PC | Skarjo brings Family Values to the hunt
by Peter Crisp » Mon Apr 15, 2024 7:01 pm

Fade wrote:Unless it's foggy apparently :lol:


The fog can indeed strawberry float right off :x .
The number of times I got killed by a spewer who was just outside of my sight but close enough for it to nail me was insane.
Or getting flattened by a charger who you only see for a split second before he flattenes you ARGHHHHHHHHHH!!!!!!!!!!!!!!!!!!

This is why we need planetary air conditioning!

Fog in games can strawberry float the strawberry float off :fp: .

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PostRe: Helldivers 2 | PS5, PC | Peter Crisp suggests "relax and just have fun"
by Alvin Flummux » Wed Apr 17, 2024 10:47 pm

It's a lot of fun to have a Factory Strider drop into your fight for survival.

Game gets crazy sometimes and I appreciate that.

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PostRe: Helldivers 2 | PS5, PC | Alvin reports "game gets crazy sometimes"
by Alvin Flummux » Mon Apr 29, 2024 5:01 pm

Big patch today, a real whopper.

For this patch, we have made improvements and changes to the following areas: General Primary, Secondary, & Support Weapons

Overview

Balancing

Balance changes to weapons, stratagems, and enemies

Change to the Spread Democracy mission

Armors with armor rating above 100 now also reduce damage on headshots.

Victory poses will now only play for the extracted. (No stolen valor on my ship.)

CB-9 Exploding Crossbow
Slightly smaller explosion
Increased stagger
Decreased number of maximum mags from 12 to 8
Increased number of magazines received from resupply from 6 to 8
Slight reduction in ergonomics
Muzzle velocity increased

LAS-99 Quasar Cannon
Increased recharge time by 5 seconds

BR-14 Adjudicator
Full auto is now the default fire mode
Reduced recoil
Increased maximum mags from 6 to 8
Increased number of magazines received from resupply from 6 to 8

Now placed amongst assault rifles

Laser Cannon
Slightly increased damage
Slightly reduced damage versus large volume bodies

SG-8P Punisher Plasma
Decreased maximum mags from 12 to 8
Increased amount of magazines received from resupply from 6 to 8
Increased projectile speed, but will still keep a similar range
Decreased damage falloff on the explosion

Now placed in the energy weapons category

ARC-12 Blitzer
Increased shots per minute from 30 to 45
Now placed in the energy weapons category

R-36 Eruptor
Decreased number of maximum mags from 12 to 6
Explosion damage drops off slightly faster


LAS-16 Sickle
Decreased amount of magazines from 6 down to 3

Scythe
Increased damage from 300 to 350
Decreased max number of mags from 6 down to 4

Railgun
Increased armor penetration in both safe mode and unsafe mode
Stagger force slightly reduced

MG-101 Heavy Machine Gun
Third person crosshair enabled

Diligence Counter Sniper
Damage increased from 128 to 140
Ergonomics improved


Diligence
Damage increased from 112 to 125

P-19 Redeemer
Slight increase in recoil

Peacemaker
Increased damage from 60 to 75

Senator
Increased damage from 150 to 175
Speedloader added when reloading on an empty cylinder–speeds up reload on empty considerably


Dagger
Increased damage from 150 to 200

Liberator
Damage increased from 55 to 60

Liberator Concussive
Damage increased from 55 to 65

Dominator
Damage decreased from 300 to 275

Guard Dog Rover
Decreased damage by 30%

Guard Dog
Slight increase in damage

Burning damage reduced by 15%

1. [11:05]Stratagems, Enemies

Balancing adjustments have been made to Enemy Patrols

Gameplay

Machinegun Sentry
Increased health to match other Sentries

Tesla Tower
Increased health by 33%

RL-77 Airburst Rocket Launcher
Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
Reduced proximity radius


Added reload stage for the Spear reload after the spent missile had been discarded.

