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.