Bile Spewer and Nursing Spewers move speed slightly reduced

Hulks: Force required for them to stagger slightly increased
Hulk Scorcher direct flamethrower damage reduced by 20%

Devastator fire rate slightly increased (only the standard devastator).

Gunships sideways movement slightly increased

Scout Strider Riders now less vulnerable to explosions

Fog Generators (Spore Spewers?) health and armor increased

Gunship spawners now have a much lower cap on how many gunships they can have active at the same time.

Balancing adjustment to patrol spawning:
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.

Made minor level generation improvements to how we distribute locations throughout the mission map. This should improve variation in distance between objectives, and objectives will likely not spawn as far away from each other as often as before.

Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.

The Spread Democracy mission otherwise known as “raise the flag” can now be enjoyed on higher difficulties for maximum freedom spreading.

When readying up, Helldivers now salute to ensure maximum democratic readiness.

Added ambience to the Tremor planetary hazard to underline the severity so Helldivers can react accordingly.

Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.

1. NEU

2. [11:05] Fixes

Crash Fixes.

Fixed crash that could occur when host abandoned mission with squad.

Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.

Fixed crash that could occur for all players after or during mission results screen.

Fixed crash that could occur after shooting from the EXO-45 Patriot Suit’s rocket launcher.

Fixed crash that could occur for all players apart from the one that rejoined the ongoing mission with different armor and got reinforced

Fixed Superior Packing Methodology ship module not working properly.

Fixed Blast Absorption ship module so that it correctly increases sentries’ resistance to explosions.

Fixed issue where players could not navigate to the search results in the Social Menu.

Fixed some issues where items equipped in a Warbond were not actually equipped.

Fixed an exploit that allowed overly eager Helldivers to use grenades excessively.

Fixed issue where kills from orbital barrage did not progress Indirect Fire Exercise order.

Fixed issue that allowed traitors to try to sabotage the extraction shuttle by deploying sentry stratagems below it.

Fixed issue where ion storms incorrectly prevented extraction beacon from deploying.

Fixed some stratagem beams using incorrect color-coding.

Fixed issue where the left stick on a controller could not be used to navigate the Social menu.

Fixed some issues where various UI elements were cut off, off-centered or too close to the edge of the screen on ultrawide displays.

Fixed Anti-Materiel Rifle facing away from the Helldiver after deploying it.

Fixed bug where player could duplicate rounds by canceling the reload of Anti-Materiel Rifle at a specific time.

Fixed bug where Anti-Materiel Rifle would consume an extra magazine after a canceled reload.

Fixed bug where Recoilless Rifle would consume an extra shell from the backpack if the reload was canceled just after a shell was i* inserted, but before the reload was completed.

Fixed issue where the Sickle and Quasar Cannon could not shoot through foliage.

Fixed several issues where weapon thumbnails would disappear when scrolling through Armory.

Fixed issues where Automaton Gunships sometimes could not see the player.

Fixed incorrect collision being left over after destroying Automaton bunkers or detector towers with hellbombs.

Fixed issue where Hellbombs would not deploy on certain missions.

Fixed certain issues that resulted in Helldivers drowning in deep water upon landing.

Fixed issue where Hellpod Space Optimization made ammo go above capacity.

1. [11:06] 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.

Known Issues

Fixed issue where Stalkers became very visible in fog

Mines are now pingable for better coordination with your team.

Receiving friend requests now gives the player a pop up.
Improved readability of prompts and hints displayed in the tutorial and onboarding.

Total experience is now visible in the career tab.

Added better support for ultrawide monitors by fixing the aspect ratio of menus to 16:9 and adding a setting to control the width of the HUD.

Keybinds bound to numpad will no longer reset upon restart.

Fixed inconsistent audio when headphones are plugged into the Dual Sense controller while playing on PC.

Playing Rock, Paper, Scissors in front of the ship no longer causes player to fall out into space.

APW-1 Anti-Material Rifle and MG-206 Heavy Machine Gun now trigger hitmarkers while scoped in.

Secondary weapon no longer remains in the Ballistic Shield ADS position after using a stim with the Ballistic Shield Backpack equipped.

"Open Text Chat" is now rebindable.

Explosive weapons such as R-36 Eruptor, CB-9 Exploding Crossbow. GP-31 Grenade Pistol no longer pulls players inward from the blast.

Disabled the squad invites during the tutorial which caused an overlap in the UI.

Fixed Primary and Secondary weapons overlapping on the character model in the armory.

Fixed UI elements during first boot are cut off on a 21:9 aspect ratio monitor.

Report and block player is now visible in the squad menu.

Dead Scavengers now stop screaming for help if killed while calling in reinforcements.

Fixed Anti Air cannons showing up as "Stratagem Scramblers" in danger warnings.

Damage-over-time effects may only apply when dealt by the host. We expect to have this fixed in the next patch.

Reinforcement may not be available for some players who join a game in progress.

Helldiver may be unable to stand up from crouching when surrounded by enemies.

Game may crash if the host leaves while dead and rejoins the same play session.

Game may crash if the player changes the text language while on a mission.

Various issues involving friend invites and cross-play:

Friend Request cannot be accepted when the requesting player changed their username before the request was accepted.

Cross-platform friend invites might not show up in the Friend Requests tab.

Players cannot unfriend players befriended via friend code.

Players cannot unblock players that were not in their Friends list beforehand.

Players may experience delays in Medals and Super Credits payouts.

Enemies that bleed out do not progress Personal Orders and Eradicate missions.

Scopes on some weapons such as the Anti-Materiel Rifle are slightly misaligned.

Arc weapons sometimes behave inconsistently and sometimes misfire.

Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.

Stratagem beam might attach itself to an enemy but it will deploy to its original location.

Explosions do not break your limbs (except for when you fly into a rock).

Area around Automaton Detector Tower makes blue stratagems such as the Hellbomb bounce and be repelled when trying to call them down close to the tower.

Planet liberation reaches 100% at the end of every Defend mission.


Source.

This will change the way people play, I think. I can't see myself bringing the Quasar along much with that big a nerf to its cool down. Time to try some other weapons, maybe break out the Laser Cannon again.

Last edited by Alvin Flummux on Mon Apr 29, 2024 10:15 pm, edited 2 times in total.
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aayl1
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PostRe: Helldivers 2 | PS5, PC | Alvin reports "game gets crazy sometimes"
by aayl1 » Mon Apr 29, 2024 5:13 pm

Knew the Quasar cannon wasn't long for this world.

Crossbow getting a nerf is a wtf moment.

Huge buff to the senator now though!

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PostRe: Helldivers 2 | PS5, PC | Alvin reports "game gets crazy sometimes"
by Mafro » Mon Apr 29, 2024 7:51 pm

Quasar no more.

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PostRe: Helldivers 2 | PS5, PC | Alvin reports "game gets crazy sometimes"
by Mafro » Mon Apr 29, 2024 7:58 pm

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.

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PostRe: Helldivers 2 | PS5, PC | Alvin reports "game gets crazy sometimes"
by Mafro » Mon Apr 29, 2024 7:59 pm

Arrowhead seem to think they're balancing a PvP game.

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PostRe: Helldivers 2 | PS5, PC | Alvin reports "game gets crazy sometimes"
by Alvin Flummux » Mon Apr 29, 2024 9:29 pm

Mafro wrote:
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.

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Some clarity from the devs:

community manager Spitz was able to share comments from Arrowhead's worlds team: "We unintendedly had non-linear scaling of the patrol spawns so they didn't spawn as often as they should have when less than four players—the intention is that one player has 1/4th of the patrols compared to four players, but it used to be that they had 1/6th."


https://www.pcgamer.com/games/third-per ... -had-16th/

That adds up to 50% more patrols on solo runs. Community reaction to this has been pretty negative, so I imagine it'll be tweaked and revised in future patches, but probably won't go back to what it was.

Last edited by Alvin Flummux on Tue Apr 30, 2024 5:32 pm, edited 1 time in total.

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